Line data Source code
1 :
2 : /* Copyright (c) 2008-2009, Cedric Stalder <cedric.stalder@gmail.com>
3 : * 2009-2013, Stefan Eilemann <eile@equalizergraphics.com>
4 : *
5 : * This library is free software; you can redistribute it and/or modify it under
6 : * the terms of the GNU Lesser General Public License version 2.1 as published
7 : * by the Free Software Foundation.
8 : *
9 : * This library is distributed in the hope that it will be useful, but WITHOUT
10 : * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
11 : * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
12 : * details.
13 : *
14 : * You should have received a copy of the GNU Lesser General Public License
15 : * along with this library; if not, write to the Free Software Foundation, Inc.,
16 : * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
17 : */
18 :
19 : #ifndef EQUTIL_FRAMEBUFFEROBJECT_H
20 : #define EQUTIL_FRAMEBUFFEROBJECT_H
21 :
22 : #include <eq/util/texture.h> // member
23 : #include <eq/util/types.h>
24 :
25 : #include <vector>
26 :
27 : namespace eq
28 : {
29 : namespace util
30 : {
31 : /** A C++ class to abstract OpenGL frame buffer objects */
32 : class FrameBufferObject
33 : {
34 : public:
35 : /** Construct a new Frame Buffer Object. @version 1.0 */
36 : EQ_API FrameBufferObject( const GLEWContext* const glewContext,
37 : const unsigned textureTarget = 0x84F5
38 : /*GL_TEXTURE_RECTANGLE_ARB*/ );
39 :
40 : /** Destruct the Frame Buffer Object. @version 1.0 */
41 : EQ_API ~FrameBufferObject();
42 :
43 : /**
44 : * Add one color texture to the FBO.
45 : *
46 : * The first color texture is automatically created in the constructor. The
47 : * maximum number of textures per FBO is 16. Added color textures will have
48 : * the same format as the existing texture(s). This method has to be called
49 : * on an uninitialized FBO.
50 : *
51 : * @return false if color texture can't be added, otherwise true.
52 : * @version 1.0
53 : */
54 : EQ_API bool addColorTexture();
55 :
56 : /**
57 : * Initialize the Frame Buffer Object.
58 : *
59 : * On successful initialization, the FBO is bound.
60 : *
61 : * @param width the initial width of the rendering buffer.
62 : * @param height the initial height of the rendering buffer.
63 : * @param colorFormat The internal color texture format, e.g., GL_RGBA.
64 : * @param depthSize The bit depth of the depth attachment.
65 : * @param stencilSize The bit depth of the stencil attachment.
66 : * @return ERROR_NONE on success, Error code on failure.
67 : * @sa resize()
68 : * @version 1.0
69 : */
70 : EQ_API Error init( const int32_t width, const int32_t height,
71 : const unsigned colorFormat, const int32_t depthSize,
72 : const int32_t stencilSize );
73 :
74 : /** De-initialize the Frame Buffer Object. @version 1.0 */
75 : EQ_API void exit();
76 :
77 : /**
78 : * Bind to the Frame Buffer Object.
79 : *
80 : * The FBO becomes the read and draw buffer of the current context.
81 : * @version 1.0
82 : */
83 : EQ_API void bind();
84 :
85 : /**
86 : * Unbind any Frame Buffer Object and use the default drawable for the
87 : * current context.
88 : * @version 1.0
89 : */
90 : EQ_API void unbind();
91 :
92 : /**
93 : * Resize the FBO.
94 : *
95 : * The FBO has to be initialized and bound. It is not changed if the size
96 : * does not change.
97 : *
98 : * @return true on success, false on error.
99 : * @return ERROR_NONE on success, Error code on failure.
100 : * @version 1.0
101 : */
102 : EQ_API Error resize( const int32_t width, const int32_t height );
103 :
104 : /** @return the current width. @version 1.0 */
105 0 : int32_t getWidth() const
106 0 : { LBASSERT( !_colors.empty( )); return _colors.front()->getWidth();}
107 :
108 : /** @return the current height. @version 1.0 */
109 0 : int32_t getHeight() const
110 0 : { LBASSERT( !_colors.empty()); return _colors.front()->getHeight();}
111 :
112 : /** @return the vector of color textures. @version 1.0 */
113 0 : const Textures& getColorTextures() const { return _colors; }
114 :
115 : /** @return the depth texture. @version 1.0 */
116 0 : const Texture& getDepthTexture() const { return _depth; }
117 :
118 : /** @return the GLEW context. @version 1.0 */
119 26 : const GLEWContext* glewGetContext() const { return _glewContext; }
120 :
121 : /** @return true if the fbo is valid. @version 1.0 */
122 0 : bool isValid() const { return _valid; }
123 :
124 : private:
125 : unsigned _fboID; //!< the FBO GL name
126 :
127 : Textures _colors; //!< Multiple color textures
128 : Texture _depth;
129 :
130 : const GLEWContext* const _glewContext;
131 :
132 : bool _valid;
133 :
134 26 : LB_TS_VAR( _thread );
135 :
136 : /** Check the result after changes to an FBO and set the _valid flag. */
137 : Error _checkStatus();
138 : };
139 : }
140 : }
141 :
142 : #endif // EQUTIL_FRAMEBUFFEROBJECT_H
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