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authorJacek Antonelli2008-08-15 23:45:34 -0500
committerJacek Antonelli2008-08-15 23:45:34 -0500
commitcd17687f01420952712a500107e0f93e7ab8d5f8 (patch)
treece48c2b706f2c1176290e39fb555fbdf6648ce01 /linden/indra/llrender/llrendertarget.h
parentSecond Life viewer sources 1.19.0.5 (diff)
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Second Life viewer sources 1.19.1.0
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1/**
2 * @file llrendertarget.h
3 * @brief Off screen render target abstraction. Loose wrapper for GL_EXT_framebuffer_objects.
4 *
5 * $LicenseInfo:firstyear=2001&license=viewergpl$
6 *
7 * Copyright (c) 2001-2008, Linden Research, Inc.
8 *
9 * Second Life Viewer Source Code
10 * The source code in this file ("Source Code") is provided by Linden Lab
11 * to you under the terms of the GNU General Public License, version 2.0
12 * ("GPL"), unless you have obtained a separate licensing agreement
13 * ("Other License"), formally executed by you and Linden Lab. Terms of
14 * the GPL can be found in doc/GPL-license.txt in this distribution, or
15 * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
16 *
17 * There are special exceptions to the terms and conditions of the GPL as
18 * it is applied to this Source Code. View the full text of the exception
19 * in the file doc/FLOSS-exception.txt in this software distribution, or
20 * online at http://secondlifegrid.net/programs/open_source/licensing/flossexception
21 *
22 * By copying, modifying or distributing this software, you acknowledge
23 * that you have read and understood your obligations described above,
24 * and agree to abide by those obligations.
25 *
26 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
27 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
28 * COMPLETENESS OR PERFORMANCE.
29 * $/LicenseInfo$
30 */
31
32#ifndef LL_LLRENDERTARGET_H
33#define LL_LLRENDERTARGET_H
34
35#include "llgl.h"
36
37/*
38 SAMPLE USAGE:
39
40 LLFBOTarget target;
41
42 ...
43
44 //allocate a 256x256 RGBA render target with depth buffer
45 target.allocate(256,256,GL_RGBA,TRUE);
46
47 //render to contents of offscreen buffer
48 target.bindTarget();
49 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
50 ... <issue drawing commands> ...
51 target.flush();
52
53 ...
54
55 //use target as a texture
56 target.bindTexture();
57 ... <issue drawing commands> ...
58
59*/
60
61
62class LLRenderTarget
63{
64public:
65 //whether or not to use FBO implementation
66 static BOOL sUseFBO;
67
68 LLRenderTarget();
69 ~LLRenderTarget();
70
71 //allocate resources for rendering
72 //must be called before use
73 //multiple calls will release previously allocated resources
74 void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, U32 usage = GL_TEXTURE_2D, BOOL force_fbo = FALSE);
75
76 //free any allocated resources
77 //safe to call redundantly
78 void release();
79
80 //bind target for rendering
81 //applies appropriate viewport
82 void bindTarget();
83
84 //clear render targer, clears depth buffer if present,
85 //uses scissor rect if in copy-to-texture mode
86 void clear();
87
88 //get applied viewport
89 void getViewport(S32* viewport);
90
91 //bind results of render for sampling
92 void bindTexture();
93
94 //flush rendering operations
95 //must be called when rendering is complete
96 //should be used 1:1 with bindTarget
97 // call bindTarget once, do all your rendering, call flush once
98 void flush();
99
100 //Returns TRUE if target is ready to be rendered into.
101 //That is, if the target has been allocated with at least
102 //one renderable attachment (i.e. color buffer, depth buffer).
103 BOOL isComplete() const;
104
105private:
106 U32 mResX;
107 U32 mResY;
108 U32 mTex;
109 U32 mFBO;
110 U32 mDepth;
111 BOOL mUseDepth;
112 U32 mUsage;
113};
114
115#endif
116