0027961: Visualization - remove unused and no more working OpenGl_AVIWriter
[occt.git] / src / OpenGl / OpenGl_FrameBuffer.hxx
index 4bdd5c9..6baf4ff 100644 (file)
 
 #include <OpenGl_Context.hxx>
 #include <OpenGl_Resource.hxx>
+#include <OpenGl_Texture.hxx>
 
-#include <Standard_Boolean.hxx>
-#include <InterfaceGraphic.hxx>
+class OpenGl_FrameBuffer;
+DEFINE_STANDARD_HANDLE(OpenGl_FrameBuffer, OpenGl_Resource)
 
 //! Class implements FrameBuffer Object (FBO) resource
 //! intended for off-screen rendering.
@@ -29,31 +30,48 @@ class OpenGl_FrameBuffer : public OpenGl_Resource
 public:
 
   //! Helpful constants
-  static const GLuint NO_TEXTURE = 0;
-  static const GLuint NO_FRAMEBUFFER = 0;
+  static const GLuint NO_FRAMEBUFFER  = 0;
   static const GLuint NO_RENDERBUFFER = 0;
 
 public:
 
   //! Empty constructor
-  Standard_EXPORT OpenGl_FrameBuffer (GLint theTextureFormat = GL_RGBA8);
+  Standard_EXPORT OpenGl_FrameBuffer();
 
   //! Destructor
   Standard_EXPORT virtual ~OpenGl_FrameBuffer();
 
   //! Destroy object - will release GPU memory if any.
-  Standard_EXPORT virtual void Release (const OpenGl_Context* theGlCtx);
+  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;
+  }
 
-  //! Texture width.
+  //! Return true if FBO has been created with depth attachment.
+  bool HasDepth() const
+  {
+    return myDepthFormat != 0;
+  }
+
+  //! Textures width.
   GLsizei GetSizeX() const
   {
-    return mySizeX;
+    return myColorTexture->SizeX();
   }
 
-  //! Texture height.
+  //! Textures height.
   GLsizei GetSizeY() const
   {
-    return mySizeY;
+    return myColorTexture->SizeY();
   }
 
   //! Viewport width.
@@ -71,21 +89,57 @@ public:
   //! Returns true if current object was initialized
   Standard_Boolean IsValid() const
   {
-    return isValidFrameBuffer() && isValidTexture() && isValidDepthBuffer() && isValidStencilBuffer();
+    return isValidFrameBuffer();
   }
 
-  //! Notice! Obsolete hardware (GeForce FX etc)
-  //! doesn't support rectangular textures!
-  //! There are 3 possible results if you are trying
-  //! to create non power-of-two FBO on these cards:
-  //! 1) FBO creation will fail,
-  //!    current implementation will try to generate compatible FBO;
-  //! 2) FBO rendering will be done in software mode (ForceWare 'hack');
-  //! 3) FBO rendering will be incorrect (some obsolete Catalyst drivers).
+  //! 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                 theViewportSizeX,
-                                         const GLsizei                 theViewportSizeY,
-                                         const GLboolean               toForcePowerOfTwo = GL_FALSE);
+                                         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);
@@ -94,64 +148,67 @@ public:
   Standard_EXPORT void ChangeViewport (const GLsizei theVPSizeX,
                                        const GLsizei theVPSizeY);
 
-  //! Bind frame buffer (to render into the texture).
-  Standard_EXPORT void BindBuffer (const Handle(OpenGl_Context)& theGlCtx);
+  //! Bind frame buffer for drawing and reading (to render into the texture).
+  Standard_EXPORT virtual void BindBuffer (const Handle(OpenGl_Context)& theGlCtx);
 
-  //! Unbind frame buffer.
-  Standard_EXPORT void UnbindBuffer (const Handle(OpenGl_Context)& theGlCtx);
-
-  //! Bind the texture.
-  Standard_EXPORT void BindTexture (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);
 
-  //! Unbind the texture.
-  Standard_EXPORT void UnbindTexture (const Handle(OpenGl_Context)& theGlCtx);
+  //! Bind frame buffer for reading GL_READ_FRAMEBUFFER
+  Standard_EXPORT virtual void BindReadBuffer (const Handle(OpenGl_Context)& theGlCtx);
 
-private:
-
-  //! Check texture could be created
-  Standard_Boolean isProxySuccess() const;
+  //! Unbind frame buffer.
+  Standard_EXPORT virtual void UnbindBuffer (const Handle(OpenGl_Context)& theGlCtx);
 
-  //! Generate texture with undefined data
-  Standard_Boolean initTrashTexture (const Handle(OpenGl_Context)& theGlContext);
+  //! Returns the color texture.
+  inline const Handle(OpenGl_Texture)& ColorTexture() const
+  {
+    return myColorTexture;
+  }
 
-  Standard_Boolean isValidTexture() const
+  //! Returns the depth-stencil texture.
+  inline const Handle(OpenGl_Texture)& DepthStencilTexture() const
   {
-    return myGlTextureId != NO_TEXTURE;
+    return myDepthStencilTexture;
   }
 
-  Standard_Boolean isValidFrameBuffer() const
+  //! Returns the color Render Buffer.
+  GLuint ColorRenderBuffer() const
   {
-    return myGlFBufferId != NO_FRAMEBUFFER;
+    return myGlColorRBufferId;
   }
 
-  Standard_Boolean isValidDepthBuffer() const
+  //! Returns the depth Render Buffer.
+  GLuint DepthStencilRenderBuffer() const
   {
-    return myGlDepthRBId != NO_RENDERBUFFER;
+    return myGlDepthRBufferId;
   }
 
-  Standard_Boolean isValidStencilBuffer() const
+protected:
+
+  Standard_Boolean isValidFrameBuffer() const
   {
-    return myGlStencilRBId != NO_RENDERBUFFER;
+    return myGlFBufferId != NO_FRAMEBUFFER;
   }
 
-private:
+protected:
 
-  GLsizei mySizeX;         //!< texture width
-  GLsizei mySizeY;         //!< texture height
-  GLsizei myVPSizeX;       //!< viewport width  (should be <= texture width)
-  GLsizei myVPSizeY;       //!< viewport height (should be <= texture height)
-  GLint   myTextFormat;    //!< GL_RGB, GL_RGBA,...
-  GLuint  myGlTextureId;   //!< GL texture ID
-  GLuint  myGlFBufferId;   //!< FBO object ID
-  GLuint  myGlDepthRBId;   //!< RenderBuffer object for depth   ID
-  GLuint  myGlStencilRBId; //!< RenderBuffer object for stencil ID
+  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_RTTI(OpenGl_FrameBuffer) // Type definition
+  DEFINE_STANDARD_RTTIEXT(OpenGl_FrameBuffer,OpenGl_Resource) // Type definition
 
 };
 
-DEFINE_STANDARD_HANDLE(OpenGl_FrameBuffer, OpenGl_Resource)
-
 #endif // OPENGL_FRAME_BUFFER_H