/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Brecht Van Lommel. * * ***** END GPL LICENSE BLOCK ***** */ /** \file GPU_framebuffer.h * \ingroup gpu */ #ifndef __GPU_FRAMEBUFFER_H__ #define __GPU_FRAMEBUFFER_H__ #ifdef __cplusplus extern "C" { #endif struct GPUTexture; typedef struct GPUAttachment { struct GPUTexture *tex; int mip, layer; } GPUAttachment; typedef enum GPUFrameBufferBits{ GPU_COLOR_BIT = (1 << 0), GPU_DEPTH_BIT = (1 << 1), GPU_STENCIL_BIT = (1 << 2), } GPUFrameBufferBits; typedef struct GPUFrameBuffer GPUFrameBuffer; typedef struct GPUOffScreen GPUOffScreen; /* GPU Framebuffer * - this is a wrapper for an OpenGL framebuffer object (FBO). in practice * multiple FBO's may be created, to get around limitations on the number * of attached textures and the dimension requirements. * - actual FBO creation & config is deferred until GPU_framebuffer_bind or * GPU_framebuffer_check_valid to allow creation & config while another * opengl context is bound (since FBOs are not shared between ogl contexts). */ GPUFrameBuffer *GPU_framebuffer_create(void); void GPU_framebuffer_free(GPUFrameBuffer *fb); void GPU_framebuffer_bind(GPUFrameBuffer *fb); void GPU_framebuffer_restore(void); bool GPU_framebuffer_bound(GPUFrameBuffer *fb); bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]); /* internal use only */ unsigned int GPU_framebuffer_current_get(void); #define GPU_FRAMEBUFFER_FREE_SAFE(fb) do { \ if (fb != NULL) { \ GPU_framebuffer_free(fb); \ fb = NULL; \ } \ } while (0) /* Framebuffer setup : You need to call GPU_framebuffer_bind for theses * to be effective. */ void GPU_framebuffer_texture_attach( GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int mip); void GPU_framebuffer_texture_layer_attach( GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int layer, int mip); void GPU_framebuffer_texture_cubeface_attach( GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int face, int mip); void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, struct GPUTexture *tex); void GPU_framebuffer_texture_detach_slot( GPUFrameBuffer *fb, struct GPUTexture *tex, int type); /** * How to use GPU_framebuffer_ensure_config(). * * Example : * GPU_framebuffer_ensure_config(&fb, { * GPU_ATTACHMENT_TEXTURE(depth), // must be depth buffer * GPU_ATTACHMENT_TEXTURE(tex1), * GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex2, 0), * GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex2, 0, 0) * }) * * Note : Unspecified attachements (i.e: those beyond the last * GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list) * are left unchanged. * Note : Make sure that the dimensions of your textures matches * otherwise you will have an invalid framebuffer error. **/ #define GPU_framebuffer_ensure_config(_fb, ...) do { \ if (*(_fb) == NULL) { \ *(_fb) = GPU_framebuffer_create(); \ } \ GPUAttachment config[] = __VA_ARGS__; \ GPU_framebuffer_config_array(*(_fb), config, (sizeof(config) / sizeof(GPUAttachment))); \ } while (0) void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *config, int config_ct); #define GPU_ATTACHMENT_NONE \ {.tex = NULL, .layer = -1, .mip = 0} #define GPU_ATTACHMENT_LEAVE \ {.tex = NULL, .layer = -1, .mip = -1} #define GPU_ATTACHMENT_TEXTURE(_tex) \ {.tex = _tex, .layer = -1, .mip = 0} #define GPU_ATTACHMENT_TEXTURE_MIP(_tex, _mip) \ {.tex = _tex, .layer = -1, .mip = _mip} #define GPU_ATTACHMENT_TEXTURE_LAYER(_tex, _layer) \ {.tex = _tex, .layer = _layer, .mip = 0} #define GPU_ATTACHMENT_TEXTURE_LAYER_MIP(_tex, _layer, _mip) \ {.tex = _tex, .layer = _layer, .mip = _mip} #define GPU_ATTACHMENT_TEXTURE_CUBEFACE(_tex, _face) \ {.tex = _tex, .layer = _face, .mip = 0} #define GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(_tex, _face, _mip) \ {.tex = _tex, .layer = _face, .mip = _mip} /* Framebuffer operations */ void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h); void GPU_framebuffer_clear( GPUFrameBuffer *fb, GPUFrameBufferBits buffers, const float clear_col[4], float clear_depth, unsigned int clear_stencil); #define GPU_framebuffer_clear_color(fb, col) \ GPU_framebuffer_clear(fb, GPU_COLOR_BIT, col, 0.0f, 0x00) #define GPU_framebuffer_clear_depth(fb, depth) \ GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, depth, 0x00) #define GPU_framebuffer_clear_color_depth(fb, col, depth) \ GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, col, depth, 0x00) #define GPU_framebuffer_clear_stencil(fb, stencil) \ GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, stencil) #define GPU_framebuffer_clear_depth_stencil(fb, depth, stencil) \ GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, depth, stencil) #define GPU_framebuffer_clear_color_depth_stencil(fb, col, depth, stencil) \ GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, col, depth, stencil) void GPU_framebuffer_read_depth(GPUFrameBuffer *fb, int x, int y, int w, int h, float *data); void GPU_framebuffer_read_color( GPUFrameBuffer *fb, int x, int y, int w, int h, int channels, int slot, float *data); void GPU_framebuffer_blit( GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write, int write_slot, GPUFrameBufferBits blit_buffers); void GPU_framebuffer_recursive_downsample( GPUFrameBuffer *fb, int max_lvl, void (*callback)(void *userData, int level), void *userData); /* GPU OffScreen * - wrapper around framebuffer and texture for simple offscreen drawing */ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool depth, bool high_bitdepth, char err_out[256]); void GPU_offscreen_free(GPUOffScreen *ofs); void GPU_offscreen_bind(GPUOffScreen *ofs, bool save); void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore); void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels); int GPU_offscreen_width(const GPUOffScreen *ofs); int GPU_offscreen_height(const GPUOffScreen *ofs); struct GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs); void GPU_offscreen_viewport_data_get( GPUOffScreen *ofs, GPUFrameBuffer **r_fb, struct GPUTexture **r_color, struct GPUTexture **r_depth); #ifdef __cplusplus } #endif #endif /* __GPU_FRAMEBUFFER_H__ */