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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) 2001-2008, 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
#include "llgl.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
target.bindTexture();
... <issue drawing commands> ...
*/
class LLRenderTarget
{
public:
//whether or not to use FBO implementation
static BOOL sUseFBO;
LLRenderTarget();
~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, U32 usage = GL_TEXTURE_2D, BOOL use_fbo = FALSE);
//allocate a depth texture
void allocateDepth();
//free any allocated resources
//safe to call redundantly
void release();
//bind target for rendering
//applies appropriate viewport
void bindTarget();
//clear render targer, clears depth buffer if present,
//uses scissor rect if in copy-to-texture mode
void clear();
//get applied viewport
void getViewport(S32* viewport);
//get X resolution
U32 getWidth() const { return mResX; }
//get Y resolution
U32 getHeight() const { return mResY; }
//bind results of render for sampling
void bindTexture();
//bind results of render for sampling depth buffer
void bindDepth();
//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);
//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;
private:
U32 mResX;
U32 mResY;
U32 mTex;
U32 mFBO;
U32 mDepth;
U32 mStencil;
BOOL mUseDepth;
BOOL mRenderDepth;
U32 mUsage;
};
#endif
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