// Created by: Kirill GAVRILOV // Copyright (c) 2011-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef OPENGL_FRAME_BUFFER_H #define OPENGL_FRAME_BUFFER_H #include #include #include class OpenGl_FrameBuffer; DEFINE_STANDARD_HANDLE(OpenGl_FrameBuffer, OpenGl_Resource) //! Class implements FrameBuffer Object (FBO) resource //! intended for off-screen rendering. class OpenGl_FrameBuffer : public OpenGl_Resource { public: //! Helpful constants static const GLuint NO_FRAMEBUFFER = 0; static const GLuint NO_RENDERBUFFER = 0; public: //! Empty constructor Standard_EXPORT OpenGl_FrameBuffer(); //! Destructor Standard_EXPORT virtual ~OpenGl_FrameBuffer(); //! Destroy object - will release GPU memory if any. Standard_EXPORT virtual void Release (OpenGl_Context* theGlCtx) Standard_OVERRIDE; //! Number of multisampling samples. GLsizei NbSamples() const { return myNbSamples; } //! Return true if FBO has been created with color attachment. bool HasColor() const { return myColorFormat != 0; } //! Return true if FBO has been created with depth attachment. bool HasDepth() const { return myDepthFormat != 0; } //! Textures width. GLsizei GetSizeX() const { return myColorTexture->SizeX(); } //! Textures height. GLsizei GetSizeY() const { return myColorTexture->SizeY(); } //! Viewport width. GLsizei GetVPSizeX() const { return myVPSizeX; } //! Viewport height. GLsizei GetVPSizeY() const { return myVPSizeY; } //! Returns true if current object was initialized Standard_Boolean IsValid() const { return isValidFrameBuffer(); } //! Initialize FBO for rendering into textures. //! @param theGlCtx currently bound OpenGL context //! @param theSizeX texture width //! @param theSizeY texture height //! @param theColorFormat color texture sized format (0 means no color attachment), e.g. GL_RGBA8 //! @param theDepthFormat depth-stencil texture sized format (0 means no depth attachment), e.g. GL_DEPTH24_STENCIL8 //! @param theNbSamples MSAA number of samples (0 means normal texture) //! @return true on success Standard_EXPORT Standard_Boolean Init (const Handle(OpenGl_Context)& theGlCtx, const GLsizei theSizeX, const GLsizei theSizeY, const GLint theColorFormat, const GLint theDepthFormat, const GLsizei theNbSamples = 0); //! (Re-)initialize FBO with specified dimensions. Standard_EXPORT Standard_Boolean InitLazy (const Handle(OpenGl_Context)& theGlCtx, const GLsizei theViewportSizeX, const GLsizei theViewportSizeY, const GLint theColorFormat, const GLint theDepthFormat, const GLsizei theNbSamples = 0); //! (Re-)initialize FBO with properties taken from another FBO. Standard_Boolean InitLazy (const Handle(OpenGl_Context)& theGlCtx, const OpenGl_FrameBuffer& theFbo) { return InitLazy (theGlCtx, theFbo.myVPSizeX, theFbo.myVPSizeY, theFbo.myColorFormat, theFbo.myDepthFormat, theFbo.myNbSamples); } //! (Re-)initialize FBO with specified dimensions. //! The Render Buffer Objects will be used for Color, Depth and Stencil attachments (as opposite to textures). //! @param theGlCtx currently bound OpenGL context //! @param theSizeX render buffer width //! @param theSizeY render buffer height //! @param theColorFormat color render buffer sized format, e.g. GL_RGBA8 //! @param theDepthFormat depth-stencil render buffer sized format, e.g. GL_DEPTH24_STENCIL8 //! @param theColorRBufferFromWindow when specified - should be ID of already initialized RB object, which will be released within this class Standard_EXPORT Standard_Boolean InitWithRB (const Handle(OpenGl_Context)& theGlCtx, const GLsizei theSizeX, const GLsizei theSizeY, const GLint theColorFormat, const GLint theDepthFormat, const GLuint theColorRBufferFromWindow = 0); //! Initialize class from currently bound FBO. //! Retrieved OpenGL objects will not be destroyed on Release. Standard_EXPORT Standard_Boolean InitWrapper (const Handle(OpenGl_Context)& theGlCtx); //! Setup viewport to render into FBO Standard_EXPORT void SetupViewport (const Handle(OpenGl_Context)& theGlCtx); //! Override viewport settings Standard_EXPORT void ChangeViewport (const GLsizei theVPSizeX, const GLsizei theVPSizeY); //! Bind frame buffer for drawing and reading (to render into the texture). Standard_EXPORT virtual void BindBuffer (const Handle(OpenGl_Context)& theGlCtx); //! Bind frame buffer for drawing GL_DRAW_FRAMEBUFFER (to render into the texture). Standard_EXPORT virtual void BindDrawBuffer (const Handle(OpenGl_Context)& theGlCtx); //! Bind frame buffer for reading GL_READ_FRAMEBUFFER Standard_EXPORT virtual void BindReadBuffer (const Handle(OpenGl_Context)& theGlCtx); //! Unbind frame buffer. Standard_EXPORT virtual void UnbindBuffer (const Handle(OpenGl_Context)& theGlCtx); //! Returns the color texture. inline const Handle(OpenGl_Texture)& ColorTexture() const { return myColorTexture; } //! Returns the depth-stencil texture. inline const Handle(OpenGl_Texture)& DepthStencilTexture() const { return myDepthStencilTexture; } //! Returns the color Render Buffer. GLuint ColorRenderBuffer() const { return myGlColorRBufferId; } //! Returns the depth Render Buffer. GLuint DepthStencilRenderBuffer() const { return myGlDepthRBufferId; } protected: Standard_Boolean isValidFrameBuffer() const { return myGlFBufferId != NO_FRAMEBUFFER; } protected: GLsizei myVPSizeX; //!< viewport width (should be <= texture width) GLsizei myVPSizeY; //!< viewport height (should be <= texture height) GLsizei myNbSamples; //!< number of MSAA samples GLint myColorFormat; //!< sized format for color texture, GL_RGBA8 by default GLint myDepthFormat; //!< sized format for depth-stencil texture, GL_DEPTH24_STENCIL8 by default GLuint myGlFBufferId; //!< FBO object ID GLuint myGlColorRBufferId; //!< color Render Buffer object (alternative to myColorTexture) GLuint myGlDepthRBufferId; //!< depth-stencil Render Buffer object (alternative to myDepthStencilTexture) bool myIsOwnBuffer; //!< flag indicating that FBO should be deallocated by this class Handle(OpenGl_Texture) myColorTexture; //!< color texture object Handle(OpenGl_Texture) myDepthStencilTexture; //!< depth-stencil texture object public: DEFINE_STANDARD_RTTIEXT(OpenGl_FrameBuffer,OpenGl_Resource) // Type definition }; #endif // OPENGL_FRAME_BUFFER_H