// Created by: Kirill GAVRILOV // Copyright (c) 2011-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef OpenGl_FrameBuffer_HeaderFile #define OpenGl_FrameBuffer_HeaderFile #include "OpenGl_NamedResource.hxx" #include "TCollection_AsciiString.hxx" #include "Graphic3d_BufferType.hxx" #include "NCollection_Vec2.hxx" #include "Standard_TypeDef.hxx" #include "NCollection_DynamicArray.hxx" #include "NCollection_Sequence.hxx" class Image_PixMap; class OpenGl_Texture; //! Short declaration of useful collection types. //! Class implements FrameBuffer Object (FBO) resource //! intended for off-screen rendering. class OpenGl_FrameBuffer : public OpenGl_NamedResource { DEFINE_STANDARD_RTTIEXT(OpenGl_FrameBuffer, OpenGl_NamedResource) public: //! Helpful constants static const unsigned int NO_FRAMEBUFFER = 0; static const unsigned int NO_RENDERBUFFER = 0; public: //! Dump content into image. //! @param theGlCtx bound OpenGL context //! @param theFbo FBO to dump (or window buffer, if NULL) //! @param theImage target image //! @param theBufferType buffer type (attachment) to dump //! @return TRUE on success Standard_EXPORT static bool BufferDump(const occ::handle& theGlCtx, const occ::handle& theFbo, Image_PixMap& theImage, Graphic3d_BufferType theBufferType); public: //! Empty constructor Standard_EXPORT OpenGl_FrameBuffer( const TCollection_AsciiString& theResourceId = TCollection_AsciiString::EmptyString()); //! Destructor Standard_EXPORT ~OpenGl_FrameBuffer() override; //! Destroy object - will release GPU memory if any. Standard_EXPORT void Release(OpenGl_Context* theGlCtx) override; //! Number of multisampling samples. int NbSamples() const { return myNbSamples; } //! Number of color buffers. int NbColorBuffers() const { return myColorTextures.Length(); } //! Return true if FBO has been created with color attachment. bool HasColor() const { return !myColorFormats.IsEmpty(); } //! Return true if FBO has been created with depth attachment. bool HasDepth() const { return myDepthFormat != 0; } //! Return textures width x height. NCollection_Vec2 GetSize() const { return NCollection_Vec2(GetSizeX(), GetSizeY()); } //! Textures width. Standard_EXPORT int GetSizeX() const; //! Textures height. Standard_EXPORT int GetSizeY() const; //! Return viewport width x height. NCollection_Vec2 GetVPSize() const { return NCollection_Vec2(myVPSizeX, myVPSizeY); } //! Viewport width. int GetVPSizeX() const { return myVPSizeX; } //! Viewport height. int GetVPSizeY() const { return myVPSizeY; } //! Return viewport width x height. NCollection_Vec2 GetInitVPSize() const { return NCollection_Vec2(myInitVPSizeX, myInitVPSizeY); } //! Viewport width. int GetInitVPSizeX() const { return myInitVPSizeX; } //! Viewport height. int GetInitVPSizeY() const { return myInitVPSizeY; } //! Returns true if current object was initialized bool IsValid() const { return isValidFrameBuffer(); } //! Initialize FBO for rendering into single/multiple color buffer and depth textures. //! @param theGlCtx currently bound OpenGL context //! @param theSize texture width x height //! @param theColorFormats list of color texture sized format (0 means no color //! attachment), e.g. GL_RGBA8 //! @param theDepthStencilTexture depth-stencil texture //! @param theNbSamples MSAA number of samples (0 means normal texture) //! @return true on success Standard_EXPORT bool Init(const occ::handle& theGlCtx, const NCollection_Vec2& theSize, const NCollection_DynamicArray& theColorFormats, const occ::handle& theDepthStencilTexture, const int theNbSamples = 0); //! Initialize FBO for rendering into textures. //! @param theGlCtx currently bound OpenGL context //! @param theSize texture width x height //! @param theColorFormat color texture sized format (0 means no color attachment), e.g. //! GL_RGBA8 //! @param theDepthFormat depth-stencil texture sized format (0 means no depth attachment), e.g. //! GL_DEPTH24_STENCIL8 //! @param theNbSamples MSAA number of samples (0 means normal texture) //! @return true on success Standard_EXPORT bool Init(const occ::handle& theGlCtx, const NCollection_Vec2& theSize, const int theColorFormat, const int theDepthFormat, const int theNbSamples = 0); //! Initialize FBO for rendering into single/multiple color buffer and depth textures. //! @param theGlCtx currently bound OpenGL context //! @param theSize texture width x height //! @param theColorFormats list of color texture sized format (0 means no color attachment), e.g. //! GL_RGBA8 //! @param theDepthFormat depth-stencil texture sized format (0 means no depth attachment), e.g. //! GL_DEPTH24_STENCIL8 //! @param theNbSamples MSAA number of samples (0 means normal texture) //! @return true on success Standard_EXPORT bool Init(const occ::handle& theGlCtx, const NCollection_Vec2& theSize, const NCollection_DynamicArray& theColorFormats, const int theDepthFormat, const int theNbSamples = 0); //! (Re-)initialize FBO with specified dimensions. Standard_EXPORT bool InitLazy(const occ::handle& theGlCtx, const NCollection_Vec2& theViewportSize, const int theColorFormat, const int theDepthFormat, const int theNbSamples = 0); //! (Re-)initialize FBO with specified dimensions. Standard_EXPORT bool InitLazy(const occ::handle& theGlCtx, const NCollection_Vec2& theViewportSize, const NCollection_DynamicArray& theColorFormats, const int theDepthFormat, const int theNbSamples = 0); //! (Re-)initialize FBO with properties taken from another FBO. bool InitLazy(const occ::handle& theGlCtx, const OpenGl_FrameBuffer& theFbo, const bool theToKeepMsaa = true) { return InitLazy(theGlCtx, NCollection_Vec2(theFbo.myVPSizeX, theFbo.myVPSizeY), theFbo.myColorFormats, theFbo.myDepthFormat, theToKeepMsaa ? theFbo.myNbSamples : 0); } //! (Re-)initialize FBO with specified dimensions. //! The Render Buffer Objects will be used for Color, Depth and Stencil attachments (as opposite //! to textures). //! @param theGlCtx currently bound OpenGL context //! @param theSize render buffer width x height //! @param theColorFormats list of color render buffer sized format, e.g. GL_RGBA8; list should //! define only one element //! @param theDepthFormat depth-stencil render buffer sized format, e.g. GL_DEPTH24_STENCIL8 //! @param theNbSamples MSAA number of samples (0 means normal render buffer) bool InitRenderBuffer(const occ::handle& theGlCtx, const NCollection_Vec2& theSize, const NCollection_DynamicArray& theColorFormats, const int theDepthFormat, const int theNbSamples = 0) { return initRenderBuffer(theGlCtx, theSize, theColorFormats, theDepthFormat, theNbSamples, 0); } //! (Re-)initialize FBO with specified dimensions. //! The Render Buffer Objects will be used for Color, Depth and Stencil attachments (as opposite //! to textures). //! @param theGlCtx currently bound OpenGL context //! @param theSize render buffer width x height //! @param theColorFormat color render buffer sized format, e.g. GL_RGBA8 //! @param theDepthFormat depth-stencil render buffer sized format, e.g. GL_DEPTH24_STENCIL8 //! @param theColorRBufferFromWindow should be ID of already initialized RB object, which will be //! released within this class Standard_EXPORT bool InitWithRB(const occ::handle& theGlCtx, const NCollection_Vec2& theSize, const int theColorFormat, const int theDepthFormat, const unsigned int theColorRBufferFromWindow); //! Initialize class from currently bound FBO. //! Retrieved OpenGL objects will not be destroyed on Release. Standard_EXPORT bool InitWrapper(const occ::handle& theGlCtx); //! Wrap existing color textures. Standard_EXPORT bool InitWrapper( const occ::handle& theGlContext, const NCollection_Sequence>& theColorTextures, const occ::handle& theDepthTexture = occ::handle()); //! Setup viewport to render into FBO Standard_EXPORT void SetupViewport(const occ::handle& theGlCtx); //! Override viewport settings Standard_EXPORT void ChangeViewport(const int theVPSizeX, const int theVPSizeY); //! Bind frame buffer for drawing and reading (to render into the texture). Standard_EXPORT virtual void BindBuffer(const occ::handle& theGlCtx); //! Bind frame buffer for drawing GL_DRAW_FRAMEBUFFER (to render into the texture). Standard_EXPORT virtual void BindDrawBuffer(const occ::handle& theGlCtx); //! Bind frame buffer for reading GL_READ_FRAMEBUFFER Standard_EXPORT virtual void BindReadBuffer(const occ::handle& theGlCtx); //! Unbind frame buffer. Standard_EXPORT virtual void UnbindBuffer(const occ::handle& theGlCtx); //! Returns the color texture for the given color buffer index. const occ::handle& ColorTexture(const int theColorBufferIndex = 0) const { return myColorTextures.Value(theColorBufferIndex); } //! Returns the depth-stencil texture. const occ::handle& DepthStencilTexture() const { return myDepthStencilTexture; } //! Returns TRUE if color Render Buffer is defined. bool IsColorRenderBuffer() const { return myGlColorRBufferId != NO_RENDERBUFFER; } //! Returns the color Render Buffer. unsigned int ColorRenderBuffer() const { return myGlColorRBufferId; } //! Returns TRUE if depth Render Buffer is defined. bool IsDepthStencilRenderBuffer() const { return myGlDepthRBufferId != NO_RENDERBUFFER; } //! Returns the depth Render Buffer. unsigned int DepthStencilRenderBuffer() const { return myGlDepthRBufferId; } //! Returns estimated GPU memory usage for holding data without considering overheads and //! allocation alignment rules. Standard_EXPORT size_t EstimatedDataSize() const override; public: //! (Re-)initialize FBO with specified dimensions. //! The Render Buffer Objects will be used for Color, Depth and Stencil attachments (as opposite //! to textures). //! @param theGlCtx currently bound OpenGL context //! @param theSize render buffer width x height //! @param theColorFormats list of color render buffer sized format, e.g. GL_RGBA8 //! @param theDepthFormat depth-stencil render buffer sized format, e.g. GL_DEPTH24_STENCIL8 //! @param theNbSamples MSAA number of samples (0 means normal render buffer) //! @param theColorRBufferFromWindow when specified - should be ID of already initialized RB //! object, which will be released within this class Standard_EXPORT bool initRenderBuffer(const occ::handle& theGlCtx, const NCollection_Vec2& theSize, const NCollection_DynamicArray& theColorFormats, const int theDepthFormat, const int theNbSamples, const unsigned int theColorRBufferFromWindow); //! Initialize FBO for rendering into single/multiple color buffer and depth textures. Standard_DEPRECATED("Obsolete method, use Init() taking NCollection_Vec2") bool Init(const occ::handle& theGlCtx, const int theSizeX, const int theSizeY, const NCollection_DynamicArray& theColorFormats, const occ::handle& theDepthStencilTexture, const int theNbSamples = 0) { return Init(theGlCtx, NCollection_Vec2(theSizeX, theSizeY), theColorFormats, theDepthStencilTexture, theNbSamples); } //! Initialize FBO for rendering into textures. Standard_DEPRECATED("Obsolete method, use Init() taking NCollection_Vec2") bool Init(const occ::handle& theGlCtx, const int theSizeX, const int theSizeY, const int theColorFormat, const int theDepthFormat, const int theNbSamples = 0) { return Init(theGlCtx, NCollection_Vec2(theSizeX, theSizeY), theColorFormat, theDepthFormat, theNbSamples); } //! Initialize FBO for rendering into single/multiple color buffer and depth textures. Standard_DEPRECATED("Obsolete method, use Init() taking NCollection_Vec2") bool Init(const occ::handle& theGlCtx, const int theSizeX, const int theSizeY, const NCollection_DynamicArray& theColorFormats, const int theDepthFormat, const int theNbSamples = 0) { return Init(theGlCtx, NCollection_Vec2(theSizeX, theSizeY), theColorFormats, theDepthFormat, theNbSamples); } //! (Re-)initialize FBO with specified dimensions. Standard_DEPRECATED("Obsolete method, use InitLazy() taking NCollection_Vec2") bool InitLazy(const occ::handle& theGlCtx, const int theViewportSizeX, const int theViewportSizeY, const int theColorFormat, const int theDepthFormat, const int theNbSamples = 0) { return InitLazy(theGlCtx, NCollection_Vec2(theViewportSizeX, theViewportSizeY), theColorFormat, theDepthFormat, theNbSamples); } //! (Re-)initialize FBO with specified dimensions. Standard_DEPRECATED("Obsolete method, use InitLazy() taking NCollection_Vec2") bool InitLazy(const occ::handle& theGlCtx, const int theViewportSizeX, const int theViewportSizeY, const NCollection_DynamicArray& theColorFormats, const int theDepthFormat, const int theNbSamples = 0) { return InitLazy(theGlCtx, NCollection_Vec2(theViewportSizeX, theViewportSizeY), theColorFormats, theDepthFormat, theNbSamples); } //! (Re-)initialize FBO with specified dimensions. //! The Render Buffer Objects will be used for Color, Depth and Stencil attachments (as opposite //! to textures). Standard_DEPRECATED("Obsolete method, use InitWithRB() taking NCollection_Vec2") bool InitWithRB(const occ::handle& theGlCtx, const int theSizeX, const int theSizeY, const int theColorFormat, const int theDepthFormat, const unsigned int theColorRBufferFromWindow = 0) { return InitWithRB(theGlCtx, NCollection_Vec2(theSizeX, theSizeY), theColorFormat, theDepthFormat, theColorRBufferFromWindow); } protected: bool isValidFrameBuffer() const { return myGlFBufferId != NO_FRAMEBUFFER; } protected: typedef NCollection_DynamicArray> OpenGl_TextureArray; protected: // clang-format off int myInitVPSizeX; //!< viewport width specified during initialization (kept even on failure) int myInitVPSizeY; //!< viewport height specified during initialization (kept even on failure) int myVPSizeX; //!< viewport width (should be <= texture width) int myVPSizeY; //!< viewport height (should be <= texture height) int myNbSamples; //!< number of MSAA samples NCollection_DynamicArray myColorFormats; //!< sized format for color texture, GL_RGBA8 by default int myDepthFormat; //!< sized format for depth-stencil texture, GL_DEPTH24_STENCIL8 by default unsigned int myGlFBufferId; //!< FBO object ID unsigned int myGlColorRBufferId; //!< color Render Buffer object (alternative to myColorTexture) unsigned int myGlDepthRBufferId; //!< depth-stencil Render Buffer object (alternative to myDepthStencilTexture) bool myIsOwnBuffer; //!< flag indicating that FBO should be deallocated by this class bool myIsOwnColor; //!< flag indicating that color textures should be deallocated by this class bool myIsOwnDepth; //!< flag indicating that depth texture should be deallocated by this class // clang-format on OpenGl_TextureArray myColorTextures; //!< color texture objects occ::handle myDepthStencilTexture; //!< depth-stencil texture object }; #endif // OPENGL_FRAME_BUFFER_H