/** * @file llrendertarget.h * @brief Off screen render target abstraction. Loose wrapper for GL_EXT_framebuffer_objects. * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #ifndef LL_LLRENDERTARGET_H #define LL_LLRENDERTARGET_H // LLRenderTarget is unavailible on the mapserver since it uses FBOs. #include "llgl.h" #include "llrender.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(); ... ... target.flush(); ... //use target as a texture gGL.getTexUnit(INDEX)->bind(&target); ... ... */ class LLRenderTarget { public: //whether or not to use FBO implementation static bool sUseFBO; static U32 sBytesAllocated; static U32 sCurFBO; static U32 sCurResX; static U32 sCurResY; LLRenderTarget(); ~LLRenderTarget(); //allocate resources for rendering //must be called before use //multiple calls will release previously allocated resources bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = false, S32 samples = 0); //resize existing attachments to use new resolution and color format // CAUTION: if the GL runs out of memory attempting to resize, this render target will be undefined // DO NOT use for screen space buffers or for scratch space for an image that might be uploaded // DO use for render targets that resize often and aren't likely to ruin someone's day if they break void resize(U32 resx, U32 resy, U32 color_fmt); //add color buffer attachment //limit of 4 color attachments per render target bool addColorAttachment(U32 color_fmt); //allocate a depth texture bool allocateDepth(); //share depth buffer with provided render target void shareDepthBuffer(LLRenderTarget& target); //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(U32 mask = 0xFFFFFFFF); //get applied viewport void getViewport(S32* viewport); //get X resolution U32 getWidth() const { return mResX; } //get Y resolution U32 getHeight() const { return mResY; } LLTexUnit::eTextureType getUsage(void) const { return mUsage; } U32 getTexture(U32 attachment = 0) const; U32 getNumTextures() const; U32 getDepth(void) const { return mDepth; } bool hasStencil() const { return mStencil; } void bindTexture(U32 index, S32 channel); //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); void copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1, S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter); static void copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1, S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter); //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; static LLRenderTarget* getCurrentBoundTarget() { return sBoundTarget; } protected: U32 mResX; U32 mResY; std::vector mTex; std::vector mInternalFormat; U32 mFBO; U32 mPreviousFBO; U32 mPreviousResX; U32 mPreviousResY; U32 mDepth; bool mStencil; bool mUseDepth; bool mRenderDepth; LLTexUnit::eTextureType mUsage; static LLRenderTarget* sBoundTarget; }; #endif