| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495 |
- #pragma once
- #include "BsGLPrerequisites.h"
- #include "BsPixelBuffer.h"
- namespace BansheeEngine
- {
- class GLTextureBuffer;
- class BS_RSGL_EXPORT GLPixelBuffer: public PixelBuffer
- {
- public:
- // Upload a box of pixels to this buffer on the card
- virtual void upload(const PixelData &data, const PixelVolume &dest);
- // Download a box of pixels from the card
- virtual void download(const PixelData &data);
- virtual void blitFromTexture(GLTextureBuffer *src);
- virtual void blitFromTexture(GLTextureBuffer *src, const PixelVolume &srcBox, const PixelVolume &dstBox);
- protected:
- /// Lock a box
- PixelData lockImpl(PixelVolume lockBox, GpuLockOptions options);
- /// Unlock a box
- void unlockImpl(void);
-
- // Internal buffer; either on-card or in system memory, freed/allocated on demand
- // depending on buffer usage
- PixelData mBuffer;
- GLenum mGLInternalFormat; // GL internal format
- GpuLockOptions mCurrentLockOptions;
-
- // Buffer allocation/freeage
- void allocateBuffer();
- void freeBuffer();
- public:
- /// Should be called by HardwareBufferManager
- GLPixelBuffer(UINT32 mWidth, UINT32 mHeight, UINT32 mDepth,
- PixelFormat mFormat,
- GpuBufferUsage usage);
-
- ~GLPixelBuffer();
-
- /** Bind surface to frame buffer. Needs FBO extension.
- */
- virtual void bindToFramebuffer(GLenum attachment, UINT32 zoffset);
- GLenum getGLFormat() { return mGLInternalFormat; }
- };
- /** Texture surface.
- */
- class BS_RSGL_EXPORT GLTextureBuffer: public GLPixelBuffer
- {
- public:
- /** Texture constructor */
- GLTextureBuffer(const String &baseName, GLenum target, GLuint id, GLint face,
- GLint level, GpuBufferUsage usage, bool softwareMipmap, bool writeGamma, UINT32 multisampleCount);
- ~GLTextureBuffer();
-
- /// @copydoc HardwarePixelBuffer::bindToFramebuffer
- virtual void bindToFramebuffer(GLenum attachment, UINT32 zoffset);
- /// Upload a box of pixels to this buffer on the card
- virtual void upload(const PixelData &data, const PixelVolume &dest);
- // Download a box of pixels from the card
- virtual void download(const PixelData &data);
-
- /// Copy from framebuffer
- void copyFromFramebuffer(UINT32 zoffset);
- void blitFromTexture(GLTextureBuffer *src, const PixelVolume &srcBox, const PixelVolume &dstBox);
- protected:
- // In case this is a texture level
- GLenum mTarget;
- GLenum mFaceTarget; // same as mTarget in case of GL_TEXTURE_xD, but cubemap face for cubemaps
- GLuint mTextureID;
- GLint mFace;
- GLint mLevel;
- bool mSoftwareMipmap; // Use GLU for mip mapping
- };
- /** Renderbuffer surface. Needs FBO extension.
- */
- class BS_RSGL_EXPORT GLRenderBuffer: public GLPixelBuffer
- {
- public:
- GLRenderBuffer(GLenum format, UINT32 width, UINT32 height, GLsizei numSamples);
- ~GLRenderBuffer();
-
- /// @copydoc GLHardwarePixelBuffer::bindToFramebuffer
- virtual void bindToFramebuffer(GLenum attachment, UINT32 zoffset);
- protected:
- // In case this is a render buffer
- GLuint mRenderbufferID;
- };
- };
|