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C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkRenderbuffer.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkRenderbuffer
* @brief Storage for FBO's
*
* Lightweight API to OpenGL Framebuffer Object EXT renderbuffers.
*/
#ifndef vtkRenderbuffer_h
#define vtkRenderbuffer_h
#include "vtkObject.h"
#include "vtkRenderingOpenGL2Module.h" // for export macro
#include "vtkWeakPointer.h" // for render context
class vtkRenderWindow;
class vtkWindow;
class VTKRENDERINGOPENGL2_EXPORT vtkRenderbuffer : public vtkObject
{
public:
static vtkRenderbuffer* New();
vtkTypeMacro(vtkRenderbuffer, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Returns if the context supports the required extensions.
* Extension will be loaded when the context is set.
*/
static bool IsSupported(vtkRenderWindow* renWin);
//@{
/**
* Get the name of the buffer for use opengl code.
*/
vtkGetMacro(Handle, unsigned int);
//@}
//@{
/**
* Setting the context has the side affect of initializing OpenGL
* required extensions and allocates an OpenGL name(handle) that is
* released when the object is destroyed. NOTE: the reference count
* to the passed in object is not incremented. Contex must be set
* prior to other use.
*/
void SetContext(vtkRenderWindow* win);
vtkRenderWindow* GetContext();
//@}
/**
* Sets up an RGBAF renderbufffer for use as a color attachment. Use mode
* to control READ or DRAW operation.
*/
int CreateColorAttachment(unsigned int width, unsigned int height);
/**
* Sets up an DEPTH renderbufffer for use as a color attachment. Use mode
* to control READ or DRAW operation.
*/
int CreateDepthAttachment(unsigned int width, unsigned int height);
/**
* Sets up an renderbufffer. Use mode to control READ or DRAW operation and
* format to control the internal format. (see OpenGL doc for more info)
*/
int Create(unsigned int format, unsigned int width, unsigned int height);
int Create(unsigned int format, unsigned int width, unsigned int height, unsigned int samples);
void ReleaseGraphicsResources(vtkWindow* win);
// resizes an existing renderbuffer
void Resize(unsigned int width, unsigned int height);
//@{
/**
* Get the buffer dimensions.
* These are the properties of the OpenGL renderbuffer this instance represents.
*/
vtkGetMacro(Width, unsigned int);
vtkGetMacro(Height, unsigned int);
vtkGetMacro(Samples, unsigned int);
//@}
protected:
vtkRenderbuffer();
~vtkRenderbuffer() override;
bool LoadRequiredExtensions(vtkRenderWindow* renWin);
void Alloc();
void Free();
int DepthBufferFloat;
unsigned int Width;
unsigned int Height;
unsigned int Format;
unsigned int Samples;
private:
unsigned int Handle;
vtkWeakPointer<vtkRenderWindow> Context;
private:
vtkRenderbuffer(const vtkRenderbuffer&) = delete;
void operator=(const vtkRenderbuffer&) = delete;
};
#endif