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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsPixelUtil.h"
- #include "BsViewport.h"
- #include "BsCoreObject.h"
- #include "BsEvent.h"
- namespace BansheeEngine
- {
- /**
- * @brief Structure that contains information about
- * what part of the texture represents the render surface.
- */
- struct BS_CORE_EXPORT RENDER_SURFACE_DESC
- {
- HTexture texture;
- UINT32 face;
- UINT32 mipLevel;
- };
- /**
- * @see RENDER_SURFACE_DESC
- *
- * @note References core textures instead of texture handles.
- */
- struct BS_CORE_EXPORT RENDER_SURFACE_CORE_DESC
- {
- SPtr<TextureCore> texture;
- UINT32 face;
- UINT32 mipLevel;
- };
- /**
- * @brief Contains various properties that describe a render target.
- */
- class BS_CORE_EXPORT RenderTargetProperties
- {
- public:
- virtual ~RenderTargetProperties() { }
- /**
- * @brief Returns width of the render target, in pixels.
- *
- * @note Sim thread only.
- */
- UINT32 getWidth() const { return mWidth; }
- /**
- * @brief Returns height of the render target, in pixels.
- *
- * @note Sim thread only.
- */
- UINT32 getHeight() const { return mHeight; }
- /**
- * @brief Gets the number of samples used for multisampling.
- * (0 if multisampling is not used).
- */
- UINT32 getMultisampleCount() const { return mMultisampleCount; }
- /**
- * @brief Returns true if the render target will wait for vertical sync
- * before swapping buffers. This will eliminate tearing but may increase
- * input latency.
- */
- bool getVSync() const { return mVSync; }
- /**
- * @brief Returns how often should the frame be presented in respect to
- * display device refresh rate. Normal value is 1 where it will
- * match the refresh rate. Higher values will decrease the frame
- * rate (e.g. present interval of 2 on 60Hz refresh rate will display
- * at most 30 frames per second).
- */
- UINT32 getVSyncInterval() const { return mVSyncInterval; }
- /**
- * @brief Returns true if pixels written to the render target will be gamma corrected.
- */
- bool isHwGammaEnabled() const { return mHwGamma; }
- /**
- * @brief Returns true if the render target can be used for rendering.
- *
- * @note Core thread only.
- */
- bool isActive() const { return mActive; }
- /**
- * @brief Returns render target priority. Targets with higher priority will be
- * rendered before ones with lower priority.
- */
- INT32 getPriority() const { return mPriority; }
- /**
- * @brief Returns true if the render target is a render window.
- */
- bool isWindow() const { return mIsWindow; }
- /**
- * @brief Does the texture need to be vertically flipped because of different screen space coordinate systems.
- * (i.e. is origin top left or bottom left. Engine default is top left.)
- */
- bool requiresTextureFlipping() const { return mRequiresTextureFlipping; }
- protected:
- friend class RenderTargetCore;
- friend class RenderTarget;
- UINT32 mWidth = 0;
- UINT32 mHeight = 0;
- UINT32 mColorDepth = 32;
- INT32 mPriority = 0;
- UINT32 mVSyncInterval = 1;
- bool mActive = true;
- bool mHwGamma = false;
- bool mVSync = false;
- bool mRequiresTextureFlipping = false;
- bool mIsWindow = false;
- UINT32 mMultisampleCount = 0;
- };
- /**
- * @brief Provides access to internal render target implementation usable only from the core thread.
- *
- * @note Core thread only.
- */
- class BS_CORE_EXPORT RenderTargetCore : public CoreObjectCore
- {
- public:
- /**
- * @brief Frame buffer type when double-buffering is used.
- */
- enum FrameBuffer
- {
- FB_FRONT,
- FB_BACK,
- FB_AUTO
- };
- RenderTargetCore();
- virtual ~RenderTargetCore() { }
- /**
- * @brief Sets a priority that determines in which orders the render targets the processed.
- *
- * @param priority The priority. Higher value means the target will be rendered sooner.
- */
- void setPriority(INT32 priority);
- /**
- * @brief Swaps the frame buffers to display the next frame.
- */
- virtual void swapBuffers() {};
- /**
- * @brief Queries the render target for a custom attribute. This may be anything and is
- * implementation specific.
- */
- virtual void getCustomAttribute(const String& name, void* pData) const;
- /**
- * @brief Returns properties that describe the render target.
- */
- const RenderTargetProperties& getProperties() const;
- protected:
- friend class RenderTarget;
- /**
- * @brief Returns properties that describe the render target.
- */
- virtual const RenderTargetProperties& getPropertiesInternal() const = 0;
- };
- /**
- * @brief Render target is a frame buffer or a texture that the render
- * system renders to.
- *
- * @note Sim thread unless noted otherwise. Retrieve core implementation from getCore()
- * for core thread only functionality.
- */
- class BS_CORE_EXPORT RenderTarget : public CoreObject
- {
- public:
- RenderTarget();
- virtual ~RenderTarget() { }
- /**
- * @brief Queries the render target for a custom attribute. This may be anything and is
- * implementation specific.
- */
- virtual void getCustomAttribute(const String& name, void* pData) const;
- /**
- * @copydoc RenderTargetCore::setPriority
- */
- void setPriority(CoreAccessor& accessor, INT32 priority);
- /**
- * @brief Returns properties that describe the render target.
- *
- * @note Sim thread only.
- */
- const RenderTargetProperties& getProperties() const;
- /**
- * @brief Retrieves a core implementation of a render target usable only from the
- * core thread.
- */
- SPtr<RenderTargetCore> getCore() const;
- /**
- * @brief Event that gets triggered whenever the render target is resized.
- *
- * @note Sim thread only.
- */
- mutable Event<void()> onResized;
- protected:
- friend class RenderTargetCore;
- /**
- * @brief Returns properties that describe the render target.
- */
- virtual const RenderTargetProperties& getPropertiesInternal() const = 0;
- };
- }
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