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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsTexture.h"
- #include "BsRenderTarget.h"
- namespace BansheeEngine
- {
- /**
- * @brief Structure that describes a render texture color and depth/stencil surfaces.
- */
- struct BS_CORE_EXPORT RENDER_TEXTURE_DESC
- {
- RENDER_SURFACE_DESC colorSurface;
- RENDER_SURFACE_DESC depthStencilSurface;
- };
- /**
- * @brief Render target specialization that allows you to render into a texture you may
- * later bind in further render operations.
- *
- * @note Thread safe, except where noted otherwise.
- */
- class BS_CORE_EXPORT RenderTexture : public RenderTarget
- {
- public:
- virtual ~RenderTexture();
- /**
- * @brief Creates a new render texture with color and optionally depth/stencil surfaces.
- *
- * @param textureType Type of texture to render to.
- * @param width Width of the render texture, in pixels.
- * @param height Height of the render texture, in pixels.
- * @param format Pixel format used by the texture color surface.
- * @param hwGamma Should the written pixels be gamma corrected.
- * @param multisampleCount If higher than 1, texture containing multiple samples per pixel is created.
- * @param multisampleHint Hint about what kind of multisampling to use. Render system specific.
- * @param createDepth Should a depth/stencil surface be created along with the color surface.
- * @param depthStencilFormat Format used by the depth stencil surface, if one is created.
- */
- static RenderTexturePtr create(TextureType textureType, UINT32 width, UINT32 height,
- PixelFormat format = PF_R8G8B8A8, bool hwGamma = false, UINT32 multisampleCount = 0,
- const String& multisampleHint = "", bool createDepth = true, PixelFormat depthStencilFormat = PF_D24S8);
- /**
- * @copydoc RenderTarget::isWindow.
- */
- bool isWindow() const { return false; }
- /**
- * @copydoc RenderTarget::requiresTextureFlipping.
- */
- bool requiresTextureFlipping() const { return false; }
- /**
- * @brief Returns a color surface texture you may bind as an input to an GPU program.
- *
- * @note Be aware that you cannot bind a render texture for reading and writing at the same time.
- */
- const HTexture& getBindableColorTexture() const { return mBindableColorTex; }
- /**
- * @brief Returns a depth/stencil surface texture you may bind as an input to an GPU program.
- *
- * @note Be aware that you cannot bind a render texture for reading and writing at the same time.
- */
- const HTexture& getBindableDepthStencilTexture() const { return mBindableDepthStencilTex; }
- protected:
- friend class TextureManager;
- RenderTexture();
- /**
- * @copydoc RenderTarget::initialize
- */
- void initialize(const RENDER_TEXTURE_DESC& desc);
- /**
- * @copydoc RenderTarget::destroy_internal()
- */
- virtual void destroy_internal();
- private:
- /**
- * @brief Throws an exception of the color and depth/stencil buffers aren't compatible.
- */
- void throwIfBuffersDontMatch() const;
- /**
- * @copydoc RenderTarget::copyToMemory
- */
- virtual void copyToMemory(const PixelData &dst, FrameBuffer buffer = FB_AUTO);
- protected:
- TextureViewPtr mColorSurface;
- TextureViewPtr mDepthStencilSurface;
- HTexture mBindableColorTex;
- HTexture mBindableDepthStencilTex;
- };
- }
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