//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// #ifndef SFML_RENDERTEXTUREIMPLFBO_HPP #define SFML_RENDERTEXTUREIMPLFBO_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include namespace sf { namespace priv { //////////////////////////////////////////////////////////// /// \brief Specialization of RenderTextureImpl using the /// FrameBuffer Object OpenGL extension /// //////////////////////////////////////////////////////////// class RenderTextureImplFBO : public RenderTextureImpl, GlResource { public: //////////////////////////////////////////////////////////// /// \brief Default constructor /// //////////////////////////////////////////////////////////// RenderTextureImplFBO(); //////////////////////////////////////////////////////////// /// \brief Destructor /// //////////////////////////////////////////////////////////// ~RenderTextureImplFBO(); //////////////////////////////////////////////////////////// /// \brief Check whether the system supports FBOs or not /// /// \return True if FBO render textures are supported /// //////////////////////////////////////////////////////////// static bool isAvailable(); //////////////////////////////////////////////////////////// /// \brief Get the maximum anti-aliasing level supported by the system /// /// \return The maximum anti-aliasing level supported by the system /// //////////////////////////////////////////////////////////// static unsigned int getMaximumAntialiasingLevel(); //////////////////////////////////////////////////////////// /// \brief Unbind the currently bound FBO /// //////////////////////////////////////////////////////////// static void unbind(); private: //////////////////////////////////////////////////////////// /// \brief Create the render texture implementation /// /// \param width Width of the texture to render to /// \param height Height of the texture to render to /// \param textureId OpenGL identifier of the target texture /// \param settings Context settings to create render-texture with /// /// \return True if creation has been successful /// //////////////////////////////////////////////////////////// virtual bool create(unsigned int width, unsigned int height, unsigned int textureId, const ContextSettings& settings); //////////////////////////////////////////////////////////// /// \brief Create an FBO in the current context /// /// \return True if creation has been successful /// //////////////////////////////////////////////////////////// bool createFrameBuffer(); //////////////////////////////////////////////////////////// /// \brief Activate or deactivate the render texture for rendering /// /// \param active True to activate, false to deactivate /// /// \return True on success, false on failure /// //////////////////////////////////////////////////////////// virtual bool activate(bool active); //////////////////////////////////////////////////////////// /// \brief Update the pixels of the target texture /// /// \param textureId OpenGL identifier of the target texture /// //////////////////////////////////////////////////////////// virtual void updateTexture(unsigned textureId); //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// std::map m_frameBuffers; ///< OpenGL frame buffer objects per context std::map m_multisampleFrameBuffers; ///< Optional per-context OpenGL frame buffer objects with multisample attachments unsigned int m_depthStencilBuffer; ///< Optional depth/stencil buffer attached to the frame buffer unsigned int m_colorBuffer; ///< Optional multisample color buffer attached to the frame buffer unsigned int m_width; ///< Width of the attachments unsigned int m_height; ///< Height of the attachments Context* m_context; ///< Backup OpenGL context, used when none already exist unsigned int m_textureId; ///< The ID of the texture to attach to the FBO bool m_multisample; ///< Whether we have to create a multisample frame buffer as well bool m_stencil; ///< Whether we have stencil attachment }; } // namespace priv } // namespace sf #endif // SFML_RENDERTEXTUREIMPLFBO_HPP