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