/** * @file llrendertarget.h * @brief Off screen render target abstraction. Loose wrapper for GL_EXT_framebuffer_objects. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, 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" #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; 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, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, 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(); //unbind target for rendering static void unbindTarget(); //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; } LLTexUnit::eTextureType getUsage(void) const { return mUsage; } U32 getTexture(void) const { return mTex; } U32 getDepth(void) const { return mDepth; } //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; LLTexUnit::eTextureType mUsage; }; #endif