~hikiko/nux/arb-srgba-shader

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/*
 * Copyright 2010 Inalogic® Inc.
 *
 * This program is free software: you can redistribute it and/or modify it
 * under the terms of the GNU Lesser General Public License, as
 * published by the  Free Software Foundation; either version 2.1 or 3.0
 * of the License.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranties of
 * MERCHANTABILITY, SATISFACTORY QUALITY or FITNESS FOR A PARTICULAR
 * PURPOSE.  See the applicable version of the GNU Lesser General Public
 * License for more details.
 *
 * You should have received a copy of both the GNU Lesser General Public
 * License along with this program. If not, see <http://www.gnu.org/licenses/>
 *
 * Authored by: Jay Taoko <jaytaoko@inalogic.com>
 *
 */


#ifndef IOPENGLFRAMEBUFFEROBJECT_H
#define IOPENGLFRAMEBUFFEROBJECT_H

namespace nux
{

  class IOpenGLResource;
  class IOpenGLFrameBufferObject: public IOpenGLResource
  {
    NUX_DECLARE_OBJECT_TYPE(IOpenGLFrameBufferObject, IOpenGLResource);
  public:
    virtual ~IOpenGLFrameBufferObject();

    int FormatFrameBufferObject(int Width, int Height, BitmapFormat PixelFormat);
    int SetRenderTarget(int ColorAttachmentIndex, ObjectPtr<IOpenGLSurface> pRenderTargetSurface);
    int SetDepthSurface(ObjectPtr<IOpenGLSurface> pDepthSurface);
    ObjectPtr<IOpenGLSurface> GetRenderTarget(int ColorAttachmentIndex);
    ObjectPtr<IOpenGLSurface> GetDepthRenderTarget();

    int Clear(DWORD Flags, FLOAT red, FLOAT green, FLOAT blue, FLOAT alpha, FLOAT Z, DWORD Stencil);

    int Activate(bool WithClippingStack = false);
    //### Restore the original opengl back buffer as defined when creating the opengl context(color + depth + stencil).
    int Deactivate();
    bool IsActive()
    {
      return _IsActive;
    }

    // For 2D screen operations
    std::vector<Rect> _ClippingRegionStack;
    void PushClippingRegion(Rect rect);
    void PopClippingRegion();
    void EmptyClippingRegion();
    void ApplyClippingRegion();

    //! Bypass the clipping rectangle stack and set a different clipping rectangle region.
    /*!
        You may restore the clipping rectangle stack with ApplyClippingRectangle.
    */
    void SetClippingRectangle(const Rect &rect);

    void SetOpenGLClippingRectangle(int x, int y, int width, int height);
    Rect GetClippingRegion();
    int GetNumberOfClippingRegions() const;

    int GetWidth() const
    {
      return _Width;
    }
    int GetHeight() const
    {
      return _Height;
    }

  private:
    IOpenGLFrameBufferObject(NUX_FILE_LINE_PROTO);

    int             _Width;
    int             _Height;
    BitmapFormat    _PixelFormat;
    bool            _IsActive;
    Rect            _clipping_rect;

    ObjectPtr<IOpenGLSurface>     _Depth_Attachment;
    ObjectPtr<IOpenGLSurface>     _Stencil_Attachment;
    std::vector< ObjectPtr<IOpenGLSurface> > _Color_AttachmentArray;

    GLFramebufferObject _Fbo;   // The framebuffer object used for rendering to the texture
    GLRenderbuffer      _Rbo;

    friend class GpuDevice;
  };

}

#endif // IOPENGLFRAMEBUFFEROBJECT_H