205 lines
7.4 KiB
C
205 lines
7.4 KiB
C
/*
|
|
* ***** 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 eGPUFrameBufferBits {
|
|
GPU_COLOR_BIT = (1 << 0),
|
|
GPU_DEPTH_BIT = (1 << 1),
|
|
GPU_STENCIL_BIT = (1 << 2),
|
|
} eGPUFrameBufferBits;
|
|
|
|
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]);
|
|
|
|
GPUFrameBuffer *GPU_framebuffer_active_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_len);
|
|
|
|
#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, eGPUFrameBufferBits 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,
|
|
eGPUFrameBufferBits 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);
|
|
void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y);
|
|
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);
|
|
|
|
void GPU_clear_color(float red, float green, float blue, float alpha);
|
|
void GPU_clear(eGPUFrameBufferBits flags);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif /* __GPU_FRAMEBUFFER_H__ */
|