1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #pragma once |
4 | |
5 | #include "BsGLPrerequisites.h" |
6 | #include "BsGLContext.h" |
7 | #include "BsGLPixelBuffer.h" |
8 | #include "Image/BsPixelData.h" |
9 | |
10 | namespace bs { namespace ct |
11 | { |
12 | /** @addtogroup GL |
13 | * @{ |
14 | */ |
15 | |
16 | /** Describes OpenGL frame buffer surface. */ |
17 | struct GLSurfaceDesc |
18 | { |
19 | public: |
20 | GLSurfaceDesc() = default; |
21 | |
22 | SPtr<GLPixelBuffer> buffer; |
23 | UINT32 zoffset = 0; |
24 | UINT32 numSamples = 0; |
25 | bool allLayers = false; |
26 | }; |
27 | |
28 | /** |
29 | * Manages an OpenGL frame-buffer object. Frame buffer object is used as a rendering destination in the render system |
30 | * pipeline, and it may consist out of one or multiple color surfaces and an optional depth/stencil surface. |
31 | */ |
32 | class GLFrameBufferObject |
33 | { |
34 | public: |
35 | GLFrameBufferObject(); |
36 | ~GLFrameBufferObject(); |
37 | |
38 | /** |
39 | * Binds a color surface to the specific attachment point. Call rebuild() to apply changes. |
40 | * |
41 | * @param[in] attachment Attachment point index in the range [0, BS_MAX_MULTIPLE_RENDER_TARGETS). |
42 | * @param[in] target Description of the color surface to attach. |
43 | * |
44 | * @note |
45 | * Multisample counts of all surfaces must match. |
46 | * 0th attachment must be bound in order for the object to be usable, rest are optional. |
47 | */ |
48 | void bindSurface(UINT32 attachment, const GLSurfaceDesc& target); |
49 | |
50 | /** |
51 | * Unbinds the attachment at the specified attachment index. Call rebuild() to apply changes. |
52 | * |
53 | * @param[in] attachment Attachment point index in the range [0, BS_MAX_MULTIPLE_RENDER_TARGETS). |
54 | */ |
55 | void unbindSurface(UINT32 attachment); |
56 | |
57 | /** |
58 | * Binds a depth/stencil buffer. Call rebuild() to apply changes. |
59 | * |
60 | * @note |
61 | * Multisample counts of depth/stencil and color surfaces must match. |
62 | * Binding a depth/stencil buffer is optional. |
63 | */ |
64 | void bindDepthStencil(SPtr<GLPixelBuffer> depthStencilBuffer, bool allLayers); |
65 | |
66 | /** Unbinds a depth stencil buffer. Call rebuild() to apply changes. */ |
67 | void unbindDepthStencil(); |
68 | |
69 | /** Rebuilds internal frame buffer object. Should be called whenever surfaces changes or is bound/unbound. */ |
70 | void rebuild(); |
71 | |
72 | /** Binds the frame buffer object to the OpenGL pipeline, making it used for any further rendering operations. */ |
73 | void bind(); |
74 | |
75 | /** Checks is the color buffer at the specified index bound. */ |
76 | bool hasColorBuffer(UINT32 idx) const { return mColor[idx].buffer != nullptr; } |
77 | |
78 | /** Returns internal OpenGL frame buffer id. */ |
79 | GLuint getGLFBOID() const { return mFB; } |
80 | |
81 | private: |
82 | GLuint mFB; |
83 | |
84 | GLSurfaceDesc mColor[BS_MAX_MULTIPLE_RENDER_TARGETS]; |
85 | SPtr<GLPixelBuffer> mDepthStencilBuffer; |
86 | bool mDepthStencilAllLayers = false; |
87 | }; |
88 | |
89 | /** @} */ |
90 | }} |
91 | |