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/*
* ***** 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__ */
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