/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2011 Torus Knot Software Ltd 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 __RenderTarget_H__ #define __RenderTarget_H__ #include "CmPrerequisites.h" #include "CmString.h" #include "CmPixelUtil.h" #include "CmViewport.h" /* Define the number of priority groups for the render system's render targets. */ #ifndef OGRE_NUM_RENDERTARGET_GROUPS #define OGRE_NUM_RENDERTARGET_GROUPS 10 #define OGRE_DEFAULT_RT_GROUP 4 #define OGRE_REND_TO_TEX_RT_GROUP 2 #endif namespace CamelotEngine { /** \addtogroup Core * @{ */ /** \addtogroup RenderSystem * @{ */ /** A 'canvas' which can receive the results of a rendering operation. @remarks This abstract class defines a common root to all targets of rendering operations. A render target could be a window on a screen, or another offscreen surface like a texture or bump map etc. @author Steven Streeting @version 1.0 */ class CM_EXPORT RenderTarget { public: enum FrameBuffer { FB_FRONT, FB_BACK, FB_AUTO }; RenderTarget(); virtual ~RenderTarget(); /// Retrieve target's name. virtual const String& getName(void) const; /// Retrieve information about the render target. virtual void getMetrics(unsigned int& width, unsigned int& height, unsigned int& colourDepth); virtual unsigned int getWidth(void) const; virtual unsigned int getHeight(void) const; virtual unsigned int getColourDepth(void) const; /** Tells the target to update it's contents. @remarks If OGRE is not running in an automatic rendering loop (started using Root::startRendering), the user of the library is responsible for asking each render target to refresh. This is the method used to do this. It automatically re-renders the contents of the target using whatever cameras have been pointed at it (using Camera::setRenderTarget). @par This allows OGRE to be used in multi-windowed utilities and for contents to be refreshed only when required, rather than constantly as with the automatic rendering loop. @param swapBuffers For targets that support double-buffering, if set to true, the target will immediately swap it's buffers after update. Otherwise, the buffers are not swapped, and you have to call swapBuffers yourself sometime later. You might want to do this on some rendersystems which pause for queued rendering commands to complete before accepting swap buffers calls - so you could do other CPU tasks whilst the queued commands complete. Or, you might do this if you want custom control over your windows, such as for externally created windows. */ virtual void update(bool swapBuffers = true); /** Swaps the frame buffers to display the next frame. @remarks For targets that are double-buffered so that no 'in-progress' versions of the scene are displayed during rendering. Once rendering has completed (to an off-screen version of the window) the buffers are swapped to display the new frame. @param waitForVSync If true, the system waits for the next vertical blank period (when the CRT beam turns off as it travels from bottom-right to top-left at the end of the pass) before flipping. If false, flipping occurs no matter what the beam position. Waiting for a vertical blank can be slower (and limits the framerate to the monitor refresh rate) but results in a steadier image with no 'tearing' (a flicker resulting from flipping buffers when the beam is in the progress of drawing the last frame). */ virtual void swapBuffers(bool waitForVSync = true) { (void)waitForVSync; } /** Adds a viewport to the rendering target. @remarks A viewport is the rectangle into which rendering output is sent. This method adds a viewport to the render target, rendering from the supplied camera. The rest of the parameters are only required if you wish to add more than one viewport to a single rendering target. Note that size information passed to this method is passed as a parametric, i.e. it is relative rather than absolute. This is to allow viewports to automatically resize along with the target. @param ZOrder The relative order of the viewport with others on the target (allows overlapping viewports i.e. picture-in-picture). Higher ZOrders are on top of lower ones. The actual number is irrelevant, only the relative ZOrder matters (you can leave gaps in the numbering) @param left The relative position of the left of the viewport on the target, as a value between 0 and 1. @param top The relative position of the top of the viewport on the target, as a value between 0 and 1. @param width The relative width of the viewport on the target, as a value between 0 and 1. @param height The relative height of the viewport on the target, as a value between 0 and 1. */ virtual Viewport* addViewport(int ZOrder = 0, float left = 0.0f, float top = 0.0f , float width = 1.0f, float height = 1.0f); /** Returns the number of viewports attached to this target.*/ virtual unsigned short getNumViewports(void) const; /** Retrieves a pointer to the viewport with the given index. */ virtual Viewport* getViewport(unsigned short index); /** Removes a viewport at a given ZOrder. */ virtual void removeViewport(int ZOrder); /** Removes all viewports on this target. */ virtual void removeAllViewports(void); /** Gets a custom (maybe platform-specific) attribute. @remarks This is a nasty way of satisfying any API's need to see platform-specific details. It horrid, but D3D needs this kind of info. At least it's abstracted. @param name The name of the attribute. @param pData Pointer to memory of the right kind of structure to receive the info. */ virtual void getCustomAttribute(const String& name, void* pData); /** Sets the priority of this render target in relation to the others. @remarks This can be used in order to schedule render target updates. Lower priorities will be rendered first. Note that the priority must be set at the time the render target is attached to the render system, changes afterwards will not affect the ordering. */ virtual void setPriority( UINT8 priority ) { mPriority = priority; } /** Gets the priority of a render target. */ virtual UINT8 getPriority() const { return mPriority; } /** Used to retrieve or set the active state of the render target. */ virtual bool isActive() const; /** Used to set the active state of the render target. */ virtual void setActive( bool state ); /** Copies the current contents of the render target to a pixelbox. @remarks See suggestPixelFormat for a tip as to the best pixel format to extract into, although you can use whatever format you like and the results will be converted. */ virtual void copyContentsToMemory(const PixelData &dst, FrameBuffer buffer = FB_AUTO) = 0; /** Suggests a pixel format to use for extracting the data in this target, when calling copyContentsToMemory. */ virtual PixelFormat suggestPixelFormat() const { return PF_BYTE_RGBA; } virtual bool requiresTextureFlipping() const = 0; /** Indicates whether this target is the primary window. The primary window is special in that it is destroyed when ogre is shut down, and cannot be destroyed directly. This is the case because it holds the context for vertex, index buffers and textures. */ virtual bool isPrimary(void) const; /** Indicates whether on rendering, linear colour space is converted to sRGB gamma colour space. This is the exact opposite conversion of what is indicated by Texture::isHardwareGammaEnabled, and can only be enabled on creation of the render target. For render windows, it's enabled through the 'gamma' creation misc parameter. For textures, it is enabled through the hwGamma parameter to the create call. */ virtual bool isHardwareGammaEnabled() const { return mHwGamma; } /** Indicates whether multisampling is performed on rendering and at what level. */ virtual UINT32 getFSAA() const { return mFSAA; } /** Gets the FSAA hint (@see Root::createRenderWindow) */ virtual const String& getFSAAHint() const { return mFSAAHint; } /** RenderSystem specific interface for a RenderTarget; this should be subclassed by RenderSystems. */ class Impl { protected: ~Impl() { } }; /** Get rendersystem specific interface for this RenderTarget. This is used by the RenderSystem to (un)bind this target, and to get specific information like surfaces and framebuffer objects. */ virtual Impl *_getImpl(); /** Method for manual management of rendering : fires 'preRenderTargetUpdate' and initialises statistics etc. @remarks
renderTarget->_beginUpdate(); renderTarget->_updateViewport(1); // which is not auto updated renderTarget->_updateViewport(2); // which is not auto updated renderTarget->_updateAutoUpdatedViewports(); renderTarget->_endUpdate(); renderTarget->swapBuffers(true);Please note that in that case, the zorder may not work as you expect, since you are responsible for calling _updateViewport in the correct order. */ virtual void _beginUpdate(); /** Method for manual management of rendering - renders the given viewport (even if it is not autoupdated) @remarks This also fires preViewportUpdate and postViewportUpdate, and manages statistics. You should call it between _beginUpdate() and _endUpdate(). @see _beginUpdate for more details. @param zorder The zorder of the viewport to update. @param updateStatistics Whether you want to update statistics or not. */ virtual void _updateViewport(int zorder, bool updateStatistics = true); /** Method for manual management of rendering - renders the given viewport (even if it is not autoupdated) @remarks This also fires preViewportUpdate and postViewportUpdate, and manages statistics if needed. You should call it between _beginUpdate() and _endUpdate(). @see _beginUpdate for more details. @param viewport The viewport you want to update, it must be bound to the rendertarget. @param updateStatistics Whether you want to update statistics or not. */ virtual void _updateViewport(Viewport* viewport, bool updateStatistics = true); /** Method for manual management of rendering - finishes statistics calculation and fires 'postRenderTargetUpdate'. @remarks You should call it after a _beginUpdate @see _beginUpdate for more details. */ virtual void _endUpdate(); protected: /// The name of this target. String mName; /// The priority of the render target. UINT8 mPriority; unsigned int mWidth; unsigned int mHeight; unsigned int mColourDepth; bool mIsDepthBuffered; bool mActive; bool mAutoUpdate; // Hardware sRGB gamma conversion done on write? bool mHwGamma; // FSAA performed? UINT32 mFSAA; String mFSAAHint; typedef map