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    SH-2447, SH-2525, SH-2276 Strip out defunct global illumination code, add... · c4aa8c50
    David Parks authored
    SH-2447, SH-2525, SH-2276 Strip out defunct global illumination code, add accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session
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    SH-2447, SH-2525, SH-2276 Strip out defunct global illumination code, add...
    David Parks authored
    SH-2447, SH-2525, SH-2276 Strip out defunct global illumination code, add accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session
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llrendertarget.h 4.36 KiB
/** 
 * @file llrendertarget.h
 * @brief Off screen render target abstraction.  Loose wrapper for GL_EXT_framebuffer_objects.
 *
 * $LicenseInfo:firstyear=2001&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2010, Linden Research, Inc.
 * 
 * This library 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;
 * version 2.1 of the License only.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 * 
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

#ifndef LL_LLRENDERTARGET_H
#define LL_LLRENDERTARGET_H

// LLRenderTarget is unavailible on the mapserver since it uses FBOs.
#if !LL_MESA_HEADLESS

#include "llgl.h"
#include "llrender.h"

/*
 SAMPLE USAGE:

	LLRenderTarget target;

	...

	//allocate a 256x256 RGBA render target with depth buffer
	target.allocate(256,256,GL_RGBA,TRUE);

	//render to contents of offscreen buffer
	target.bindTarget();
	target.clear();
	... <issue drawing commands> ...
	target.flush();

	...

	//use target as a texture
	gGL.getTexUnit(INDEX)->bind(&target);
	... <issue drawing commands> ...

*/

class LLMultisampleBuffer;

class LLRenderTarget
{
public:
	//whether or not to use FBO implementation
	static bool sUseFBO; 
	static U32 sBytesAllocated;

	LLRenderTarget();
	~LLRenderTarget();

	//allocate resources for rendering
	//must be called before use
	//multiple calls will release previously allocated resources
	bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = false, S32 samples = 0);

	//add color buffer attachment
	//limit of 4 color attachments per render target
	bool addColorAttachment(U32 color_fmt);

	//allocate a depth texture
	bool allocateDepth();

	//share depth buffer with provided render target
	void shareDepthBuffer(LLRenderTarget& target);

	//free any allocated resources
	//safe to call redundantly
	void release();

	//bind target for rendering
	//applies appropriate viewport
	void bindTarget();

	//unbind target for rendering
	static void unbindTarget();
	
	//clear render targer, clears depth buffer if present,
	//uses scissor rect if in copy-to-texture mode
	void clear(U32 mask = 0xFFFFFFFF);
	
	//get applied viewport
	void getViewport(S32* viewport);

	//get X resolution
	U32 getWidth() const { return mResX; }

	//get Y resolution
	U32 getHeight() const { return mResY; }

	LLTexUnit::eTextureType getUsage(void) const { return mUsage; }

	U32 getTexture(U32 attachment = 0) const;

	U32 getDepth(void) const { return mDepth; }
	bool hasStencil() const { return mStencil; }

	void bindTexture(U32 index, S32 channel);

	//flush rendering operations
	//must be called when rendering is complete
	//should be used 1:1 with bindTarget 
	// call bindTarget once, do all your rendering, call flush once
	// if fetch_depth is TRUE, every effort will be made to copy the depth buffer into 
	// the current depth texture.  A depth texture will be allocated if needed.
	void flush(bool fetch_depth = FALSE);

	void copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
						S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);

	static void copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
						S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);

	//Returns TRUE if target is ready to be rendered into.
	//That is, if the target has been allocated with at least
	//one renderable attachment (i.e. color buffer, depth buffer).
	bool isComplete() const;

	static LLRenderTarget* getCurrentBoundTarget() { return sBoundTarget; }
protected:
	U32 mResX;
	U32 mResY;
	std::vector<U32> mTex;
	U32 mFBO;
	U32 mDepth;
	bool mStencil;
	bool mUseDepth;
	bool mRenderDepth;
	LLTexUnit::eTextureType mUsage;
	
	static LLRenderTarget* sBoundTarget;
};

#endif //!LL_MESA_HEADLESS

#endif