X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Fpublic-api%2Fimages%2Fframe-buffer-image.h;h=a7c999cb100a4ed9e0a43cb254ec69c04efbf4bc;hb=refs%2Fchanges%2F90%2F87990%2F6;hp=bcba5c8c585b62bb58fae72642428b0147b6c2c5;hpb=8f2c7a1c1ad470b02521b862607a60d966e217f1;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/public-api/images/frame-buffer-image.h b/dali/public-api/images/frame-buffer-image.h index bcba5c8..a7c999c 100644 --- a/dali/public-api/images/frame-buffer-image.h +++ b/dali/public-api/images/frame-buffer-image.h @@ -2,7 +2,7 @@ #define __DALI_FRAME_BUFFER_IMAGE_H__ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2015 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -20,21 +20,45 @@ // INTERNAL INCLUDES #include -#include +#include +#include namespace Dali { +/** + * @addtogroup dali_core_images + * @{ + */ namespace Internal DALI_INTERNAL { class FrameBufferImage; } +namespace RenderBuffer +{ +/** + * @brief Render Buffer formats + * + * The default format for framebuffer creation is COLOR, so If a depth buffer for 3D rendering is required use + * COLOR_DEPTH instead + * @SINCE_1_0.0 + */ +enum Format ///< Framebuffer format, default color depth is RGBA 32 bit with alpha @SINCE_1_0.0 +{ + COLOR, ///< Framebuffer will be created with color buffer. @SINCE_1_0.0 + COLOR_DEPTH, ///< Framebuffer will be created with color and depth buffer @SINCE_1_0.0 + COLOR_STENCIL, ///< Framebuffer will be created with color and stencil buffer @SINCE_1_0.0 + COLOR_DEPTH_STENCIL ///< Framebuffer will be created with color, depth and stencil buffer. @note May be not supported in all devices @SINCE_1_0.0 +}; +} + /** - * @brief FrameBufferImage represents a GLES Frame Buffer Object and contains the result + * @brief FrameBufferImage represents an Open GL ES Frame Buffer Object and contains the result * of an 'off screen' render pass of a RenderTask. - * The FrameBufferImage can then be used with an ImageActor (with optional shader - * effects) and rendered to the screen. + * + * The FrameBufferImage can then be used for rendering to the screen. + * @SINCE_1_0.0 */ class DALI_IMPORT_API FrameBufferImage : public Image { @@ -42,7 +66,8 @@ public: /** * @brief Constructor which creates an uninitialized FrameBufferImage object. * - * Use Image::New(...) to create an initialised object. + * Use @ref FrameBufferImage::New to create an initialised object. + * @SINCE_1_0.0 */ FrameBufferImage(); @@ -50,68 +75,38 @@ public: * @brief Create a new FrameBufferImage. * * The maximum size of the image is limited by GL_MAX_TEXTURE_SIZE. - * The ReleasePolicy defaults to Dali::Image::Never. - * @param [in] width The width in pixels. Setting to zero will use the width of the stage. - * @param [in] height The height in pixels. Setting to zero will use the height of the stage. - * @param [in] pixelformat The pixel format (rgba 32 bit by default) - * @post When the FrameBufferImage is first used as a render target, an exception may be thrown if pixelFormat is not supported on the hardware platform. - * @return A handle to a new instance of a FrameBufferImage. - */ - static FrameBufferImage New(unsigned int width = 0, unsigned int height = 0, Pixel::Format pixelformat = Pixel::RGBA8888); - - /** - * @brief Create a new FrameBufferImage. * - * The maximum size of the image is limited by GL_MAX_TEXTURE_SIZE. + * @SINCE_1_0.0 * @param [in] width The width in pixels. Setting to zero will use the width of the stage. * @param [in] height The height in pixels. Setting to zero will use the height of the stage. - * @param [in] pixelformat The pixel format. - * @param [in] releasePolicy The ReleasePolicy to apply to the FrameBufferImage. - * - * Note that there is no need for a LoadPolicy - by definition it is always OnDemand, since there is no point in the FrameBufferImage existing unless someone is rendering to - * it, or it is being used as an input (e.g. ShaderEffect / ImageActor). - * - * @post When the FrameBufferImage is first used as a render target, an exception may be thrown if pixelFormat is not supported on the hardware platform. + * @param [in] pixelFormat The pixel format (rgba 32 bit by default) + * @param [in] bufferFormat The format of the buffers that are going to be created for the FBO, (COLOR and DEPTH buffer as default) * @return A handle to a new instance of a FrameBufferImage. + * @post When the FrameBufferImage is first used as a render target, an exception may be thrown if pixelFormat is not supported on the hardware platform. */ - static FrameBufferImage New(unsigned int width, unsigned int height, Pixel::Format pixelformat, ReleasePolicy releasePolicy ); + static FrameBufferImage New(unsigned int width = 0, unsigned int height = 0, Pixel::Format pixelFormat = Pixel::RGBA8888, + RenderBuffer::Format bufferFormat = RenderBuffer::COLOR); /** * @brief Create a new FrameBufferImage. * * The maximum size of the image is limited by GL_MAX_TEXTURE_SIZE. + * @SINCE_1_0.0 * @param [in] image The native image. * - * Note that there is no need for a LoadPolicy - by definition it is always OnDemand, since there is no point in the FrameBufferImage existing unless someone is rendering to - * it, or it is being used as an input (e.g. ShaderEffect / ImageActor). - * - * @post When the FrameBufferImage is first used as a render target, an exception may be thrown if the NativeImage cannot be mapped to a texture. * @return A handle to a new instance of a FrameBufferImage. - */ - static FrameBufferImage New(NativeImage& image); - - /** - * @brief Create a new FrameBufferImage. - * - * The maximum size of the image is limited by GL_MAX_TEXTURE_SIZE. - * @param [in] image The native image. - * @param [in] releasePolicy The ReleasePolicy to apply to the FrameBufferImage. - * - * Note that there is no need for a LoadPolicy - by definition it is always OnDemand, since there is no point in the FrameBufferImage existing unless someone is rendering to - * it, or it is being used as an input (e.g. ShaderEffect / ImageActor). - * * @post When the FrameBufferImage is first used as a render target, an exception may be thrown if the NativeImage cannot be mapped to a texture. - * @return A handle to a new instance of a FrameBufferImage. */ - static FrameBufferImage New(NativeImage& image, ReleasePolicy releasePolicy); + static FrameBufferImage New(NativeImageInterface& image); /** - * @brief Downcast an Object handle to FrameBufferImage handle. + * @brief Downcast a handle to FrameBufferImage handle. * * If handle points to a FrameBufferImage object the * downcast produces valid handle. If not the returned handle is left uninitialized. - * @param[in] handle to An object - * @return handle to a FrameBufferImage object or an uninitialized handle + * @SINCE_1_0.0 + * @param[in] handle Handle to an object + * @return Handle to a FrameBufferImage object or an uninitialized handle */ static FrameBufferImage DownCast( BaseHandle handle ); @@ -119,12 +114,14 @@ public: * @brief Destructor * * This is non-virtual since derived Handle types must not contain data or virtual methods. + * @SINCE_1_0.0 */ ~FrameBufferImage(); /** * @brief This copy constructor is required for (smart) pointer semantics. * + * @SINCE_1_0.0 * @param [in] handle A reference to the copied handle */ FrameBufferImage(const FrameBufferImage& handle); @@ -132,6 +129,7 @@ public: /** * @brief This assignment operator is required for (smart) pointer semantics. * + * @SINCE_1_0.0 * @param [in] rhs A reference to the copied handle * @return A reference to this */ @@ -142,6 +140,9 @@ public: // Not intended for application developers explicit DALI_INTERNAL FrameBufferImage(Internal::FrameBufferImage*); }; //class FrameBufferImage +/** + * @} + */ } // namespace Dali #endif // __DALI_FRAME_BUFFER_IMAGE_H__