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