#ifndef Magnum_Framebuffer_h #define Magnum_Framebuffer_h /* Copyright © 2010, 2011, 2012 Vladimír Vondruš This file is part of Magnum. Magnum is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 3 only, as published by the Free Software Foundation. Magnum is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License version 3 for more details. */ /** @file * @brief Class Magnum::Framebuffer */ #include #include "BufferedImage.h" #include "CubeMapTexture.h" #include "Color.h" #include "Image.h" #include "Renderbuffer.h" namespace Magnum { /** @nosubgrouping @brief %Framebuffer Provides operations with framebuffers (configuring, clearing, blitting...) and creation and attaching of named framebuffers. @todo @extension{ARB,viewport_array} */ class MAGNUM_EXPORT Framebuffer { Framebuffer(const Framebuffer& other) = delete; Framebuffer(Framebuffer&& other) = delete; Framebuffer& operator=(const Framebuffer& other) = delete; Framebuffer& operator=(Framebuffer&& other) = delete; public: /** @{ @name Framebuffer features */ /** * @brief Features * * If not specified otherwise, all features are disabled by default. * @see setFeature() */ enum class Feature: GLenum { /** * Blending * @see setBlendEquation(), setBlendFunction(), setBlendColor() */ Blending = GL_BLEND, #ifndef MAGNUM_TARGET_GLES /** * Logical operation * @see setLogicOperation() * @requires_gl Logic operations on framebuffer are in desktop OpenGL only. */ LogicOperation = GL_COLOR_LOGIC_OP, /** * Depth clamping. If enabled, ignores near and far clipping plane. * @requires_gl * @requires_gl32 Extension @extension{ARB,depth_clamp} */ DepthClamp = GL_DEPTH_CLAMP, #endif /** * Scissor test * @see setScissor() */ ScissorTest = GL_SCISSOR_TEST, DepthTest = GL_DEPTH_TEST, /**< Depth test */ StencilTest = GL_STENCIL_TEST, /**< Stencil test */ Dithering = GL_DITHER, /**< Dithering (enabled by default) */ FaceCulling = GL_CULL_FACE /**< Back face culling */ }; /** @brief Set feature */ inline static void setFeature(Feature feature, bool enabled) { enabled ? glEnable(static_cast(feature)) : glDisable(static_cast(feature)); } /** * @brief Set viewport size * * Call when window size changes. * @see Camera::setViewport() */ inline static void setViewport(const Math::Vector2& position, const Math::Vector2& size) { glViewport(position.x(), position.y(), size.x(), size.y()); } /*@}*/ /** @{ @name Clearing the framebuffer */ /** * @brief Mask for clearing * * @see ClearMask, clear(), clear(ClearMask) */ enum class Clear: GLbitfield { Color = GL_COLOR_BUFFER_BIT, /**< Color */ Depth = GL_DEPTH_BUFFER_BIT, /**< Depth value */ Stencil = GL_STENCIL_BUFFER_BIT /**< Stencil value */ }; typedef Corrade::Containers::EnumSet ClearMask; /**< @brief Mask for clearing */ /** * @brief Clear specified buffers in framebuffer * * @see clear(), setClearColor(), setClearDepth(), setClearStencil() * @todo Clearing only given draw buffer */ inline static void clear(ClearMask mask) { glClear(static_cast(mask)); } /** * @brief Set clear color * * Initial value is `{0.0f, 0.0f, 0.0f, 1.0f}`. */ inline static void setClearColor(const Color4& color) { glClearColor(color.r(), color.g(), color.b(), color.a()); } #ifndef MAGNUM_TARGET_GLES /** * @brief Set clear depth * * Initial value is `1.0`. * @requires_gl See setClearDepth(GLfloat), which is supported in OpenGL ES. */ inline static void setClearDepth(GLdouble depth) { glClearDepth(depth); } #endif /** * @overload * * @requires_gl41 Extension @extension{ARB,ES2_compatibility} */ inline static void setClearDepth(GLfloat depth) { glClearDepthf(depth); } /** * @brief Set clear stencil * * Initial value is `0`. */ inline static void setClearStencil(GLint stencil) { glClearStencil(stencil); } /*@}*/ /** @{ @name Scissor operations */ /** * @brief Set scissor rectangle * @param bottomLeft Bottom left corner. Initial value is `(0, 0)`. * @param size Scissor rectangle size. Initial value is * size of the window when the context is first attached to a * window. * @attention You have to enable scissoring with setFeature() first. */ inline static void setScissor(const Math::Vector2& bottomLeft, const Math::Vector2& size) { glScissor(bottomLeft.x(), bottomLeft.y(), size.x(), size.y()); } /*@}*/ /** @{ @name Stencil operations */ /** * @brief Affected polygon facing for stencil operations and masks * * @see setStencilFunction(PolygonFacing, StencilFunction, GLint, GLuint), * setStencilOperation(PolygonFacing, StencilOperation, StencilOperation, StencilOperation), * setStencilMask(PolygonFacing, GLuint) */ enum class PolygonFacing: GLenum { Front = GL_FRONT, /**< Front-facing polygons */ Back = GL_BACK, /**< Back-facing polygons */ FrontAndBack = GL_FRONT_AND_BACK /**< Front- and back-facing polygons */ }; /** * @brief Stencil function * * @see setStencilFunction() */ enum class StencilFunction: GLenum { Never = GL_NEVER, /**< Never pass the test. */ Always = GL_ALWAYS, /**< Always pass the test. */ Less = GL_LESS, /**< Pass when reference value is less than buffer value. */ LessOrEqual = GL_LEQUAL, /**< Pass when reference value is less than or equal to buffer value. */ Equal = GL_EQUAL, /**< Pass when reference value is equal to buffer value. */ NotEqual = GL_NOTEQUAL, /**< Pass when reference value is not equal to buffer value. */ GreaterOrEqual = GL_GEQUAL, /**< Pass when reference value is greater than or equal to buffer value. */ Greater = GL_GREATER /**< Pass when reference value is greater than buffer value. */ }; /** * @brief Stencil operation * * @see setStencilOperation() */ enum class StencilOperation: GLenum { Keep = GL_KEEP, /**< Keep the current value. */ Zero = GL_ZERO, /**< Set the stencil buffer value to `0`. */ /** * Set the stencil value to reference value specified by * setStencilFunction(). */ Replace = GL_REPLACE, /** * Increment the current stencil buffer value, clamp to maximum * possible value on overflow. */ Increment = GL_INCR, /** * Increment the current stencil buffer value, wrap to zero on * overflow. */ IncrementWrap = GL_INCR_WRAP, /** * Increment the current stencil buffer value, clamp to minimum * possible value on underflow. */ Decrement = GL_DECR, /** * Decrement the current stencil buffer value, wrap to maximum * possible value on underflow. */ DecrementWrap = GL_DECR_WRAP, /** * Bitwise invert the current stencil buffer value. */ Invert = GL_INVERT }; /** * @brief Set stencil function * @param facing Affected polygon facing * @param function Stencil function. Initial value is * `StencilFunction::Always`. * @param referenceValue Reference value. Initial value is `0`. * @param mask Mask for both reference and buffer value. * Initial value is all `1`s. * * @attention You have to enable stencil test with setFeature() first. * @see setStencilFunction(StencilFunction, GLint, GLuint) */ inline static void setStencilFunction(PolygonFacing facing, StencilFunction function, GLint referenceValue, GLuint mask) { glStencilFuncSeparate(static_cast(facing), static_cast(function), referenceValue, mask); } /** * @brief Set stencil function * * The same as setStencilFunction(PolygonFacing, StencilFunction, GLint, GLuint) * with `facing` set to `PolygonFacing::FrontAndBack`. */ inline static void setStencilFunction(StencilFunction function, GLint referenceValue, GLuint mask) { glStencilFunc(static_cast(function), referenceValue, mask); } /** * @brief Set stencil operation * @param facing Affected polygon facing * @param stencilFail Action when stencil test fails * @param depthFail Action when stencil test passes, but depth * test fails * @param depthPass Action when both stencil and depth test * pass * * Initial value for all fields is `StencilOperation::Keep`. * @attention You have to enable stencil test with setFeature() first. * @see setStencilOperation(StencilOperation, StencilOperation, StencilOperation) */ inline static void setStencilOperation(PolygonFacing facing, StencilOperation stencilFail, StencilOperation depthFail, StencilOperation depthPass) { glStencilOpSeparate(static_cast(facing), static_cast(stencilFail), static_cast(depthFail), static_cast(depthPass)); } /** * @brief Set stencil operation * * The same as setStencilOperation(PolygonFacing, StencilOperation, StencilOperation, StencilOperation) * with `facing` set to `PolygonFacing::FrontAndBack`. */ inline static void setStencilOperation(StencilOperation stencilFail, StencilOperation depthFail, StencilOperation depthPass) { glStencilOp(static_cast(stencilFail), static_cast(depthFail), static_cast(depthPass)); } /*@}*/ /** @{ @name Depth testing */ /** * @brief Depth function * * @see setDepthFunction() */ typedef StencilFunction DepthFunction; /** * @brief Set depth function * * Initial value is `DepthFunction::Less`. * @attention You have to enable depth test with setFeature() first. */ inline static void setDepthFunction(DepthFunction function) { glDepthFunc(static_cast(function)); } /*@}*/ /** @{ @name Masking writes */ /** * @brief Mask color writes * * Set to `false` to disallow writing to given color channel. Initial * values are all `true`. * @todo Masking only given draw buffer */ inline static void setColorMask(GLboolean allowRed, GLboolean allowGreen, GLboolean allowBlue, GLboolean allowAlpha) { glColorMask(allowRed, allowGreen, allowBlue, allowAlpha); } /** * @brief Mask depth writes * * Set to `false` to disallow writing to depth buffer. Initial value * is `true`. */ inline static void setDepthMask(GLboolean allow) { glDepthMask(allow); } /** * @brief Mask stencil writes * * Set given bit to `0` to disallow writing stencil value for given * faces to it. Initial value is all `1`s. * @see setStencilMask(GLuint) */ inline static void setStencilMask(PolygonFacing facing, GLuint allowBits) { glStencilMaskSeparate(static_cast(facing), allowBits); } /** * @brief Mask stencil writes * * The same as setStencilMask(PolygonFacing, GLuint) with `facing` set * to `PolygonFacing::FrontAndBack`. */ inline static void setStencilMask(GLuint allowBits) { glStencilMask(allowBits); } /*@}*/ /** @{ @name Blending * You have to enable blending with setFeature() first. * @todo Blending for given draw buffer */ /** * @brief Blend equation * * @see setBlendEquation() */ enum class BlendEquation: GLenum { Add = GL_FUNC_ADD, /**< `source + destination` */ Subtract = GL_FUNC_SUBTRACT, /**< `source - destination` */ ReverseSubtract = GL_FUNC_REVERSE_SUBTRACT /**< `destination - source` */ #ifndef MAGNUM_TARGET_GLES /** @todo Enable for ES3 when the headers are available */ , /** * `min(source, destination)` * @requires_gles30 Extension @es_extension{EXT,blend_minmax} */ Min = GL_MIN, /** * `max(source, destination)` * @requires_gles30 Extension @es_extension{EXT,blend_minmax} */ Max = GL_MAX #endif }; /** * @brief Blend function * * @see setBlendFunction() */ enum class BlendFunction: GLenum { /** Zero (@f$ RGB = (0.0, 0.0, 0.0); A = 0.0 @f$) */ Zero = GL_ZERO, /** One (@f$ RGB = (1.0, 1.0, 1.0); A = 1.0 @f$) */ One = GL_ONE, /** * Constant color (@f$ RGB = (R_c, G_c, B_c); A = A_c @f$) * * @see setBlendColor() */ ConstantColor = GL_CONSTANT_COLOR, /** * One minus constant color (@f$ RGB = (1.0 - R_c, 1.0 - G_c, 1.0 - B_c); A = 1.0 - A_c @f$) * * @see setBlendColor() */ OneMinusConstantColor = GL_ONE_MINUS_CONSTANT_COLOR, /** * Constant alpha (@f$ RGB = (A_c, A_c, A_c); A = A_c @f$) * * @see setBlendColor() */ ConstantAlpha = GL_CONSTANT_ALPHA, /** * One minus constant alpha (@f$ RGB = (1.0 - A_c, 1.0 - A_c, 1.0 - A_c); A = 1.0 - A_c @f$) * * @see setBlendColor() */ OneMinusConstantAlpha = GL_ONE_MINUS_CONSTANT_ALPHA, /** Source color (@f$ RGB = (R_{s0}, G_{s0}, B_{s0}); A = A_{s0} @f$) */ SourceColor = GL_SRC_COLOR, #ifndef MAGNUM_TARGET_GLES /** * Second source color (@f$ RGB = (R_{s1}, G_{s1}, B_{s1}); A = A_{s1} @f$) * * @see AbstractShaderProgram::bindFragmentDataLocationIndexed() * @requires_gl * @requires_gl33 Extension @extension{ARB,blend_func_extended} */ SecondSourceColor = GL_SRC1_COLOR, #endif /** * One minus source color (@f$ RGB = (1.0 - R_{s0}, 1.0 - G_{s0}, 1.0 - B_{s0}); A = 1.0 - A_{s0} @f$) */ OneMinusSourceColor = GL_ONE_MINUS_SRC_COLOR, #ifndef MAGNUM_TARGET_GLES /** * One minus second source color (@f$ RGB = (1.0 - R_{s1}, 1.0 - G_{s1}, 1.0 - B_{s1}); A = 1.0 - A_{s1} @f$) * * @see AbstractShaderProgram::bindFragmentDataLocationIndexed() * @requires_gl * @requires_gl33 Extension @extension{ARB,blend_func_extended} */ OneMinusSecondSourceColor = GL_ONE_MINUS_SRC1_COLOR, #endif /** Source alpha (@f$ RGB = (A_{s0}, A_{s0}, A_{s0}); A = A_{s0} @f$) */ SourceAlpha = GL_SRC_ALPHA, /** * Saturate source alpha (@f$ RGB = (f, f, f); A = 1.0; f = min(A_s, 1.0 - A_d) @f$) * * Can be used only in source parameter of setBlendFunction(). */ SourceAlphaSaturate = GL_SRC_ALPHA_SATURATE, #ifndef MAGNUM_TARGET_GLES /** * Second source alpha (@f$ RGB = (A_{s1}, A_{s1}, A_{s1}); A = A_{s1} @f$) * * @see AbstractShaderProgram::bindFragmentDataLocationIndexed() * @requires_gl * @requires_gl33 Extension @extension{ARB,blend_func_extended} */ SecondSourceAlpha = GL_SRC1_ALPHA, #endif /** * One minus source alpha (@f$ RGB = (1.0 - A_{s0}, 1.0 - A_{s0}, 1.0 - A_{s0}); A = 1.0 - A_{s0} @f$) */ OneMinusSourceAlpha = GL_ONE_MINUS_SRC_ALPHA, #ifndef MAGNUM_TARGET_GLES /** * One minus second source alpha (@f$ RGB = (1.0 - A_{s1}, 1.0 - A_{s1}, 1.0 - A_{s1}); A = 1.0 - A_{s1} @f$) * * @see AbstractShaderProgram::bindFragmentDataLocationIndexed() * @requires_gl * @requires_gl33 Extension @extension{ARB,blend_func_extended} */ OneMinusSecondSourceAlpha = GL_ONE_MINUS_SRC1_ALPHA, #endif /** Destination color (@f$ RGB = (R_d, G_d, B_d); A = A_d @f$) */ DestinationColor = GL_DST_COLOR, /** * One minus source color (@f$ RGB = (1.0 - R_d, 1.0 - G_d, 1.0 - B_d); A = 1.0 - A_d @f$) */ OneMinusDestinationColor = GL_ONE_MINUS_DST_COLOR, /** Destination alpha (@f$ RGB = (A_d, A_d, A_d); A = A_d @f$) */ DestinationAlpha = GL_DST_ALPHA, /** * One minus source alpha (@f$ RGB = (1.0 - A_d, 1.0 - A_d, 1.0 - A_d); A = 1.0 - A_d @f$) */ OneMinusDestinationAlpha = GL_ONE_MINUS_DST_ALPHA }; /** * @brief Set blend equation * * How to combine source color (pixel value) with destination color * (framebuffer). Initial value is `BlendEquation::Add`. * @attention You have to enable blending with setFeature() first. * @see setBlendEquation(BlendEquation, BlendEquation) */ inline static void setBlendEquation(BlendEquation equation) { glBlendEquation(static_cast(equation)); } /** * @brief Set blend equation separately for RGB and alpha components * * See setBlendEquation(BlendEquation) for more information. * @attention You have to enable blending with setFeature() first. */ inline static void setBlendEquation(BlendEquation rgb, BlendEquation alpha) { glBlendEquationSeparate(static_cast(rgb), static_cast(alpha)); } /** * @brief Set blend function * @param source How the source blending factor is computed * from pixel value. Initial value is `BlendFunction::One`. * @param destination How the destination blending factor is * computed from framebuffer. Initial value is * `BlendFunction::Zero`. * * @attention You have to enable blending with setFeature() first. * @see setBlendFunction(BlendFunction, BlendFunction, BlendFunction, BlendFunction) */ inline static void setBlendFunction(BlendFunction source, BlendFunction destination) { glBlendFunc(static_cast(source), static_cast(destination)); } /** * @brief Set blend function separately for RGB and alpha components * * See setBlendFunction(BlendFunction, BlendFunction) for more information. * @attention You have to enable blending with setFeature() first. */ inline static void setBlendFunction(BlendFunction sourceRgb, BlendFunction destinationRgb, BlendFunction sourceAlpha, BlendFunction destinationAlpha) { glBlendFuncSeparate(static_cast(sourceRgb), static_cast(destinationRgb), static_cast(sourceAlpha), static_cast(destinationAlpha)); } /** * @brief Set blend color * * Sets constant color used in setBlendFunction() by * `BlendFunction::ConstantColor`, * `BlendFunction::OneMinusConstantColor`, * `BlendFunction::ConstantAlpha` and * `BlendFunction::OneMinusConstantAlpha`. * @attention You have to enable blending with setFeature() first. */ inline static void setBlendColor(const Color4& color) { glBlendColor(color.r(), color.g(), color.b(), color.a()); } /*@}*/ #ifndef MAGNUM_TARGET_GLES /** @{ @name Logical operation */ /** * @brief Logical operation * * @see setLogicOperation() * @requires_gl */ enum class LogicOperation: GLenum { Clear = GL_CLEAR, /**< `0` */ Set = GL_SET, /**< `1` */ Copy = GL_COPY, /**< `source` */ CopyInverted = GL_COPY_INVERTED,/**< `~source` */ Noop = GL_NOOP, /**< `destination` */ Invert = GL_INVERT, /**< `~destination` */ And = GL_AND, /**< `source & destination` */ AndReverse = GL_AND_REVERSE, /**< `source & ~destination` */ AndInverted = GL_AND_INVERTED, /**< `~source & destination` */ Nand = GL_NAND, /**< `~(source & destination)` */ Or = GL_OR, /**< `source | destination` */ OrReverse = GL_OR_REVERSE, /**< `source | ~destination` */ OrInverted = GL_OR_INVERTED, /**< `~source | destination` */ Nor = GL_NOR, /**< `~(source | destination)` */ Xor = GL_XOR, /**< `source ^ destination` */ Equivalence = GL_EQUIV /**< `~(source ^ destination)` */ }; /** * @brief Set logical operation * * @attention You have to enable logical operation with setFeature() first. * @requires_gl Logic operations on framebuffer are in desktop OpenGL only. */ inline static void setLogicOperation(LogicOperation operation) { glLogicOp(static_cast(operation)); } /*@}*/ #endif /** @{ @name Framebuffer creation and binding */ /** * @brief %Framebuffer target * * @see bind(), bindDefault() * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ enum class Target: GLenum { #ifndef MAGNUM_TARGET_GLES /** * For reading only. * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_blit} */ Read = GL_READ_FRAMEBUFFER, /** * For drawing only. * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_blit} */ Draw = GL_DRAW_FRAMEBUFFER, #endif ReadDraw = GL_FRAMEBUFFER /**< For both reading and drawing. */ }; #ifndef MAGNUM_TARGET_GLES /** * @brief Draw attachment for default framebuffer * * @see mapDefaultForDraw() * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ enum class DefaultDrawAttachment: GLenum { None = GL_NONE, /**< Don't use the output. */ BackLeft = GL_BACK_LEFT, /**< Write output to back left framebuffer. */ BackRight = GL_BACK_RIGHT, /**< Write output to back right framebuffer. */ FrontLeft = GL_FRONT_LEFT, /**< Write output to front left framebuffer. */ FrontRight = GL_FRONT_RIGHT /**< Write output to front right framebuffer. */ }; /** * @brief Read attachment for default framebuffer * * @see mapDefaultForRead() * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ enum class DefaultReadAttachment: GLenum { FrontLeft = GL_FRONT_LEFT, /**< Read from front left framebuffer. */ FrontRight = GL_FRONT_RIGHT, /**< Read from front right framebuffer. */ BackLeft = GL_BACK_LEFT, /**< Read from back left framebuffer. */ BackRight = GL_BACK_RIGHT, /**< Read from back right framebuffer. */ Left = GL_LEFT, /**< Read from left framebuffers. */ Right = GL_RIGHT, /**< Read from right framebuffers. */ Front = GL_FRONT, /**< Read from front framebuffers. */ Back = GL_BACK, /**< Read from back framebuffers. */ FrontAndBack = GL_FRONT_AND_BACK /**< Read from front and back framebuffers. */ }; #endif /** * @brief Constructor * * Generates new OpenGL framebuffer. * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline Framebuffer() { glGenFramebuffers(1, &framebuffer); } /** * @brief Destructor * * Deletes associated OpenGL framebuffer. * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline ~Framebuffer() { glDeleteFramebuffers(1, &framebuffer); } /** * @brief Bind default framebuffer to given target * @param target %Target * * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline static void bindDefault(Target target) { glBindFramebuffer(static_cast(target), 0); } /** * @brief Bind framebuffer * * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void bind(Target target) { glBindFramebuffer(static_cast(target), framebuffer); } #ifndef MAGNUM_TARGET_GLES /** * @brief Map given attachments of default framebuffer for drawing * @param attachments Default attachments. If any value is * DefaultAttachment::None, given output is not used. * * If used for mapping output of fragment shader, the order must be as * specified by the shader (see AbstractShaderProgram documentation). * If used for blit(), the order is not important. Each used attachment * should have either renderbuffer or texture attached for writing to * work properly. * @see mapForDraw(), mapDefaultForRead() * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ static void mapDefaultForDraw(std::initializer_list attachments); /** * @brief Map given color attachments of current framebuffer for drawing * @param colorAttachments Color attachment IDs. If any value is -1, * given output is not used. * * If used for mapping output of fragment shader, the order must be as * specified by the shader (see AbstractShaderProgram documentation). * If used for blit(), the order is not important. Each used attachment * should have either renderbuffer or texture attached for writing to * work properly. * @see mapDefaultForDraw(), mapForRead() * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ void mapForDraw(std::initializer_list colorAttachments); /** * @brief Map given attachment of default framebuffer for reading * @param attachment Default attachment * * Each used attachment should have either renderbuffer or texture * attached to work properly. * @see mapForRead(), mapDefaultForDraw() * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline static void mapDefaultForRead(DefaultReadAttachment attachment) { bindDefault(Target::Read); glReadBuffer(static_cast(attachment)); } /** * @brief Map given color attachment of current framebuffer for reading * @param colorAttachment Color attachment ID * * The color attachment should have either renderbuffer or texture * attached for reading to work properly. * @see mapDefaultForRead(), mapForDraw() * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void mapForRead(unsigned int colorAttachment) { bind(Target::Read); glReadBuffer(GL_COLOR_ATTACHMENT0 + colorAttachment); } #endif /*@}*/ /** @{ @name Attaching textures and renderbuffers */ /** * @brief Attachment for depth/stencil part of fragment shader output * * @see attachRenderbuffer(Target, DepthStencilAttachment, Renderbuffer*), * attachTexture1D(Target, DepthStencilAttachment, Texture1D*, GLint), * attachTexture2D(Target, DepthStencilAttachment, Texture2D*, GLint), * attachCubeMapTexture(Target, DepthStencilAttachment, CubeMapTexture*, CubeMapTexture::Coordinate, GLint), * attachTexture3D(Target, DepthStencilAttachment, Texture3D*, GLint, GLint) * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ enum class DepthStencilAttachment: GLenum { Depth = GL_DEPTH_ATTACHMENT, /**< Depth output only. */ Stencil = GL_STENCIL_ATTACHMENT /**< Stencil output only. */ #ifndef MAGNUM_TARGET_GLES , /** * Both depth and stencil output. */ DepthStencil = GL_DEPTH_STENCIL_ATTACHMENT #endif }; /** * @brief Attach renderbuffer to given framebuffer depth/stencil attachment * @param target %Target * @param depthStencilAttachment Depth/stencil attachment * @param renderbuffer Renderbuffer * * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void attachRenderbuffer(Target target, DepthStencilAttachment depthStencilAttachment, Renderbuffer* renderbuffer) { /** @todo Check for internal format compatibility */ bind(target); glFramebufferRenderbuffer(static_cast(target), static_cast(depthStencilAttachment), GL_RENDERBUFFER, renderbuffer->id()); } /** * @brief Attach renderbuffer to given framebuffer color attachment * @param target %Target * @param colorAttachment Color attachment ID (number between 0 and 15) * @param renderbuffer Renderbuffer * * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void attachRenderbuffer(Target target, unsigned int colorAttachment, Renderbuffer* renderbuffer) { /** @todo Check for internal format compatibility */ bind(target); glFramebufferRenderbuffer(static_cast(target), GL_COLOR_ATTACHMENT0 + colorAttachment, GL_RENDERBUFFER, renderbuffer->id()); } #ifndef MAGNUM_TARGET_GLES /** * @brief Attach 1D texture to given framebuffer depth/stencil attachment * @param target %Target * @param depthStencilAttachment Depth/stencil attachment * @param texture 1D texture * @param mipLevel Mip level * * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void attachTexture1D(Target target, DepthStencilAttachment depthStencilAttachment, Texture1D* texture, GLint mipLevel) { /** @todo Check for internal format compatibility */ /** @todo Check for texture target compatibility */ bind(target); glFramebufferTexture1D(static_cast(target), static_cast(depthStencilAttachment), static_cast(texture->target()), texture->id(), mipLevel); } /** * @brief Attach 1D texture to given framebuffer color attachment * @param target %Target * @param colorAttachment Color attachment ID (number between 0 and 15) * @param texture 1D texture * @param mipLevel Mip level * * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void attachTexture1D(Target target, unsigned int colorAttachment, Texture1D* texture, GLint mipLevel) { /** @todo Check for internal format compatibility */ /** @todo Check for texture target compatibility */ bind(target); glFramebufferTexture1D(static_cast(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast(texture->target()), texture->id(), mipLevel); } #endif /** * @brief Attach 2D texture to given framebuffer depth/stencil attachment * @param target %Target * @param depthStencilAttachment Depth/stencil attachment * @param texture 2D texture * @param mipLevel Mip level. For rectangle textures it * should be always 0. * * @see attachCubeMapTexture() * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void attachTexture2D(Target target, DepthStencilAttachment depthStencilAttachment, Texture2D* texture, GLint mipLevel) { /** @todo Check for internal format compatibility */ /** @todo Check for texture target compatibility */ bind(target); glFramebufferTexture2D(static_cast(target), static_cast(depthStencilAttachment), static_cast(texture->target()), texture->id(), mipLevel); } /** * @brief Attach 2D texture to given framebuffer color attachment * @param target %Target * @param colorAttachment Color attachment ID (number between 0 and 15) * @param texture 2D texture * @param mipLevel Mip level. For rectangle textures it * should be always 0. * * @see attachCubeMapTexture() * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void attachTexture2D(Target target, unsigned int colorAttachment, Texture2D* texture, GLint mipLevel) { /** @todo Check for internal format compatibility */ /** @todo Check for texture target compatibility */ bind(target); glFramebufferTexture2D(static_cast(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast(texture->target()), texture->id(), mipLevel); } /** * @brief Attach cube map texture to given framebuffer depth/stencil attachment * @param target %Target * @param depthStencilAttachment Depth/stencil attachment * @param texture Cube map texture * @param coordinate Cube map coordinate * @param mipLevel Mip level * * @see attachTexture2D() * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void attachCubeMapTexture(Target target, DepthStencilAttachment depthStencilAttachment, CubeMapTexture* texture, CubeMapTexture::Coordinate coordinate, GLint mipLevel) { /** @todo Check for internal format compatibility */ bind(target); glFramebufferTexture2D(static_cast(target), static_cast(depthStencilAttachment), static_cast(coordinate), texture->id(), mipLevel); } /** * @brief Attach cube map texture to given framebuffer color attachment * @param target %Target * @param colorAttachment Color attachment ID (number between 0 and 15) * @param texture Cube map texture * @param coordinate Cube map coordinate * @param mipLevel Mip level * * @see attachTexture2D() * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void attachCubeMapTexture(Target target, unsigned int colorAttachment, CubeMapTexture* texture, CubeMapTexture::Coordinate coordinate, GLint mipLevel) { /** @todo Check for internal format compatibility */ bind(target); glFramebufferTexture2D(static_cast(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast(coordinate), texture->id(), mipLevel); } #ifndef MAGNUM_TARGET_GLES /** * @brief Attach 3D texture to given framebuffer depth/stencil attachment * @param target %Target * @param depthStencilAttachment Depth/stencil attachment * @param texture 3D texture * @param mipLevel Mip level * @param layer Layer of 2D image within a 3D texture * * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void attachTexture3D(Target target, DepthStencilAttachment depthStencilAttachment, Texture3D* texture, GLint mipLevel, GLint layer) { /** @todo Check for internal format compatibility */ /** @todo Check for texture target compatibility */ bind(target); glFramebufferTexture3D(static_cast(target), static_cast(depthStencilAttachment), static_cast(texture->target()), texture->id(), mipLevel, layer); } /** * @brief Attach 3D texture to given framebuffer color attachment * @param target %Target * @param colorAttachment Color attachment ID (number between 0 and 15) * @param texture 3D texture * @param mipLevel Mip level * @param layer Layer of 2D image within a 3D texture. * * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ inline void attachTexture3D(Target target, unsigned int colorAttachment, Texture3D* texture, GLint mipLevel, GLint layer) { /** @todo Check for internal format compatibility */ /** @todo Check for texture target compatibility */ bind(target); glFramebufferTexture3D(static_cast(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast(texture->target()), texture->id(), mipLevel, layer); } #endif /*@}*/ /** @{ @name Framebuffer blitting and reading */ #ifndef MAGNUM_TARGET_GLES /** * @brief Output mask for blitting * * Specifies which data are copied when performing blit operation * using blit(). * @see BlitMask * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ enum class Blit: GLbitfield { Color = GL_COLOR_BUFFER_BIT, /**< Color */ Depth = GL_DEPTH_BUFFER_BIT, /**< Depth value */ Stencil = GL_STENCIL_BUFFER_BIT /**< Stencil value */ }; /** * @brief Output mask for blitting * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ typedef Corrade::Containers::EnumSet BlitMask; /** * @brief Copy block of pixels from read to draw framebuffer * @param bottomLeft Bottom left coordinates of source rectangle * @param topRight Top right coordinates of source rectangle * @param destinationBottomLeft Bottom left coordinates of destination rectangle * @param destinationTopRight Top right coordinates of destination * rectangle * @param blitMask Blit mask * @param filter Interpolation applied if the image is * stretched * * See mapForRead() / mapDefaultForRead() and mapForDraw() / * mapDefaultForDraw() for binding particular framebuffer for reading * and drawing. If multiple attachments are specified in mapForDraw() * / mapDefaultForDraw(), the data are written to each of them. * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_blit} */ inline static void blit(const Math::Vector2& bottomLeft, const Math::Vector2& topRight, const Math::Vector2& destinationBottomLeft, const Math::Vector2& destinationTopRight, BlitMask blitMask, AbstractTexture::Filter filter) { glBlitFramebuffer(bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), destinationBottomLeft.x(), destinationBottomLeft.y(), destinationTopRight.x(), destinationTopRight.y(), static_cast(blitMask), static_cast(filter)); } /** * @brief Copy block of pixels from read to draw framebuffer * @param bottomLeft Bottom left coordinates of source and * destination rectangle * @param topRight Top right coordinates of source and * destination rectangle * @param blitMask Blit mask * * Convenience function when source rectangle is the same as * destination rectangle. As the image is copied pixel-by-pixel, * no interpolation is needed and thus * AbstractTexture::Filter::NearestNeighbor filtering is used by * default. * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_blit} */ inline static void blit(const Math::Vector2& bottomLeft, const Math::Vector2& topRight, BlitMask blitMask) { glBlitFramebuffer(bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), static_cast(blitMask), static_cast(AbstractTexture::Filter::NearestNeighbor)); } #endif /** * @brief Read block of pixels from framebuffer to image * @param offset Offset in the framebuffer * @param dimensions %Image dimensions * @param components Color components * @param type Data type * @param image %Image where to put the data * * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ static void read(const Math::Vector2& offset, const Math::Vector2& dimensions, AbstractImage::Components components, AbstractImage::ComponentType type, Image2D* image); #ifndef MAGNUM_TARGET_GLES /** * @brief Read block of pixels from framebuffer to buffered image * @param offset Offset in the framebuffer * @param dimensions %Image dimensions * @param components Color components * @param type Data type * @param image Buffered image where to put the data * @param usage %Buffer usage * * @requires_gl * @requires_gl30 Extension @extension{EXT,framebuffer_object} */ static void read(const Math::Vector2& offset, const Math::Vector2& dimensions, AbstractImage::Components components, AbstractImage::ComponentType type, BufferedImage2D* image, Buffer::Usage usage); #endif /*@}*/ private: GLuint framebuffer; }; CORRADE_ENUMSET_OPERATORS(Framebuffer::ClearMask) #ifndef MAGNUM_TARGET_GLES CORRADE_ENUMSET_OPERATORS(Framebuffer::BlitMask) #endif } #endif