#define DALI_INTERNAL_RENDER_FRAME_BUFFER_H
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
// INTERNAL INCLUDES
#include <dali/public-api/rendering/frame-buffer.h>
+#include <dali/devel-api/rendering/frame-buffer-devel.h>
#include <dali/internal/render/gl-resources/context.h>
#include <dali/internal/render/renderers/render-sampler.h>
#include <dali/integration-api/gl-defines.h>
namespace Dali
{
+using Mask = Dali::FrameBuffer::Attachment::Mask;
+
namespace Internal
{
namespace Render
{
+class Texture;
class FrameBuffer
{
/**
* Constructor
*/
- FrameBuffer() {};
+ FrameBuffer( uint32_t width, uint32_t height, Mask attachments );
/**
* Destructor
*/
- virtual ~FrameBuffer() {};
+ virtual ~FrameBuffer();
/**
* Creates a FrameBuffer object in the GPU.
* @param[in] context The GL context
*/
- virtual void Initialize( Context& context ) = 0;
+ virtual void Initialize( Context& context );
/**
* Deletes the framebuffer object from the GPU
* @param[in] context The GL context
*/
- virtual void Destroy( Context& context ) = 0;
+ virtual void Destroy( Context& context );
/**
* Called by RenderManager to inform the framebuffer that the context has been destroyed
*/
- virtual void GlContextDestroyed() = 0;
+ virtual void GlContextDestroyed();
/**
* @brief Bind the framebuffer
* @param[in] context The GL context
*/
- virtual void Bind( Context& context ) = 0;
+ virtual void Bind( Context& context );
/**
* @brief Get the width of the FrameBuffer
* @return The width of the framebuffer
*/
- virtual uint32_t GetWidth() const = 0;
+ virtual uint32_t GetWidth() const;
/**
* @brief Get the height of the FrameBuffer
* @return The height of the framebuffer
*/
- virtual uint32_t GetHeight() const = 0;
+ virtual uint32_t GetHeight() const;
+
+ /**
+ * @brief Attach a texture for color rendering. Valid only for Framebuffers with COLOR attachments.
+ * @param[in] context The GL context
+ * @param[in] texture The texture that will be used as output when rendering
+ * @param[in] mipmapLevel The mipmap of the texture to be attached
+ * @param[in] layer Indicates which layer of a cube map or array texture to attach. Unused for 2D textures
+ * @note A maximum of Dali::FrameBuffer::MAX_COLOR_ATTACHMENTS are supported.
+ */
+ void AttachColorTexture( Context& context, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer );
/**
- * @brief Check whether the FrameBuffer is backed by a render surface
- * @return True if the FrameBuffer is backed by a render surface
+ * @brief Get the number of textures bound to this frame buffer as color attachments.
+ * @return The number of color attachments.
*/
- virtual bool IsSurfaceBacked() = 0;
+ uint8_t GetColorAttachmentCount() const { return mColorAttachmentCount; }
+
+ /**
+ * @brief Get the id (OpenGL handle) of the texture bound to this frame buffer as color attachment @a index.
+ * @return The texture id.
+ */
+ GLuint GetTextureId(uint8_t index) { return mTextureId[index]; };
private:
*/
FrameBuffer& operator=( const FrameBuffer& rhs ) = delete;
+private:
+
+ GLuint mId;
+ GLuint mTextureId[ Dali::DevelFrameBuffer::MAX_COLOR_ATTACHMENTS ];
+ GLuint mDepthBuffer;
+ GLuint mStencilBuffer;
+ uint32_t mWidth;
+ uint32_t mHeight;
+ uint8_t mColorAttachmentCount;
};
} // namespace Render