#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 { /** @ingroup textures @brief %Framebuffer Provides operations with framebuffers (configuring, clearing, blitting...) and creation and attaching of named framebuffers. */ 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 { AlphaBlending = GL_BLEND, /**< Alpha blending */ #ifndef MAGNUM_TARGET_GLES /** * Depth clamping. If enabled, ignores near and far clipping plane. * @requires_gl * @requires_gl32 Extension @extension{ARB,depth_clamp} */ DepthClamp = GL_DEPTH_CLAMP, #endif 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 */ static void setFeature(Feature feature, bool enabled); /** * @brief Set viewport size * * Call when window size changes. * @see Camera::setViewport() */ static void setViewport(const Math::Vector2& position, const Math::Vector2& size); /*@}*/ /** @{ @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::Utility::Set ClearMask; /**< @brief Mask for clearing */ /** * @brief Clear framebuffer * * Clears color buffer, depth and stencil buffer in currently active * framebuffer. If depth or stencil test is not enabled, it doesn't * clear these buffers. * * @see setFeature(), clear(ClearMask) */ inline static void clear() { glClear(static_cast(clearMask)); } /** * @brief Clear specified buffers in framebuffer * * @see clear() * @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 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) * @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::Utility::Set 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: static ClearMask clearMask; GLuint framebuffer; }; } #endif