Developer Documentation
FBO.hh
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41 
42 #ifndef ACG_FBO_HH
43 #define ACG_FBO_HH
44 
45 
46 //== INCLUDES =================================================================
47 
48 #include <iostream>
49 #include <cstdlib>
50 #include <map>
51 #include <vector>
52 
53 #include <ACG/Config/ACGDefines.hh>
54 #include <ACG/GL/gl.hh>
55 
56 //== FORWARDDECLARATIONS ======================================================
57 
58 //== NAMESPACES ===============================================================
59 
60 namespace ACG {
61 
62 //== CLASS DEFINITION =========================================================
63 
64 
71 class ACGDLLEXPORT FBO
72 {
73 public:
74 
75  // fbo_ braucht initialen Wert.
77  FBO();
78 
80  ~FBO();
81 
83  void init();
84 
86  void del();
87 
90  GLsizei setMultisampling(GLsizei _samples, GLboolean _fixedsamplelocations = GL_TRUE);
91 
93  GLsizei getMultisamplingCount() const {return samples_;}
94 
96  void attachTexture( GLenum _attachment,
97  GLuint _texture,
98  GLuint _level = 0);
99 
101  void attachTexture2D( GLenum _attachment,
102  GLsizei _width, GLsizei _height,
103  GLuint _internalFmt, GLenum _format,
104  GLint _wrapMode = GL_CLAMP_TO_EDGE,
105  GLint _minFilter = GL_NEAREST,
106  GLint _magFilter = GL_NEAREST);
107 
108 
110  void attachTexture2D( GLenum _attachment, GLuint _texture, GLenum _target = GL_TEXTURE_2D );
111 
113  void attachTexture2DDepth( GLsizei _width, GLsizei _height, GLuint _internalFmt = GL_DEPTH_COMPONENT32, GLenum _format = GL_DEPTH_COMPONENT );
114 
116  void attachTexture2DStencil(GLsizei _width, GLsizei _height);
117 
120  void attachTexture3D( GLenum _attachment,
121  GLsizei _width, GLsizei _height, GLsizei _depth,
122  GLuint _internalFmt, GLenum _format,
123  GLint _wrapMode = GL_CLAMP,
124  GLint _minFilter = GL_NEAREST,
125  GLint _magFilter = GL_NEAREST);
126 
128  void addDepthBuffer( GLuint _width, GLuint _height );
129 
131  void addStencilBuffer( GLuint _width, GLuint _height );
132 
134  void addDepthStencilBuffer( GLuint _width, GLuint _height );
135 
137  GLuint getAttachment( GLenum _attachment );
138 
140  GLuint getInternalFormat( GLenum _attachment );
141 
143  GLuint getFboID();
144 
146  void resize(GLsizei _width, GLsizei _height, bool _forceResize = false);
147 
149  GLsizei width() const {return width_;}
150 
152  GLsizei height() const {return height_;}
153 
155  ACG::Vec2i size() const {return ACG::Vec2i(width_, height_);}
156 
158  bool bind();
159 
161  void unbind();
162 
164  bool checkFramebufferStatus();
165 
166 private:
167 
169  GLuint fbo_;
170 
172  GLuint depthbuffer_;
173 
176 
179  {
180  RenderTexture();
181 
182  // opengl buf id
183  GLuint id;
184 
185  // GL_TEXTURE_2D, GL_TEXTURE_2D_MULTISAMPLE..
186  GLenum target;
187 
188  GLenum internalFormat, format, gltype;
189 
190  // tex dimension
191  ACG::Vec3i dim;
192 
193  // common sampler params
194  GLint wrapMode,
195  minFilter,
196  magFilter;
197 
198  // created by FBO class
199  bool owner;
200  };
201 
202  typedef std::map<GLenum, RenderTexture> AttachmentList;
203  AttachmentList attachments_; // key: attachment index, value: RenderTexture
204 
205 
207  GLsizei width_, height_;
208 
210  GLsizei samples_;
211 
214 
215 
217  GLuint prevFbo_;
218  GLuint prevDrawBuffer_;
219 };
220 
221 
222 //=============================================================================
223 } // namespace ACG
224 //=============================================================================
225 #endif // ACG_FBO_HH defined
226 //=============================================================================
227 
GLsizei width_
width and height of render textures
Definition: FBO.hh:207
bool bind(osg::GeometryPtr &_geo, Mesh &_mesh)
Definition: bindT.hh:101
Namespace providing different geometric functions concerning angles.
GLuint depthbuffer_
depthbuffer
Definition: FBO.hh:172
GLuint stencilbuffer_
stencilbuffer
Definition: FBO.hh:175
GLsizei getMultisamplingCount() const
get number of samples
Definition: FBO.hh:93
VectorT< signed int, 2 > Vec2i
Definition: VectorT.hh:98
GLuint prevFbo_
handle of previously bound fbo
Definition: FBO.hh:217
attached textures
Definition: FBO.hh:178
Definition: FBO.hh:71
GLsizei height() const
get height of fbo texture
Definition: FBO.hh:152
GLsizei samples_
sample count if multisampling
Definition: FBO.hh:210
GLsizei width() const
get width of fbo texture
Definition: FBO.hh:149
GLuint fbo_
handle of frame buffer object
Definition: FBO.hh:169
ACG::Vec2i size() const
get width and height of fbo texture
Definition: FBO.hh:155
GLboolean fixedsamplelocation_
enable fixed sample location if multisampling
Definition: FBO.hh:213