mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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212 lines
7.4 KiB
C++
212 lines
7.4 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXTARGET_H_
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#define _GFXTARGET_H_
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#ifndef _REFBASE_H_
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#include "core/util/refBase.h"
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#endif
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#ifndef _GFXENUMS_H_
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#include "gfx/gfxEnums.h"
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#endif
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#ifndef _GFXRESOURCE_H_
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#include "gfx/gfxResource.h"
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#endif
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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class Point2I;
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class PlatformWindow;
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class GFXCubemap;
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class GFXTextureObject;
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/// Base class for a target to which GFX can render.
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///
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/// Most modern graphics hardware supports selecting render targets. However,
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/// there may be multiple types of render target, with wildly varying
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/// device-level implementations, resource requirements, and so forth.
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///
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/// This base class is used to represent a render target; it might be a context
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/// tied to a window, or a set of surfaces or textures.
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class GFXTarget : public StrongRefBase, public GFXResource
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{
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private:
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S32 mChangeToken;
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S32 mLastAppliedChange;
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protected:
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/// Called whenever a change is made to this target.
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inline void invalidateState()
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{
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mChangeToken++;
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}
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/// Called when the device has applied pending state.
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inline void stateApplied()
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{
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mLastAppliedChange = mChangeToken;
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}
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public:
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/// Constructor to initialize the state tracking logic.
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GFXTarget() : mChangeToken( 0 ),
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mLastAppliedChange( 0 )
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{
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}
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virtual ~GFXTarget() {}
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/// Called to check if we have pending state for the device to apply.
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inline const bool isPendingState() const
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{
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return (mChangeToken != mLastAppliedChange);
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}
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/// Returns the size in pixels of the render target.
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virtual const Point2I getSize()=0;
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/// Returns the texture format of the render target.
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virtual GFXFormat getFormat()=0;
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// GFXResourceInterface
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/// The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer
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virtual const String describeSelf() const;
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/// This is called to set the render target.
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virtual void activate() { }
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/// This is called when the target is not being used anymore.
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virtual void deactivate() { }
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/// This tells the target that the contents of this target should be restored
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/// when activate() is next called.
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virtual void preserve() { }
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/// Copy this surface to the passed GFXTextureObject.
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/// @param tex The GFXTextureObject to copy to.
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virtual void resolveTo( GFXTextureObject *tex ) { }
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};
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/// A render target associated with an OS window.
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///
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/// Various API/OS combinations will implement their own GFXTargets for
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/// rendering to a window. However, they are all subclasses of GFXWindowTarget.
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///
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/// This allows platform-neutral code to safely distinguish between various
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/// types of render targets (using dynamic_cast<>), as well as letting it
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/// gain access to useful things like the corresponding PlatformWindow.
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class GFXWindowTarget : public GFXTarget
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{
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protected:
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PlatformWindow *mWindow;
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public:
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GFXWindowTarget() : mWindow(NULL){};
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GFXWindowTarget( PlatformWindow *windowObject )
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{
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mWindow = windowObject;
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}
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virtual ~GFXWindowTarget() {}
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/// Returns a pointer to the window this target is bound to.
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inline PlatformWindow *getWindow() { return mWindow; };
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/// Present latest buffer, if buffer swapping is in effect.
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virtual bool present()=0;
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/// Notify the target that the video mode on the window has changed.
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virtual void resetMode()=0;
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};
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/// A render target associated with one or more textures.
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///
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/// Although some APIs allow directly selecting any texture or surfaces, in
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/// some cases it is necessary to allocate helper resources to enable RTT
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/// operations.
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///
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/// @note A GFXTextureTarget will retain references to textures that are
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/// attached to it, so be sure to clear them out when you're done!
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///
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/// @note Different APIs have different restrictions on what they can support
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/// here. Be aware when mixing cubemaps vs. non-cubemaps, or targets of
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/// different resolutions. The devices will attempt to limit behavior
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/// to things that are safely portable, but they cannot catch every
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/// possible situation for all drivers and API - so make sure to
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/// actually test things!
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class GFXTextureTarget : public GFXTarget
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{
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public:
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enum RenderSlot
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{
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DepthStencil,
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Color0, Color1, Color2, Color3, Color4, Color5,
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MaxRenderSlotId,
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};
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static GFXTextureObject *sDefaultDepthStencil;
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virtual ~GFXTextureTarget() {}
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/// Attach a surface to a given slot as part of this render target.
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///
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/// @param slot What slot is used for multiple render target (MRT) effects.
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/// Most of the time you'll use Color0.
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/// @param tex A texture and miplevel to bind for rendering, or else NULL/0
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/// to clear a slot.
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/// @param mipLevel What level of this texture are we rendering to?
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/// @param zOffset If this is a depth texture, what z level are we
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/// rendering to?
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virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0) = 0;
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/// Support binding to cubemaps.
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///
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/// @param slot What slot is used for multiple render target (MRT) effects.
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/// Most of the time you'll use Color0.
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/// @param tex What cubemap will we be rendering to?
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/// @param face A face identifier.
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/// @param mipLevel What level of this texture are we rendering to?
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virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0) = 0;
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/// Resolve the current render target data to the associated textures. This method
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/// will get called automatically when a rendertarget is changed, before new geometry
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/// is drawn to a different rendertarget. This method can also be called to
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/// gather render target data without switching targets.
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///
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/// By default, this method will resolve all color targets.
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virtual void resolve()=0;
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/// Returns true if the automatic generation of mip maps is enabled
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inline bool isGenMipsEnabled() const { return mGenMips; }
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protected:
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bool mGenMips;
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};
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typedef StrongRefPtr<GFXTarget> GFXTargetRef;
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typedef StrongRefPtr<GFXWindowTarget> GFXWindowTargetRef;
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typedef StrongRefPtr<GFXTextureTarget> GFXTextureTargetRef;
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#endif // _GFXTARGET_H_
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