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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsGLPrerequisites.h"
- #include "BsPixelBuffer.h"
- namespace BansheeEngine
- {
- /** @addtogroup GL
- * @{
- */
- class GLTextureBuffer;
- /** OpenGL implementation of a pixel buffer. Represents a hardware buffer containing a surface of pixels. */
- class BS_RSGL_EXPORT GLPixelBuffer : public PixelBuffer
- {
- public:
- /**
- * Constructs a new pixel buffer with the provided settings.
- *
- * @param[in] width Width of the pixel buffer in pixels.
- * @param[in] height Height of the pixel buffer in pixels.
- * @param[in] depth Depth of the pixel buffer in pixels (number of 2D slices).
- * @param[in] format Format of each pixel in the buffer.
- * @param[in] usage Usage signaling the render system how we plan on using the buffer.
- */
- GLPixelBuffer(UINT32 width, UINT32 height, UINT32 depth, PixelFormat format, GpuBufferUsage usage);
- ~GLPixelBuffer();
- /**
- * Upload some pixel data to the buffer.
- *
- * @param[in] data Data to upload.
- * @param[in] dest Coordinates to which to upload the data.
- */
- virtual void upload(const PixelData& data, const PixelVolume& dest);
- /**
- * Reads data from the pixel buffer into the provided object. Caller must ensure the data object is of adequate
- * size.
- */
- virtual void download(const PixelData& data);
- /**
- * Binds the buffers to a frame buffer object at the specified attachment point.
- *
- * @param[in] attachment Attachment point index in the range [0, BS_MAX_MULTIPLE_RENDER_TARGETS).
- * @param[in] zoffset Depth slice to bind, in the case of a 3D texture.
- * @param[in] allLayers Should all layers of the texture be bound, or just one (zoffset is ignored if true).
- */
- virtual void bindToFramebuffer(GLenum attachment, UINT32 zoffset, bool allLayers);
- /** Returns internal OpenGL pixel format used by the buffer. */
- GLenum getGLFormat() const { return mGLInternalFormat; }
- /**
- * Blits the contents of the provided buffer into this pixel buffer. Data is bilinearily interpolated in case buffer
- * sizes don't match.
- */
- virtual void blitFromTexture(GLTextureBuffer* src);
- /**
- * Blits contents of a sub-region of the provided buffer into a sub-region of this pixel buffer. Data is bilinearily
- * interpolated in case source and destination sizes don't match.
- */
- virtual void blitFromTexture(GLTextureBuffer* src, const PixelVolume& srcBox, const PixelVolume& dstBox);
- protected:
- /** @copydoc PixelBuffer::lockImpl */
- PixelData lockImpl(PixelVolume lockBox, GpuLockOptions options) override;
- /** @copydoc PixelBuffer::unlockImpl */
- void unlockImpl() override;
- /** Allocates an internal buffer on the CPU, the size of the hardware buffer. */
- void allocateBuffer();
- /** Deallocates the internal CPU buffer. */
- void freeBuffer();
- protected:
- PixelData mBuffer;
- GLenum mGLInternalFormat;
- GpuLockOptions mCurrentLockOptions;
- };
- /** Pixel buffer specialization that represents a single surface in a texture. */
- class BS_RSGL_EXPORT GLTextureBuffer : public GLPixelBuffer
- {
- public:
- /**
- * Constructs a new texture buffer from a specific surface in the provided texture.
- *
- * @param[in] target OpenGL type of the texture to retrieve the surface from.
- * @param[in] id OpenGL handle to the texture to retrieve the surface from.
- * @param[in] face Face index of the texture in the case of cube textures or texture arrays.
- * @param[in] level Mip level of the texture.
- * @param[in] usage Usage signaling the render system how we plan on using the buffer.
- * @param[in] writeGamma True if the parent texture was created with SRGB support.
- * @param[in] multisampleCount Number of samples the parent texture was created with.
- */
- GLTextureBuffer(GLenum target, GLuint id, GLint face,
- GLint level, GpuBufferUsage usage, bool writeGamma, UINT32 multisampleCount);
- ~GLTextureBuffer();
-
- /** @copydoc GLPixelBuffer::bindToFramebuffer */
- void bindToFramebuffer(GLenum attachment, UINT32 zoffset, bool allLayers) override;
- /** @copydoc GLPixelBuffer::upload */
- void upload(const PixelData &data, const PixelVolume &dest) override;
- /** @copydoc GLPixelBuffer::download */
- void download(const PixelData &data) override;
-
- /** @copydoc GLPixelBuffer::blitFromTexture */
- void blitFromTexture(GLTextureBuffer *src, const PixelVolume &srcBox, const PixelVolume &dstBox) override;
- /**
- * Populate texture buffer with the data in the currently attached frame buffer.
- *
- * @param[in] zoffset 3D slice of the texture to copy to. 0 if texture is not 3D.
- */
- void copyFromFramebuffer(UINT32 zoffset);
- protected:
- GLenum mTarget;
- GLenum mFaceTarget;
- GLuint mTextureID;
- GLint mFace;
- GLint mLevel;
- UINT32 mMultisampleCount;
- };
- /** Pixel buffer specialization that represents a render buffer. */
- class BS_RSGL_EXPORT GLRenderBuffer : public GLPixelBuffer
- {
- public:
- /**
- * Initializes a new render buffer.
- *
- * @param[in] format OpenGL pixel format.
- * @param[in] width Width of the render buffer in pixels.
- * @param[in] height Height of the render buffer in pixels.
- * @param[in] numSamples Number of samples to support.
- */
- GLRenderBuffer(GLenum format, UINT32 width, UINT32 height, GLsizei numSamples);
- ~GLRenderBuffer();
-
- /** @copydoc GLPixelBuffer::bindToFramebuffer */
- void bindToFramebuffer(GLenum attachment, UINT32 zoffset, bool allLayers) override;
- protected:
- GLuint mRenderbufferID;
- };
- /** @} */
- };
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