/* Copyright (c) 2005, Aaron Lefohn (lefohn@cs.ucdavis.edu) Adam Moerschell (atmoerschell@ucdavis.edu) All rights reserved. This software is licensed under the BSD open-source license. See http://www.opensource.org/licenses/bsd-license.php for more detail. ************************************************************* Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. Neither the name of the University of Californa, Davis nor the names of the contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef __FRAMEBUFFERRENDERBUFFER_HPP__ #define __FRAMEBUFFERRENDERBUFFER_HPP__ #include #include /*! FramebufferObject Class. This class encapsulates the FramebufferObject (FBO) OpenGL spec. See the official spec at: http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt for details. A framebuffer object (FBO) is conceptually a structure containing pointers to GPU memory. The memory pointed to is either an OpenGL texture or an OpenGL RenderBuffer. FBOs can be used to render to one or more textures, share depth buffers between multiple sets of color buffers/textures and are a complete replacement for pbuffers. Performance Notes: 1) It is more efficient (but not required) to call Bind() on an FBO before making multiple method calls. For example: FramebufferObject fbo; fbo.Bind(); fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT); fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT); fbo.IsValid(); To provide a complete encapsulation, the following usage pattern works correctly but is less efficient: FramebufferObject fbo; // NOTE : No Bind() call fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT); fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT); fbo.IsValid(); The first usage pattern binds the FBO only once, whereas the second usage binds/unbinds the FBO for each method call. 2) Use FramebufferObject::Disable() sparingly. We have intentionally left out an "Unbind()" method because it is largely unnecessary and encourages rendundant Bind/Unbind coding. Binding an FBO is usually much faster than enabling/disabling a pbuffer, but is still a costly operation. When switching between multiple FBOs and a visible OpenGL framebuffer, the following usage pattern is recommended: FramebufferObject fbo1, fbo2; fbo1.Bind(); ... Render ... // NOTE : No Unbind/Disable here... fbo2.Bind(); ... Render ... // Disable FBO rendering and return to visible window // OpenGL framebuffer. FramebufferObject::Disable(); */ class FramebufferObject { public: /// Ctor/Dtor FramebufferObject(); virtual ~FramebufferObject(); /// Bind this FBO as current render target void Bind(); /// Bind a texture to the "attachment" point of this FBO virtual void AttachTexture( GLenum texTarget, GLuint texId, GLenum attachment = GL_COLOR_ATTACHMENT0_EXT, int mipLevel = 0, int zSlice = 0 ); /// Bind an array of textures to multiple "attachment" points of this FBO /// - By default, the first 'numTextures' attachments are used, /// starting with GL_COLOR_ATTACHMENT0_EXT virtual void AttachTextures( int numTextures, GLenum texTarget[], GLuint texId[], GLenum attachment[] = NULL, int mipLevel[] = NULL, int zSlice[] = NULL ); /// Bind a render buffer to the "attachment" point of this FBO virtual void AttachRenderBuffer( GLuint buffId, GLenum attachment = GL_COLOR_ATTACHMENT0_EXT ); /// Bind an array of render buffers to corresponding "attachment" points /// of this FBO. /// - By default, the first 'numBuffers' attachments are used, /// starting with GL_COLOR_ATTACHMENT0_EXT virtual void AttachRenderBuffers( int numBuffers, GLuint buffId[], GLenum attachment[] = NULL ); /// Free any resource bound to the "attachment" point of this FBO void Unattach( GLenum attachment ); /// Free any resources bound to any attachment points of this FBO void UnattachAll(); /// Is this FBO currently a valid render target? /// - Sends output to std::cerr by default but can /// be a user-defined C++ stream /// /// NOTE : This function works correctly in debug build /// mode but always returns "true" if NDEBUG is /// is defined (optimized builds) #ifndef NDEBUG bool IsValid( std::ostream& ostr = std::cerr ); #else bool IsValid( std::ostream& ostr = std::cerr ) { return true; } #endif /// BEGIN : Accessors /// Is attached type GL_RENDERBUFFER_EXT or GL_TEXTURE? GLenum GetAttachedType( GLenum attachment ); /// What is the Id of Renderbuffer/texture currently /// attached to "attachement?" GLuint GetAttachedId( GLenum attachment ); /// Which mipmap level is currently attached to "attachement?" GLint GetAttachedMipLevel( GLenum attachment ); /// Which cube face is currently attached to "attachment?" GLint GetAttachedCubeFace( GLenum attachment ); /// Which z-slice is currently attached to "attachment?" GLint GetAttachedZSlice( GLenum attachment ); /// END : Accessors GLuint GetAttachedTextureID() const { return m_attachedTexture; } /// BEGIN : Static methods global to all FBOs /// Return number of color attachments permitted static int GetMaxColorAttachments(); /// Disable all FBO rendering and return to traditional, /// windowing-system controlled framebuffer /// NOTE: /// This is NOT an "unbind" for this specific FBO, but rather /// disables all FBO rendering. This call is intentionally "static" /// and named "Disable" instead of "Unbind" for this reason. The /// motivation for this strange semantic is performance. Providing /// "Unbind" would likely lead to a large number of unnecessary /// FBO enablings/disabling. static void Disable(); /// END : Static methods global to all FBOs protected: void _GuardedBind(); void _GuardedUnbind(); void _FramebufferTextureND( GLenum attachment, GLenum texTarget, GLuint texId, int mipLevel, int zSlice ); static GLuint _GenerateFboId(); private: GLuint m_fboId; GLint m_savedFboId; GLuint m_attachedTexture; }; #include using namespace std; FramebufferObject::FramebufferObject() : m_fboId(_GenerateFboId()), m_savedFboId(0) { // Bind this FBO so that it actually gets created now _GuardedBind(); _GuardedUnbind(); } FramebufferObject::~FramebufferObject() { glDeleteFramebuffersEXT(1, &m_fboId); } void FramebufferObject::Bind() { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fboId); } void FramebufferObject::Disable() { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } void FramebufferObject::AttachTexture( GLenum texTarget, GLuint texId, GLenum attachment, int mipLevel, int zSlice ) { _GuardedBind(); /* #ifndef NDEBUG if( GetAttachedId(attachment) != texId ) { #endif */ _FramebufferTextureND( attachment, texTarget, texId, mipLevel, zSlice ); m_attachedTexture = texId; /* #ifndef NDEBUG } else { cerr << "FramebufferObject::AttachTexture PERFORMANCE WARNING:\n" << "\tRedundant bind of texture (id = " << texId << ").\n" << "\tHINT : Compile with -DNDEBUG to remove this warning.\n"; } #endif */ _GuardedUnbind(); } void FramebufferObject::AttachTextures( int numTextures, GLenum texTarget[], GLuint texId[], GLenum attachment[], int mipLevel[], int zSlice[] ) { for(int i = 0; i < numTextures; ++i) { AttachTexture( texTarget[i], texId[i], attachment ? attachment[i] : (GL_COLOR_ATTACHMENT0_EXT + i), mipLevel ? mipLevel[i] : 0, zSlice ? zSlice[i] : 0 ); } } void FramebufferObject::AttachRenderBuffer( GLuint buffId, GLenum attachment ) { _GuardedBind(); #ifndef NDEBUG if( GetAttachedId(attachment) != buffId ) { #endif glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, buffId); #ifndef NDEBUG } else { cerr << "FramebufferObject::AttachRenderBuffer PERFORMANCE WARNING:\n" << "\tRedundant bind of Renderbuffer (id = " << buffId << ")\n" << "\tHINT : Compile with -DNDEBUG to remove this warning.\n"; } #endif _GuardedUnbind(); } void FramebufferObject::AttachRenderBuffers( int numBuffers, GLuint buffId[], GLenum attachment[] ) { for(int i = 0; i < numBuffers; ++i) { AttachRenderBuffer( buffId[i], attachment ? attachment[i] : (GL_COLOR_ATTACHMENT0_EXT + i) ); } } void FramebufferObject::Unattach( GLenum attachment ) { _GuardedBind(); GLenum type = GetAttachedType(attachment); switch(type) { case GL_NONE: break; case GL_RENDERBUFFER_EXT: AttachRenderBuffer( 0, attachment ); break; case GL_TEXTURE: AttachTexture( GL_TEXTURE_2D, 0, attachment ); break; default: cerr << "FramebufferObject::unbind_attachment ERROR: Unknown attached resource type\n"; } _GuardedUnbind(); } void FramebufferObject::UnattachAll() { int numAttachments = GetMaxColorAttachments(); for(int i = 0; i < numAttachments; ++i) { Unattach( GL_COLOR_ATTACHMENT0_EXT + i ); } } GLint FramebufferObject::GetMaxColorAttachments() { GLint maxAttach = 0; glGetIntegerv( GL_MAX_COLOR_ATTACHMENTS_EXT, &maxAttach ); return maxAttach; } GLuint FramebufferObject::_GenerateFboId() { GLuint id = 0; glGenFramebuffersEXT(1, &id); return id; } void FramebufferObject::_GuardedBind() { // Only binds if m_fboId is different than the currently bound FBO glGetIntegerv( GL_FRAMEBUFFER_BINDING_EXT, &m_savedFboId ); if (m_fboId != (GLuint)m_savedFboId) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fboId); } } void FramebufferObject::_GuardedUnbind() { // Returns FBO binding to the previously enabled FBO if (m_fboId != (GLuint)m_savedFboId) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint)m_savedFboId); } } void FramebufferObject::_FramebufferTextureND( GLenum attachment, GLenum texTarget, GLuint texId, int mipLevel, int zSlice ) { if (texTarget == GL_TEXTURE_1D) { glFramebufferTexture1DEXT( GL_FRAMEBUFFER_EXT, attachment, GL_TEXTURE_1D, texId, mipLevel ); } else if (texTarget == GL_TEXTURE_3D) { glFramebufferTexture3DEXT( GL_FRAMEBUFFER_EXT, attachment, GL_TEXTURE_3D, texId, mipLevel, zSlice ); } else { // Default is GL_TEXTURE_2D, GL_TEXTURE_RECTANGLE_ARB, or cube faces glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, attachment, texTarget, texId, mipLevel ); } } #ifndef NDEBUG bool FramebufferObject::IsValid( ostream& ostr ) { _GuardedBind(); bool isOK = false; GLenum status; status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); switch(status) { case GL_FRAMEBUFFER_COMPLETE_EXT: // Everything's OK isOK = true; break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: ostr << "glift::CheckFramebufferStatus() ERROR:\n\t" << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT\n"; isOK = false; break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: ostr << "glift::CheckFramebufferStatus() ERROR:\n\t" << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT\n"; isOK = false; break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: ostr << "glift::CheckFramebufferStatus() ERROR:\n\t" << "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT\n"; isOK = false; break; case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: ostr << "glift::CheckFramebufferStatus() ERROR:\n\t" << "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT\n"; isOK = false; break; case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT: ostr << "glift::CheckFramebufferStatus() ERROR:\n\t" << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT\n"; isOK = false; break; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT: ostr << "glift::CheckFramebufferStatus() ERROR:\n\t" << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT\n"; isOK = false; break; case GL_FRAMEBUFFER_UNSUPPORTED_EXT: ostr << "glift::CheckFramebufferStatus() ERROR:\n\t" << "GL_FRAMEBUFFER_UNSUPPORTED_EXT\n"; isOK = false; break; default: ostr << "glift::CheckFramebufferStatus() ERROR:\n\t" << "Unknown ERROR\n"; isOK = false; } _GuardedUnbind(); return isOK; } #endif // NDEBUG /// Accessors GLenum FramebufferObject::GetAttachedType( GLenum attachment ) { // Returns GL_RENDERBUFFER_EXT or GL_TEXTURE _GuardedBind(); GLint type = 0; glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT, &type); _GuardedUnbind(); return GLenum(type); } GLuint FramebufferObject::GetAttachedId( GLenum attachment ) { _GuardedBind(); GLint id = 0; glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, &id); _GuardedUnbind(); return GLuint(id); } GLint FramebufferObject::GetAttachedMipLevel( GLenum attachment ) { _GuardedBind(); GLint level = 0; glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment, GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT, &level); _GuardedUnbind(); return level; } GLint FramebufferObject::GetAttachedCubeFace( GLenum attachment ) { _GuardedBind(); GLint level = 0; glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment, GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT, &level); _GuardedUnbind(); return level; } GLint FramebufferObject::GetAttachedZSlice( GLenum attachment ) { _GuardedBind(); GLint slice = 0; glGetFramebufferAttachmentParameterivEXT(GL_FRAMEBUFFER_EXT, attachment, GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT, &slice); _GuardedUnbind(); return slice; } /*! Renderbuffer Class. This class encapsulates the Renderbuffer OpenGL object described in the FramebufferObject (FBO) OpenGL spec. See the official spec at: http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt for complete details. A "Renderbuffer" is a chunk of GPU memory used by FramebufferObjects to represent "traditional" framebuffer memory (depth, stencil, and color buffers). By "traditional," we mean that the memory cannot be bound as a texture. With respect to GPU shaders, Renderbuffer memory is "write-only." Framebuffer operations such as alpha blending, depth test, alpha test, stencil test, etc. read from this memory in post-fragement-shader (ROP) operations. The most common use of Renderbuffers is to create depth and stencil buffers. Note that as of 7/1/05, NVIDIA drivers to do not support stencil Renderbuffers. Usage Notes: 1) "internalFormat" can be any of the following: Valid OpenGL internal formats beginning with: RGB, RGBA, DEPTH_COMPONENT or a stencil buffer format (not currently supported in NVIDIA drivers as of 7/1/05). STENCIL_INDEX1_EXT STENCIL_INDEX4_EXT STENCIL_INDEX8_EXT STENCIL_INDEX16_EXT */ class Renderbuffer { public: /// Ctors/Dtors Renderbuffer(); Renderbuffer(GLenum internalFormat, int width, int height); ~Renderbuffer(); void Bind(); void Unbind(); void Set(GLenum internalFormat, int width, int height); GLuint GetId() const; static GLint GetMaxSize(); private: GLuint m_bufId; static GLuint _CreateBufferId(); }; #include using namespace std; Renderbuffer::Renderbuffer() : m_bufId(_CreateBufferId()) {} Renderbuffer::Renderbuffer(GLenum internalFormat, int width, int height) : m_bufId(_CreateBufferId()) { Set(internalFormat, width, height); } Renderbuffer::~Renderbuffer() { glDeleteRenderbuffersEXT(1, &m_bufId); } void Renderbuffer::Bind() { glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_bufId); } void Renderbuffer::Unbind() { glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); } void Renderbuffer::Set(GLenum internalFormat, int width, int height) { int maxSize = Renderbuffer::GetMaxSize(); if (width > maxSize || height > maxSize ) { cerr << "Renderbuffer::Renderbuffer() ERROR:\n\t" << "Size too big (" << width << ", " << height << ")\n"; return; } // Guarded bind GLint savedId = 0; glGetIntegerv( GL_RENDERBUFFER_BINDING_EXT, &savedId ); if (savedId != (GLint)m_bufId) { Bind(); } // Allocate memory for renderBuffer glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalFormat, width, height ); // Guarded unbind if (savedId != (GLint)m_bufId) { glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, savedId); } } GLuint Renderbuffer::GetId() const { return m_bufId; } GLint Renderbuffer::GetMaxSize() { GLint maxAttach = 0; glGetIntegerv( GL_MAX_RENDERBUFFER_SIZE_EXT, &maxAttach ); return maxAttach; } GLuint Renderbuffer::_CreateBufferId() { GLuint id = 0; glGenRenderbuffersEXT(1, &id); return id; } #endif // __FRAMEBUFFERRENDERBUFFER_HPP__