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- //-----------------------------------------------------------------------------
- // 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<GFXTarget> GFXTargetRef;
- typedef StrongRefPtr<GFXWindowTarget> GFXWindowTargetRef;
- typedef StrongRefPtr<GFXTextureTarget> GFXTextureTargetRef;
- #endif // _GFXTARGET_H_
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