/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see .
*/
#pragma once
#include "IGLDevice.h"
namespace spades {
namespace draw {
class GLFramebufferManager {
public:
class BufferHandle {
GLFramebufferManager *manager;
size_t bufferIndex;
bool valid;
public:
BufferHandle();
BufferHandle(GLFramebufferManager *manager, size_t index);
BufferHandle(const BufferHandle&);
~BufferHandle();
void operator =(const BufferHandle&);
bool IsValid()const{return valid;}
void Release();
IGLDevice::UInteger GetFramebuffer();
IGLDevice::UInteger GetTexture();
int GetWidth();
int GetHeight();
IGLDevice::Enum GetInternalFormat();
GLFramebufferManager *GetManager() {
return manager;
}
};
private:
IGLDevice *device;
struct Buffer {
IGLDevice::UInteger framebuffer;
IGLDevice::UInteger texture;
int refCount;
int w, h;
IGLDevice::Enum internalFormat;
};
bool useMultisample;
bool useHighPrec;
IGLDevice::UInteger multisampledFramebuffer;
// for multisample
IGLDevice::UInteger multisampledColorRenderbuffer;
IGLDevice::UInteger multisampledDepthRenderbuffer;
// common
IGLDevice::UInteger renderFramebuffer;
IGLDevice::UInteger renderColorTexture;
IGLDevice::UInteger renderDepthTexture;
IGLDevice::Enum fbInternalFormat;
IGLDevice::UInteger mirrorFramebuffer;
IGLDevice::UInteger mirrorColorTexture;
std::vector buffers;
public:
GLFramebufferManager(IGLDevice *);
~GLFramebufferManager();
/** setups device for scene rendering. */
void PrepareSceneRendering();
BufferHandle PrepareForWaterRendering(IGLDevice::UInteger tempFb,
IGLDevice::UInteger tempDepthTex);
BufferHandle StartPostProcessing();
void MakeSureAllBuffersReleased();
IGLDevice::UInteger GetDepthTexture(){
return renderDepthTexture;
}
BufferHandle CreateBufferHandle(int w=-1, int h=-1, bool alpha=false);
BufferHandle CreateBufferHandle(int w, int h, IGLDevice::Enum internalFormat);
void CopyToMirrorTexture(IGLDevice::UInteger fb = 0);
void ClearMirrorTexture(Vector3);
IGLDevice::UInteger GetMirrorTexture(){
return mirrorColorTexture;
}
};
// name is too long, so shorten it!
typedef GLFramebufferManager::BufferHandle GLColorBuffer;
}
}