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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_QT3DS_RENDER_FRAME_BUFFER_H
+#define QT3DS_RENDER_QT3DS_RENDER_FRAME_BUFFER_H
+#include "foundation/Qt3DSRefCounted.h"
+#include "foundation/Qt3DSAssert.h"
+#include "foundation/Qt3DSAtomic.h"
+#include "render/Qt3DSRenderBaseTypes.h"
+#include "render/backends/Qt3DSRenderBackend.h"
+
+namespace qt3ds {
+namespace render {
+
+ class NVRenderContextImpl;
+ class NVRenderTexture2D;
+ class NVRenderRenderBuffer;
+ class NVRenderTexture2DArray;
+ class NVRenderTextureCube;
+
+ class NVRenderTextureOrRenderBuffer
+ {
+ NVRenderTexture2D *m_Texture2D;
+ NVRenderTexture2DArray *m_Texture2DArray;
+ NVRenderTextureCube *m_TextureCube;
+ NVRenderRenderBuffer *m_RenderBuffer;
+
+ public:
+ NVRenderTextureOrRenderBuffer(NVRenderTexture2D &texture)
+ : m_Texture2D(&texture)
+ , m_Texture2DArray(NULL)
+ , m_TextureCube(NULL)
+ , m_RenderBuffer(NULL)
+ {
+ }
+ NVRenderTextureOrRenderBuffer(NVRenderRenderBuffer &render)
+ : m_Texture2D(NULL)
+ , m_Texture2DArray(NULL)
+ , m_TextureCube(NULL)
+ , m_RenderBuffer(&render)
+ {
+ }
+ NVRenderTextureOrRenderBuffer(NVRenderTexture2DArray &textureArray)
+ : m_Texture2D(NULL)
+ , m_Texture2DArray(&textureArray)
+ , m_TextureCube(NULL)
+ , m_RenderBuffer(NULL)
+ {
+ }
+ NVRenderTextureOrRenderBuffer(NVRenderTextureCube &textureCube)
+ : m_Texture2D(NULL)
+ , m_Texture2DArray(NULL)
+ , m_TextureCube(&textureCube)
+ , m_RenderBuffer(NULL)
+ {
+ }
+ NVRenderTextureOrRenderBuffer()
+ : m_Texture2D(NULL)
+ , m_Texture2DArray(NULL)
+ , m_TextureCube(NULL)
+ , m_RenderBuffer(NULL)
+ {
+ }
+ NVRenderTextureOrRenderBuffer(const NVRenderTextureOrRenderBuffer &other)
+ : m_Texture2D(other.m_Texture2D)
+ , m_Texture2DArray(other.m_Texture2DArray)
+ , m_TextureCube(other.m_TextureCube)
+ , m_RenderBuffer(other.m_RenderBuffer)
+ {
+ }
+ NVRenderTextureOrRenderBuffer &operator=(const NVRenderTextureOrRenderBuffer &other)
+ {
+ if (this != &other) {
+ m_Texture2D = const_cast<NVRenderTexture2D *>(other.m_Texture2D);
+ m_Texture2DArray = const_cast<NVRenderTexture2DArray *>(other.m_Texture2DArray);
+ m_RenderBuffer = const_cast<NVRenderRenderBuffer *>(other.m_RenderBuffer);
+ m_TextureCube = const_cast<NVRenderTextureCube *>(other.m_TextureCube);
+ }
+ return *this;
+ }
+
+ bool HasTexture2D() const { return m_Texture2D != NULL; }
+ bool HasTexture2DArray() const { return m_Texture2DArray != NULL; }
+ bool HasTextureCube() const { return m_TextureCube != NULL; }
+ bool HasRenderBuffer() const { return m_RenderBuffer != NULL; }
+
+ NVRenderTexture2D *GetTexture2D() const
+ {
+ QT3DS_ASSERT(HasTexture2D());
+ return m_Texture2D;
+ }
+ NVRenderTexture2DArray *GetTexture2DArray() const
+ {
+ QT3DS_ASSERT(HasTexture2DArray());
+ return m_Texture2DArray;
+ }
+ NVRenderTextureCube *GetTextureCube() const
+ {
+ QT3DS_ASSERT(HasTextureCube());
+ return m_TextureCube;
+ }
+ NVRenderRenderBuffer *GetRenderBuffer() const
+ {
+ QT3DS_ASSERT(HasRenderBuffer());
+ return m_RenderBuffer;
+ }
+ };
+
+ class NVRenderFrameBuffer : public NVRefCounted, public NVRenderImplemented
+ {
+ private:
+ NVRenderContextImpl &m_Context; ///< pointer to context
+ NVFoundationBase &m_Foundation; ///< pointer to foundation
+ volatile QT3DSI32 mRefCount; ///< Using foundations' naming convention to ease implementation
+ NVRenderBackend *m_Backend; ///< pointer to backend
+
+ NVRenderTextureOrRenderBuffer
+ m_Attachments[NVRenderFrameBufferAttachments::LastAttachment]; ///< attachments array
+ NVRenderBackend::NVRenderBackendRenderTargetObject
+ m_BufferHandle; ///< opaque backend handle
+
+ public:
+ /**
+ * @brief constructor
+ *
+ * @param[in] context Pointer to context
+ * @param[in] fnd Pointer to foundation
+ *
+ * @return No return.
+ */
+ NVRenderFrameBuffer(NVRenderContextImpl &context, NVFoundationBase &fnd);
+
+ /// destructor
+ virtual ~NVRenderFrameBuffer();
+
+ // define refcount functions
+ QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE_OVERRIDE(m_Foundation)
+
+ /**
+ * @brief query attachment
+ *
+ *
+ * @return buffer format
+ */
+ virtual NVRenderTextureOrRenderBuffer
+ GetAttachment(NVRenderFrameBufferAttachments::Enum attachment);
+
+ /**
+ * @brief Attach a render or texture buffer to a render target
+ * For texture attachments we use always level 0
+ *
+ * @param[in] attachment Attachment point (e.g. COLOR0, DEPTH...)
+ * @param[in] buffer Contains a pointer to the attachment
+ * @param[in] target Attachment texture target
+ *
+ * @return no return
+ */
+ virtual void
+ Attach(NVRenderFrameBufferAttachments::Enum attachment,
+ NVRenderTextureOrRenderBuffer buffer,
+ NVRenderTextureTargetType::Enum target = NVRenderTextureTargetType::Texture2D);
+
+ /**
+ * @brief Attach a particular layer of the texture 2D array to a render target
+ *
+ * @param[in] attachment Attachment point (e.g. COLOR0, DEPTH...)
+ * @param[in] buffer Pointer to the Texture Array which contains the
+ * layers
+ * @param[in] layer The index to the layer that will be attached to the
+ * target
+ * @param[in] level Mip level of the texture that will be attached
+ * (default 0)
+ *
+ * @return no return
+ */
+ virtual void AttachLayer(NVRenderFrameBufferAttachments::Enum attachment,
+ NVRenderTextureOrRenderBuffer buffer, QT3DSI32 layer,
+ QT3DSI32 level = 0);
+
+ /**
+ * @brief Attach a particular face of the texture cubemap to a render target
+ *
+ * @param[in] attachment Attachment point (e.g. COLOR0, DEPTH...)
+ * @param[in] buffer Pointer to the Texture Array which contains the
+ * layers
+ * @param[in] face The face of the cubemap that will be attached to the
+ * target
+ * @param[in] level Mip level of the texture that will be attached
+ * (default 0)
+ *
+ * @return no return
+ */
+ virtual void AttachFace(NVRenderFrameBufferAttachments::Enum attachment,
+ NVRenderTextureOrRenderBuffer buffer,
+ NVRenderTextureCubeFaces::Enum face);
+
+ /**
+ * @brief Check that this framebuffer is complete and can be rendered to.
+ *
+ *
+ * @return true if complete
+ */
+ virtual bool IsComplete();
+
+ /**
+ * @brief query if framebuffer has any attachment
+ *
+ * @return true if any attachment
+ */
+ virtual bool HasAnyAttachment() { return (m_AttachmentBits != 0); }
+
+ /**
+ * @brief get the backend object handle
+ *
+ * @return the backend object handle.
+ */
+ virtual NVRenderBackend::NVRenderBackendRenderTargetObject GetFrameBuffertHandle()
+ {
+ return m_BufferHandle;
+ }
+
+ // this will be obsolete
+ const void *GetImplementationHandle() const override
+ {
+ return reinterpret_cast<const void *>(m_BufferHandle);
+ }
+
+ /**
+ * @brief static creator function
+ *
+ * @param[in] context Pointer to context
+ *
+ * @return a pointer to framebuffer object.
+ */
+ static NVRenderFrameBuffer *Create(NVRenderContextImpl &context);
+
+ private:
+ /**
+ * @brief releaes an attached object
+ *
+ * @return which target we released
+ */
+ NVRenderTextureTargetType::Enum releaseAttachment(NVRenderFrameBufferAttachments::Enum idx);
+
+ QT3DSU32 m_AttachmentBits; ///< holds flags for current attached buffers
+ };
+}
+}
+
+#endif