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#ifndef Magnum_Renderbuffer_h
#define Magnum_Renderbuffer_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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::Renderbuffer
*/
#include "Magnum.h"
#include "magnumVisibility.h"
namespace Magnum {
/**
@brief %Renderbuffer
Attachable to framebuffer as render target, see Framebuffer documentation
for more information.
@section Renderbuffer-performance-optimization Performance optimizations
The engine tracks currently bound renderbuffer to avoid unnecessary calls to
@fn_gl{BindRenderbuffer} in setStorage().
If extension @extension{EXT,direct_state_access} is available, function
setStorage() uses DSA to avoid unnecessary calls to @fn_gl{BindFramebuffer}.
See its documentation for more information.
@requires_gl30 %Extension @extension{EXT,framebuffer_object}
*/
class MAGNUM_EXPORT Renderbuffer {
friend class Context;
Renderbuffer(const Renderbuffer& other) = delete;
Renderbuffer(Renderbuffer&& other) = delete;
Renderbuffer& operator=(const Renderbuffer& other) = delete;
Renderbuffer& operator=(Renderbuffer&& other) = delete;
public:
/**
* @brief Internal format
*
* @see setStorage()
* @todo RGB, RGB8 ES only (ES3 + @es_extension{OES,rgb8_rgba8})
*/
enum class InternalFormat: GLenum {
#ifndef MAGNUM_TARGET_GLES
/**
* Red component, normalized unsigned, size implementation-dependent.
* @deprecated Prefer to use the exactly specified version of this
* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::R8".
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gl Use exactly specified format in OpenGL ES instead.
*/
Red = GL_RED,
#endif
/**
* Red component, normalized unsigned byte.
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gles30 %Extension @es_extension{EXT,texture_rg}
*/
#ifndef MAGNUM_TARGET_GLES2
R8 = GL_R8,
#else
R8 = GL_R8_EXT,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* Red and green component, normalized unsigned, size
* implementation-dependent.
* @deprecated Prefer to use the exactly specified version of this
* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::RG8".
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gl Use exactly specified format in OpenGL ES instead.
*/
RG = GL_RG,
#endif
/**
* Red and green component, each normalized unsigned byte.
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gles30 %Extension @es_extension{EXT,texture_rg}
*/
#ifndef MAGNUM_TARGET_GLES2
RG8 = GL_RG8,
#else
RG8 = GL_RG8_EXT,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* RGBA, normalized unsigned, size implementation-dependent.
* @deprecated Prefer to use the exactly specified version of this
* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::RGBA8".
* @requires_gl Use exactly specified format in OpenGL ES 2.0
* instead.
*/
RGBA = GL_RGBA,
#endif
/**
* RGBA, each component normalized unsigned byte.
* @requires_gles30 %Extension @es_extension{ARM,rgba8} or
* @es_extension{OES,rgb8_rgba8}
*/
#ifndef MAGNUM_TARGET_GLES2
RGBA8 = GL_RGBA8,
#else
RGBA8 = GL_RGBA8_OES,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* Red component, normalized unsigned short.
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gl Only byte-sized normalized formats are available
* in OpenGL ES.
*/
R16 = GL_R16,
/**
* Red and green component, each normalized unsigned short.
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gl Only byte-sized normalized formats are available
* in OpenGL ES.
*/
RG16 = GL_RG16,
/**
* RGB, each component normalized unsigned short.
* @requires_gl Only byte-sized normalized formats are available
* in OpenGL ES.
*/
RGB16 = GL_RGB16,
/**
* RGBA, each component normalized unsigned short.
* @requires_gl Only byte-sized normalized formats are available
* in OpenGL ES.
*/
RGBA16 = GL_RGBA16,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* Red component, non-normalized unsigned byte.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R8UI = GL_R8UI,
/**
* Red and green component, each non-normalized unsigned byte.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG8UI = GL_RG8UI,
/**
* RGBA, each component non-normalized unsigned byte.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA8UI = GL_RGBA8UI,
/**
* Red component, non-normalized signed byte.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R8I = GL_R8I,
/**
* Red and green component, each non-normalized signed byte.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG8I = GL_RG8I,
/**
* RGBA, each component non-normalized signed byte.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA8I = GL_RGBA8I,
/**
* Red component, non-normalized unsigned short.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R16UI = GL_R16UI,
/**
* Red and green component, each non-normalized unsigned short.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG16UI = GL_RG16UI,
/**
* RGBA, each component non-normalized unsigned short.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA16UI = GL_RGBA16UI,
/**
* Red component, non-normalized signed short.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R16I = GL_R16I,
/**
* Red and green component, each non-normalized signed short.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG16I = GL_RG16I,
/**
* RGBA, each component non-normalized signed short.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA16I = GL_RGBA16I,
/**
* Red component, non-normalized unsigned int.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R32UI = GL_R32UI,
/**
* Red and green component, each non-normalized unsigned int.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG32UI = GL_RG32UI,
/**
* RGBA, each component non-normalized unsigned int.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA32UI = GL_RGBA32UI,
/**
* Red component, non-normalized signed int.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R32I = GL_R32I,
/**
* Red and green component, each non-normalized signed int.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG32I = GL_RG32I,
/**
* RGBA, each component non-normalized signed int.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA32I = GL_RGBA32I,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* Red component, half float.
* @requires_gl30 %Extension @extension{ARB,texture_float}
* @requires_gl Only (non)normalized integral formats are
* available in OpenGL ES.
*/
R16F = GL_R16F,
/**
* Red and green component, each half float.
* @requires_gl30 %Extension @extension{ARB,texture_float}
* @requires_gl Only (non)normalized integral formats are
* available in OpenGL ES.
*/
RG16F = GL_RG16F,
/**
* RGBA, each component half float.
* @requires_gl30 %Extension @extension{ARB,texture_float}
* @requires_gl Only (non)normalized integral formats are
* available in OpenGL ES.
*/
RGBA16F = GL_RGBA16F,
/**
* Red component, float.
* @requires_gl30 %Extension @extension{ARB,texture_float}
* @requires_gl Only (non)normalized integral formats are
* available in OpenGL ES.
*/
R32F = GL_R32F,
/**
* Red and green component, each float.
* @requires_gl30 %Extension @extension{ARB,texture_float}
* @requires_gl Only (non)normalized integral formats are
* available in OpenGL ES.
*/
RG32F = GL_RG32F,
/**
* RGBA, each component float.
* @requires_gl30 %Extension @extension{ARB,texture_float}
* @requires_gl Only (non)normalized integral formats are
* available in OpenGL ES.
*/
RGBA32F = GL_RGBA32F,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* RGBA, normalized unsigned, each RGB component 10bit, alpha 2bit.
* @requires_gles30 Usable only as internal texture format in OpenGL
* ES 2.0, see @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::RGB10A2".
*/
RGB10A2 = GL_RGB10_A2,
/**
* RGBA, non-normalized unsigned, each RGB component 10bit, alpha 2bit.
* @requires_gl33 %Extension @extension{ARB,texture_rgb10_a2ui}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGB10A2UI = GL_RGB10_A2UI,
#endif
/** RGBA, normalized unsigned, each RGB component 5bit, alpha 1bit. */
RGB5A1 = GL_RGB5_A1,
/** RGBA, normalized unsigned, each component 4bit. */
RGBA4 = GL_RGBA4,
#ifndef MAGNUM_TARGET_GLES
/**
* RGB, float, red and green 11bit, blue 10bit.
* @requires_gl30 %Extension @extension{EXT,packed_float}
* @requires_gl Usable only as internal texture format in OpenGL
* ES, see @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::R11FG11FB10F".
*/
R11FG11FB10F = GL_R11F_G11F_B10F,
#endif
/* 1.5.6 <= GLEW < 1.8.0 doesn't have this, even if there is
GL_ARB_ES2_compatibility */
#if defined(GL_RGB565) || defined(DOXYGEN_GENERATING_OUTPUT)
/** RGB, normalized unsigned, red and blue 5bit, green 6bit. */
RGB565 = GL_RGB565,
#endif
/**
* sRGBA, each component normalized unsigned byte.
* @requires_gles30 %Extension @es_extension{EXT,sRGB}
*/
#ifndef MAGNUM_TARGET_GLES2
SRGB8Alpha8 = GL_SRGB8_ALPHA8,
#else
SRGB8Alpha8 = GL_SRGB8_ALPHA8_EXT,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* Depth component, size implementation-dependent.
* @todo is this allowed in core?
* @deprecated Prefer to use exactly specified version of this
* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::DepthComponent16".
* @requires_gl Use exactly specified format in OpenGL ES instead.
*/
DepthComponent = GL_DEPTH_COMPONENT,
#endif
/** Depth component, 16bit. */
DepthComponent16 = GL_DEPTH_COMPONENT16,
/**
* Depth component, 24bit.
* @requires_gles30 %Extension @es_extension{OES,depth24}
*/
#ifndef MAGNUM_TARGET_GLES2
DepthComponent24 = GL_DEPTH_COMPONENT24,
#else
DepthComponent24 = GL_DEPTH_COMPONENT24_OES,
#endif
/**
* Depth component, 32bit.
* @requires_es_extension %Extension @es_extension{OES,depth32}
*/
#ifndef MAGNUM_TARGET_GLES
DepthComponent32 = GL_DEPTH_COMPONENT32,
#else
DepthComponent32 = GL_DEPTH_COMPONENT32_OES,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* Depth component, 32bit float.
* @requires_gl30 %Extension @extension{ARB,depth_buffer_float}
* @requires_gles30 Only integral depth textures are available in
* OpenGL ES 2.0.
*/
DepthComponent32F = GL_DEPTH_COMPONENT32F,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* Stencil index, size implementation-dependent.
* @deprecated Prefer to use exactly specified version of this
* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::StencilIndex8".
* @requires_gl Use exactly specified format in OpenGL ES instead.
*/
StencilIndex = GL_STENCIL_INDEX,
#endif
/**
* 1-bit stencil index.
* @requires_es_extension %Extension @es_extension{OES,stencil1}
*/
#ifndef MAGNUM_TARGET_GLES
StencilIndex1 = GL_STENCIL_INDEX1,
#else
StencilIndex1 = GL_STENCIL_INDEX1_OES,
#endif
/**
* 4-bit stencil index.
* @requires_es_extension %Extension @es_extension{OES,stencil4}
*/
#ifndef MAGNUM_TARGET_GLES
StencilIndex4 = GL_STENCIL_INDEX4,
#else
StencilIndex4 = GL_STENCIL_INDEX4_OES,
#endif
/** 8-bit stencil index. */
StencilIndex8 = GL_STENCIL_INDEX8,
#ifndef MAGNUM_TARGET_GLES
/**
* 16-bit stencil index.
* @requires_gl At most 8bit stencil index is available in OpenGL
* ES.
*/
StencilIndex16 = GL_STENCIL_INDEX16,
/**
* Depth and stencil component, size implementation-dependent.
* @deprecated Prefer to use exactly specified version of this
* format, e.g. @ref Magnum::Renderbuffer::InternalFormat "InternalFormat::Depth24Stencil8".
* @requires_gl Use exactly specified format in OpenGL ES instead.
*/
DepthStencil = GL_DEPTH_STENCIL,
#endif
/**
* 24bit depth and 8bit stencil component.
* @requires_gl30 %Extension @extension{EXT,packed_depth_stencil}
* @requires_gles30 %Extension @es_extension{OES,packed_depth_stencil}
*/
#ifdef MAGNUM_TARGET_GLES2
Depth24Stencil8 = GL_DEPTH24_STENCIL8_OES
#else
Depth24Stencil8 = GL_DEPTH24_STENCIL8,
/**
* 32bit float depth component and 8bit stencil component.
* @requires_gl30 %Extension @extension{ARB,depth_buffer_float}
* @requires_gles30 Only integral depth textures are available in
* OpenGL ES 2.0.
*/
Depth32FStencil8 = GL_DEPTH32F_STENCIL8
#endif
};
/**
* @brief Constructor
*
* Generates new OpenGL renderbuffer.
* @see @fn_gl{GenRenderbuffers}
*/
inline explicit Renderbuffer() {
glGenRenderbuffers(1, &_id);
}
/**
* @brief Destructor
*
* Deletes associated OpenGL renderbuffer.
* @see @fn_gl{DeleteRenderbuffers}
*/
~Renderbuffer();
/** @brief OpenGL internal renderbuffer ID */
inline GLuint id() const { return _id; }
/**
* @brief Set renderbuffer storage
* @param internalFormat Internal format
* @param size Renderbuffer size
*
* If @extension{EXT,direct_state_access} is not available and the
* framebufferbuffer is not currently bound, it is bound before the
* operation.
* @see @fn_gl{BindRenderbuffer}, @fn_gl{RenderbufferStorage} or
* @fn_gl_extension{NamedRenderbufferStorage,EXT,direct_state_access}
*/
inline void setStorage(InternalFormat internalFormat, const Vector2i& size) {
(this->*storageImplementation)(internalFormat, size);
}
private:
static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context);
typedef void(Renderbuffer::*StorageImplementation)(InternalFormat, const Vector2i&);
void MAGNUM_LOCAL storageImplementationDefault(InternalFormat internalFormat, const Vector2i& size);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL storageImplementationDSA(InternalFormat internalFormat, const Vector2i& size);
#endif
static StorageImplementation storageImplementation;
void MAGNUM_LOCAL bind();
GLuint _id;
};
}
#endif