//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GFXTARGET_H_ #define _GFXTARGET_H_ #ifndef _REFBASE_H_ #include "core/util/refBase.h" #endif #ifndef _GFXENUMS_H_ #include "gfx/gfxEnums.h" #endif #ifndef _GFXRESOURCE_H_ #include "gfx/gfxResource.h" #endif #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif class Point2I; class PlatformWindow; class GFXCubemap; class GFXTextureObject; /// Base class for a target to which GFX can render. /// /// Most modern graphics hardware supports selecting render targets. However, /// there may be multiple types of render target, with wildly varying /// device-level implementations, resource requirements, and so forth. /// /// This base class is used to represent a render target; it might be a context /// tied to a window, or a set of surfaces or textures. class GFXTarget : public StrongRefBase, public GFXResource { private: S32 mChangeToken; S32 mLastAppliedChange; protected: /// Called whenever a change is made to this target. inline void invalidateState() { mChangeToken++; } /// Called when the device has applied pending state. inline void stateApplied() { mLastAppliedChange = mChangeToken; } public: /// Constructor to initialize the state tracking logic. GFXTarget() : mChangeToken( 0 ), mLastAppliedChange( 0 ) { } virtual ~GFXTarget() {} /// Called to check if we have pending state for the device to apply. inline const bool isPendingState() const { return (mChangeToken != mLastAppliedChange); } /// Returns the size in pixels of the render target. virtual const Point2I getSize()=0; /// Returns the texture format of the render target. virtual GFXFormat getFormat()=0; // GFXResourceInterface /// The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer virtual const String describeSelf() const; /// This is called to set the render target. virtual void activate() { } /// This is called when the target is not being used anymore. virtual void deactivate() { } /// This tells the target that the contents of this target should be restored /// when activate() is next called. virtual void preserve() { } /// Copy this surface to the passed GFXTextureObject. /// @param tex The GFXTextureObject to copy to. virtual void resolveTo( GFXTextureObject *tex ) { } }; /// A render target associated with an OS window. /// /// Various API/OS combinations will implement their own GFXTargets for /// rendering to a window. However, they are all subclasses of GFXWindowTarget. /// /// This allows platform-neutral code to safely distinguish between various /// types of render targets (using dynamic_cast<>), as well as letting it /// gain access to useful things like the corresponding PlatformWindow. class GFXWindowTarget : public GFXTarget { protected: PlatformWindow *mWindow; public: GFXWindowTarget() : mWindow(NULL){}; GFXWindowTarget( PlatformWindow *windowObject ) { mWindow = windowObject; } virtual ~GFXWindowTarget() {} /// Returns a pointer to the window this target is bound to. inline PlatformWindow *getWindow() { return mWindow; }; /// Present latest buffer, if buffer swapping is in effect. virtual bool present()=0; /// Notify the target that the video mode on the window has changed. virtual void resetMode()=0; }; /// A render target associated with one or more textures. /// /// Although some APIs allow directly selecting any texture or surfaces, in /// some cases it is necessary to allocate helper resources to enable RTT /// operations. /// /// @note A GFXTextureTarget will retain references to textures that are /// attached to it, so be sure to clear them out when you're done! /// /// @note Different APIs have different restrictions on what they can support /// here. Be aware when mixing cubemaps vs. non-cubemaps, or targets of /// different resolutions. The devices will attempt to limit behavior /// to things that are safely portable, but they cannot catch every /// possible situation for all drivers and API - so make sure to /// actually test things! class GFXTextureTarget : public GFXTarget { public: enum RenderSlot { DepthStencil, Color0, Color1, Color2, Color3, Color4, Color5, MaxRenderSlotId, }; static GFXTextureObject *sDefaultDepthStencil; virtual ~GFXTextureTarget() {} /// Attach a surface to a given slot as part of this render target. /// /// @param slot What slot is used for multiple render target (MRT) effects. /// Most of the time you'll use Color0. /// @param tex A texture and miplevel to bind for rendering, or else NULL/0 /// to clear a slot. /// @param mipLevel What level of this texture are we rendering to? /// @param zOffset If this is a depth texture, what z level are we /// rendering to? virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0) = 0; /// Support binding to cubemaps. /// /// @param slot What slot is used for multiple render target (MRT) effects. /// Most of the time you'll use Color0. /// @param tex What cubemap will we be rendering to? /// @param face A face identifier. /// @param mipLevel What level of this texture are we rendering to? virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0) = 0; /// Resolve the current render target data to the associated textures. This method /// will get called automatically when a rendertarget is changed, before new geometry /// is drawn to a different rendertarget. This method can also be called to /// gather render target data without switching targets. /// /// By default, this method will resolve all color targets. virtual void resolve()=0; /// Returns true if the automatic generation of mip maps is enabled inline bool isGenMipsEnabled() const { return mGenMips; } protected: bool mGenMips; }; typedef StrongRefPtr GFXTargetRef; typedef StrongRefPtr GFXWindowTargetRef; typedef StrongRefPtr GFXTextureTargetRef; #endif // _GFXTARGET_H_