llrendertarget.h
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- /**
- * @file llrendertarget.h
- * @brief Off screen render target abstraction. Loose wrapper for GL_EXT_framebuffer_objects.
- *
- * $LicenseInfo:firstyear=2001&license=viewergpl$
- *
- * Copyright (c) 2001-2010, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- #ifndef LL_LLRENDERTARGET_H
- #define LL_LLRENDERTARGET_H
- // LLRenderTarget is unavailible on the mapserver since it uses FBOs.
- #if !LL_MESA_HEADLESS
- #include "llgl.h"
- #include "llrender.h"
- /*
- SAMPLE USAGE:
- LLRenderTarget target;
- ...
- //allocate a 256x256 RGBA render target with depth buffer
- target.allocate(256,256,GL_RGBA,TRUE);
- //render to contents of offscreen buffer
- target.bindTarget();
- target.clear();
- ... <issue drawing commands> ...
- target.flush();
- ...
- //use target as a texture
- gGL.getTexUnit(INDEX)->bind(&target);
- ... <issue drawing commands> ...
- */
- class LLMultisampleBuffer;
- class LLRenderTarget
- {
- public:
- //whether or not to use FBO implementation
- static BOOL sUseFBO;
- LLRenderTarget();
- virtual ~LLRenderTarget();
- //allocate resources for rendering
- //must be called before use
- //multiple calls will release previously allocated resources
- void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, BOOL use_fbo = FALSE);
- //provide this render target with a multisample resource.
- void setSampleBuffer(LLMultisampleBuffer* buffer);
- //add color buffer attachment
- //limit of 4 color attachments per render target
- virtual void addColorAttachment(U32 color_fmt);
- //allocate a depth texture
- virtual void allocateDepth();
- //share depth buffer with provided render target
- virtual void shareDepthBuffer(LLRenderTarget& target);
- //free any allocated resources
- //safe to call redundantly
- void release();
- //bind target for rendering
- //applies appropriate viewport
- virtual void bindTarget();
- //unbind target for rendering
- static void unbindTarget();
-
- //clear render targer, clears depth buffer if present,
- //uses scissor rect if in copy-to-texture mode
- void clear(U32 mask = 0xFFFFFFFF);
-
- //get applied viewport
- void getViewport(S32* viewport);
- //get X resolution
- U32 getWidth() const { return mResX; }
- //get Y resolution
- U32 getHeight() const { return mResY; }
- LLTexUnit::eTextureType getUsage(void) const { return mUsage; }
- U32 getTexture(U32 attachment = 0) const;
- U32 getDepth(void) const { return mDepth; }
- BOOL hasStencil() const { return mStencil; }
- void bindTexture(U32 index, S32 channel);
- //flush rendering operations
- //must be called when rendering is complete
- //should be used 1:1 with bindTarget
- // call bindTarget once, do all your rendering, call flush once
- // if fetch_depth is TRUE, every effort will be made to copy the depth buffer into
- // the current depth texture. A depth texture will be allocated if needed.
- void flush(BOOL fetch_depth = FALSE);
- void copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
- S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
- static void copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
- S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
- //Returns TRUE if target is ready to be rendered into.
- //That is, if the target has been allocated with at least
- //one renderable attachment (i.e. color buffer, depth buffer).
- BOOL isComplete() const;
- static LLRenderTarget* getCurrentBoundTarget() { return sBoundTarget; }
- protected:
- friend class LLMultisampleBuffer;
- U32 mResX;
- U32 mResY;
- std::vector<U32> mTex;
- U32 mFBO;
- U32 mDepth;
- BOOL mStencil;
- BOOL mUseDepth;
- BOOL mRenderDepth;
- LLTexUnit::eTextureType mUsage;
- U32 mSamples;
- LLMultisampleBuffer* mSampleBuffer;
- static LLRenderTarget* sBoundTarget;
-
- };
- class LLMultisampleBuffer : public LLRenderTarget
- {
- public:
- LLMultisampleBuffer();
- virtual ~LLMultisampleBuffer();
- void releaseSampleBuffer();
- virtual void bindTarget();
- void bindTarget(LLRenderTarget* ref);
- virtual void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo);
- void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, BOOL stencil, LLTexUnit::eTextureType usage, BOOL use_fbo, U32 samples);
- virtual void addColorAttachment(U32 color_fmt);
- virtual void allocateDepth();
- };
- #endif //!LL_MESA_HEADLESS
- #endif