// Created by: Kirill GAVRILOV // Copyright (c) 2011-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef OpenGl_FrameBuffer_HeaderFile #define OpenGl_FrameBuffer_HeaderFile #include #include #include #include #include class Image_PixMap; class OpenGl_Texture; DEFINE_STANDARD_HANDLE(OpenGl_FrameBuffer, OpenGl_Resource) //! Short declaration of useful collection types. typedef NCollection_Vector OpenGl_ColorFormats; //! Class implements FrameBuffer Object (FBO) resource //! intended for off-screen rendering. class OpenGl_FrameBuffer : public OpenGl_Resource { public: //! Helpful constants static const unsigned int NO_FRAMEBUFFER = 0; static const unsigned int NO_RENDERBUFFER = 0; public: //! Dump content into image. //! @param theGlCtx bound OpenGL context //! @param theFbo FBO to dump (or window buffer, if NULL) //! @param theImage target image //! @param theBufferType buffer type (attachment) to dump //! @return TRUE on success Standard_EXPORT static Standard_Boolean BufferDump (const Handle(OpenGl_Context)& theGlCtx, const Handle(OpenGl_FrameBuffer)& theFbo, Image_PixMap& theImage, Graphic3d_BufferType theBufferType); public: //! Empty constructor Standard_EXPORT OpenGl_FrameBuffer(); //! Destructor Standard_EXPORT virtual ~OpenGl_FrameBuffer(); //! Destroy object - will release GPU memory if any. Standard_EXPORT virtual void Release (OpenGl_Context* theGlCtx) Standard_OVERRIDE; //! Number of multisampling samples. Standard_Integer NbSamples() const { return myNbSamples; } //! Number of color buffers. Standard_Integer NbColorBuffers() const { return myColorTextures.Length(); } //! Return true if FBO has been created with color attachment. bool HasColor() const { return !myColorFormats.IsEmpty(); } //! Return true if FBO has been created with depth attachment. bool HasDepth() const { return myDepthFormat != 0; } //! Return textures width x height. Graphic3d_Vec2i GetSize() const { return Graphic3d_Vec2i (GetSizeX(), GetSizeY()); } //! Textures width. Standard_EXPORT Standard_Integer GetSizeX() const; //! Textures height. Standard_EXPORT Standard_Integer GetSizeY() const; //! Return viewport width x height. Graphic3d_Vec2i GetVPSize() const { return Graphic3d_Vec2i (myVPSizeX, myVPSizeY); } //! Viewport width. Standard_Integer GetVPSizeX() const { return myVPSizeX; } //! Viewport height. Standard_Integer GetVPSizeY() const { return myVPSizeY; } //! Return viewport width x height. Graphic3d_Vec2i GetInitVPSize() const { return Graphic3d_Vec2i (myInitVPSizeX, myInitVPSizeY); } //! Viewport width. Standard_Integer GetInitVPSizeX() const { return myInitVPSizeX; } //! Viewport height. Standard_Integer GetInitVPSizeY() const { return myInitVPSizeY; } //! Returns true if current object was initialized Standard_Boolean IsValid() const { return isValidFrameBuffer(); } //! Initialize FBO for rendering into single/multiple color buffer and depth textures. //! @param theGlCtx currently bound OpenGL context //! @param theSize texture width x height //! @param theColorFormats list of color texture sized format (0 means no color attachment), e.g. GL_RGBA8 //! @param theDepthStencilTexture depth-stencil texture //! @param theNbSamples MSAA number of samples (0 means normal texture) //! @return true on success Standard_EXPORT Standard_Boolean Init (const Handle(OpenGl_Context)& theGlCtx, const Graphic3d_Vec2i& theSize, const OpenGl_ColorFormats& theColorFormats, const Handle(OpenGl_Texture)& theDepthStencilTexture, const Standard_Integer theNbSamples = 0); //! Initialize FBO for rendering into textures. //! @param theGlCtx currently bound OpenGL context //! @param theSize texture width x height //! @param theColorFormat color texture sized format (0 means no color attachment), e.g. GL_RGBA8 //! @param theDepthFormat depth-stencil texture sized format (0 means no depth attachment), e.g. GL_DEPTH24_STENCIL8 //! @param theNbSamples MSAA number of samples (0 means normal texture) //! @return true on success Standard_EXPORT Standard_Boolean Init (const Handle(OpenGl_Context)& theGlCtx, const Graphic3d_Vec2i& theSize, const Standard_Integer theColorFormat, const Standard_Integer theDepthFormat, const Standard_Integer theNbSamples = 0); //! Initialize FBO for rendering into single/multiple color buffer and depth textures. //! @param theGlCtx currently bound OpenGL context //! @param theSize texture width x height //! @param theColorFormats list of color texture sized format (0 means no color attachment), e.g. GL_RGBA8 //! @param theDepthFormat depth-stencil texture sized format (0 means no depth attachment), e.g. GL_DEPTH24_STENCIL8 //! @param theNbSamples MSAA number of samples (0 means normal texture) //! @return true on success Standard_EXPORT Standard_Boolean Init (const Handle(OpenGl_Context)& theGlCtx, const Graphic3d_Vec2i& theSize, const OpenGl_ColorFormats& theColorFormats, const Standard_Integer theDepthFormat, const Standard_Integer theNbSamples = 0); //! (Re-)initialize FBO with specified dimensions. Standard_EXPORT Standard_Boolean InitLazy (const Handle(OpenGl_Context)& theGlCtx, const Graphic3d_Vec2i& theViewportSize, const Standard_Integer theColorFormat, const Standard_Integer theDepthFormat, const Standard_Integer theNbSamples = 0); //! (Re-)initialize FBO with specified dimensions. Standard_EXPORT Standard_Boolean InitLazy (const Handle(OpenGl_Context)& theGlCtx, const Graphic3d_Vec2i& theViewportSize, const OpenGl_ColorFormats& theColorFormats, const Standard_Integer theDepthFormat, const Standard_Integer theNbSamples = 0); //! (Re-)initialize FBO with properties taken from another FBO. Standard_Boolean InitLazy (const Handle(OpenGl_Context)& theGlCtx, const OpenGl_FrameBuffer& theFbo) { return InitLazy (theGlCtx, Graphic3d_Vec2i (theFbo.myVPSizeX, theFbo.myVPSizeY), theFbo.myColorFormats, theFbo.myDepthFormat, theFbo.myNbSamples); } //! (Re-)initialize FBO with specified dimensions. //! The Render Buffer Objects will be used for Color, Depth and Stencil attachments (as opposite to textures). //! @param theGlCtx currently bound OpenGL context //! @param theSize render buffer width x height //! @param theColorFormat color render buffer sized format, e.g. GL_RGBA8 //! @param theDepthFormat depth-stencil render buffer sized format, e.g. GL_DEPTH24_STENCIL8 //! @param theColorRBufferFromWindow when specified - should be ID of already initialized RB object, which will be released within this class Standard_EXPORT Standard_Boolean InitWithRB (const Handle(OpenGl_Context)& theGlCtx, const Graphic3d_Vec2i& theSize, const Standard_Integer theColorFormat, const Standard_Integer theDepthFormat, const unsigned int theColorRBufferFromWindow = 0); //! Initialize class from currently bound FBO. //! Retrieved OpenGL objects will not be destroyed on Release. Standard_EXPORT Standard_Boolean InitWrapper (const Handle(OpenGl_Context)& theGlCtx); //! Wrap existing color textures. Standard_EXPORT Standard_Boolean InitWrapper (const Handle(OpenGl_Context)& theGlContext, const NCollection_Sequence& theColorTextures, const Handle(OpenGl_Texture)& theDepthTexture = Handle(OpenGl_Texture)()); //! Setup viewport to render into FBO Standard_EXPORT void SetupViewport (const Handle(OpenGl_Context)& theGlCtx); //! Override viewport settings Standard_EXPORT void ChangeViewport (const Standard_Integer theVPSizeX, const Standard_Integer theVPSizeY); //! Bind frame buffer for drawing and reading (to render into the texture). Standard_EXPORT virtual void BindBuffer (const Handle(OpenGl_Context)& theGlCtx); //! Bind frame buffer for drawing GL_DRAW_FRAMEBUFFER (to render into the texture). Standard_EXPORT virtual void BindDrawBuffer (const Handle(OpenGl_Context)& theGlCtx); //! Bind frame buffer for reading GL_READ_FRAMEBUFFER Standard_EXPORT virtual void BindReadBuffer (const Handle(OpenGl_Context)& theGlCtx); //! Unbind frame buffer. Standard_EXPORT virtual void UnbindBuffer (const Handle(OpenGl_Context)& theGlCtx); //! Returns the color texture for the given color buffer index. const Handle(OpenGl_Texture)& ColorTexture (const Standard_Integer theColorBufferIndex = 0) const { return myColorTextures.Value (theColorBufferIndex); } //! Returns the depth-stencil texture. const Handle(OpenGl_Texture)& DepthStencilTexture() const { return myDepthStencilTexture; } //! Returns the color Render Buffer. unsigned int ColorRenderBuffer() const { return myGlColorRBufferId; } //! Returns the depth Render Buffer. unsigned int DepthStencilRenderBuffer() const { return myGlDepthRBufferId; } //! Returns estimated GPU memory usage for holding data without considering overheads and allocation alignment rules. Standard_EXPORT virtual Standard_Size EstimatedDataSize() const Standard_OVERRIDE; public: //! Initialize FBO for rendering into single/multiple color buffer and depth textures. Standard_DEPRECATED("Obsolete method, use Init() taking Graphic3d_Vec2i") bool Init (const Handle(OpenGl_Context)& theGlCtx, const Standard_Integer theSizeX, const Standard_Integer theSizeY, const OpenGl_ColorFormats& theColorFormats, const Handle(OpenGl_Texture)& theDepthStencilTexture, const Standard_Integer theNbSamples = 0) { return Init (theGlCtx, Graphic3d_Vec2i (theSizeX, theSizeY), theColorFormats, theDepthStencilTexture, theNbSamples); } //! Initialize FBO for rendering into textures. Standard_DEPRECATED("Obsolete method, use Init() taking Graphic3d_Vec2i") bool Init (const Handle(OpenGl_Context)& theGlCtx, const Standard_Integer theSizeX, const Standard_Integer theSizeY, const Standard_Integer theColorFormat, const Standard_Integer theDepthFormat, const Standard_Integer theNbSamples = 0) { return Init (theGlCtx, Graphic3d_Vec2i (theSizeX, theSizeY), theColorFormat, theDepthFormat, theNbSamples); } //! Initialize FBO for rendering into single/multiple color buffer and depth textures. Standard_DEPRECATED("Obsolete method, use Init() taking Graphic3d_Vec2i") bool Init (const Handle(OpenGl_Context)& theGlCtx, const Standard_Integer theSizeX, const Standard_Integer theSizeY, const OpenGl_ColorFormats& theColorFormats, const Standard_Integer theDepthFormat, const Standard_Integer theNbSamples = 0) { return Init (theGlCtx, Graphic3d_Vec2i (theSizeX, theSizeY), theColorFormats, theDepthFormat, theNbSamples); } //! (Re-)initialize FBO with specified dimensions. Standard_DEPRECATED("Obsolete method, use InitLazy() taking Graphic3d_Vec2i") bool InitLazy (const Handle(OpenGl_Context)& theGlCtx, const Standard_Integer theViewportSizeX, const Standard_Integer theViewportSizeY, const Standard_Integer theColorFormat, const Standard_Integer theDepthFormat, const Standard_Integer theNbSamples = 0) { return InitLazy (theGlCtx, Graphic3d_Vec2i (theViewportSizeX, theViewportSizeY), theColorFormat, theDepthFormat, theNbSamples); } //! (Re-)initialize FBO with specified dimensions. Standard_DEPRECATED("Obsolete method, use InitLazy() taking Graphic3d_Vec2i") bool InitLazy (const Handle(OpenGl_Context)& theGlCtx, const Standard_Integer theViewportSizeX, const Standard_Integer theViewportSizeY, const OpenGl_ColorFormats& theColorFormats, const Standard_Integer theDepthFormat, const Standard_Integer theNbSamples = 0) { return InitLazy (theGlCtx, Graphic3d_Vec2i (theViewportSizeX, theViewportSizeY), theColorFormats, theDepthFormat, theNbSamples); } //! (Re-)initialize FBO with specified dimensions. //! The Render Buffer Objects will be used for Color, Depth and Stencil attachments (as opposite to textures). Standard_DEPRECATED("Obsolete method, use InitWithRB() taking Graphic3d_Vec2i") bool InitWithRB (const Handle(OpenGl_Context)& theGlCtx, const Standard_Integer theSizeX, const Standard_Integer theSizeY, const Standard_Integer theColorFormat, const Standard_Integer theDepthFormat, const unsigned int theColorRBufferFromWindow = 0) { return InitWithRB (theGlCtx, Graphic3d_Vec2i (theSizeX, theSizeY), theColorFormat, theDepthFormat, theColorRBufferFromWindow); } protected: Standard_Boolean isValidFrameBuffer() const { return myGlFBufferId != NO_FRAMEBUFFER; } protected: typedef NCollection_Vector OpenGl_TextureArray; protected: Standard_Integer myInitVPSizeX; //!< viewport width specified during initialization (kept even on failure) Standard_Integer myInitVPSizeY; //!< viewport height specified during initialization (kept even on failure) Standard_Integer myVPSizeX; //!< viewport width (should be <= texture width) Standard_Integer myVPSizeY; //!< viewport height (should be <= texture height) Standard_Integer myNbSamples; //!< number of MSAA samples OpenGl_ColorFormats myColorFormats; //!< sized format for color texture, GL_RGBA8 by default Standard_Integer myDepthFormat; //!< sized format for depth-stencil texture, GL_DEPTH24_STENCIL8 by default unsigned int myGlFBufferId; //!< FBO object ID unsigned int myGlColorRBufferId; //!< color Render Buffer object (alternative to myColorTexture) unsigned int myGlDepthRBufferId; //!< depth-stencil Render Buffer object (alternative to myDepthStencilTexture) bool myIsOwnBuffer; //!< flag indicating that FBO should be deallocated by this class bool myIsOwnColor; //!< flag indicating that color textures should be deallocated by this class bool myIsOwnDepth; //!< flag indicating that depth texture should be deallocated by this class OpenGl_TextureArray myColorTextures; //!< color texture objects Handle(OpenGl_Texture) myDepthStencilTexture; //!< depth-stencil texture object public: DEFINE_STANDARD_RTTIEXT(OpenGl_FrameBuffer,OpenGl_Resource) // Type definition }; #endif // OPENGL_FRAME_BUFFER_H