/usr/include/oce/OpenGl_FrameBuffer.hxx is in liboce-visualization-dev 0.18.2-2build1.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 | // Created by: Kirill GAVRILOV
// Copyright (c) 2011-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef OPENGL_FRAME_BUFFER_H
#define OPENGL_FRAME_BUFFER_H
#include <OpenGl_Context.hxx>
#include <OpenGl_Resource.hxx>
#include <OpenGl_Texture.hxx>
#include <Standard_Boolean.hxx>
#include <InterfaceGraphic.hxx>
#include <Handle_OpenGl_FrameBuffer.hxx>
//! Class implements FrameBuffer Object (FBO) resource
//! intended for off-screen rendering.
class OpenGl_FrameBuffer : public OpenGl_Resource
{
public:
//! Helpful constants
static const GLuint NO_FRAMEBUFFER = 0;
static const GLuint NO_RENDERBUFFER = 0;
public:
//! Empty constructor
Standard_EXPORT OpenGl_FrameBuffer (GLint theTextureFormat = GL_RGBA8);
//! Destructor
Standard_EXPORT virtual ~OpenGl_FrameBuffer();
//! Destroy object - will release GPU memory if any.
Standard_EXPORT virtual void Release (OpenGl_Context* theGlCtx);
//! Textures width.
GLsizei GetSizeX() const
{
return myColorTexture->SizeX();
}
//! Textures height.
GLsizei GetSizeY() const
{
return myColorTexture->SizeY();
}
//! Viewport width.
GLsizei GetVPSizeX() const
{
return myVPSizeX;
}
//! Viewport height.
GLsizei GetVPSizeY() const
{
return myVPSizeY;
}
//! Returns true if current object was initialized
Standard_Boolean IsValid() const
{
return isValidFrameBuffer();
}
//! Notice! Obsolete hardware (GeForce FX etc)
//! doesn't support rectangular textures!
//! There are 3 possible results if you are trying
//! to create non power-of-two FBO on these cards:
//! 1) FBO creation will fail,
//! current implementation will try to generate compatible FBO;
//! 2) FBO rendering will be done in software mode (ForceWare 'hack');
//! 3) FBO rendering will be incorrect (some obsolete Catalyst drivers).
Standard_EXPORT Standard_Boolean Init (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theViewportSizeX,
const GLsizei theViewportSizeY);
//! (Re-)initialize FBO with specified dimensions.
Standard_EXPORT Standard_Boolean InitLazy (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theViewportSizeX,
const GLsizei theViewportSizeY);
//! (Re-)initialize FBO with specified dimensions.
//! The Render Buffer Objects will be used for Color, Depth and Stencil attachments (as opposite to textures).
//! @param theGlCtx currently bound OpenGL context
//! @param theViewportSizeX required viewport size, the actual dimensions of FBO might be greater
//! @param theViewportSizeY required viewport size, the actual dimensions of FBO might be greater
//! @param theColorRBufferFromWindow when specified - should be ID of already initialized RB object, which will be released within this class
Standard_EXPORT Standard_Boolean InitWithRB (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theViewportSizeX,
const GLsizei theViewportSizeY,
const GLuint theColorRBufferFromWindow = 0);
//! Initialize class from currently bound FBO.
//! Retrieved OpenGL objects will not be destroyed on Release.
Standard_EXPORT Standard_Boolean InitWrapper (const Handle(OpenGl_Context)& theGlCtx);
//! Setup viewport to render into FBO
Standard_EXPORT void SetupViewport (const Handle(OpenGl_Context)& theGlCtx);
//! Override viewport settings
Standard_EXPORT void ChangeViewport (const GLsizei theVPSizeX,
const GLsizei theVPSizeY);
//! Bind frame buffer for drawing and reading (to render into the texture).
Standard_EXPORT virtual void BindBuffer (const Handle(OpenGl_Context)& theGlCtx);
//! Bind frame buffer for drawing GL_DRAW_FRAMEBUFFER (to render into the texture).
Standard_EXPORT virtual void BindDrawBuffer (const Handle(OpenGl_Context)& theGlCtx);
//! Bind frame buffer for reading GL_READ_FRAMEBUFFER
Standard_EXPORT virtual void BindReadBuffer (const Handle(OpenGl_Context)& theGlCtx);
//! Unbind frame buffer.
Standard_EXPORT virtual void UnbindBuffer (const Handle(OpenGl_Context)& theGlCtx);
//! Returns the color texture.
inline const Handle(OpenGl_Texture)& ColorTexture() const
{
return myColorTexture;
}
//! Returns the depth-stencil texture.
inline const Handle(OpenGl_Texture)& DepthStencilTexture() const
{
return myDepthStencilTexture;
}
//! Returns the color Render Buffer.
GLuint ColorRenderBuffer() const
{
return myGlColorRBufferId;
}
//! Returns the depth Render Buffer.
GLuint DepthStencilRenderBuffer() const
{
return myGlDepthRBufferId;
}
protected:
Standard_Boolean isValidFrameBuffer() const
{
return myGlFBufferId != NO_FRAMEBUFFER;
}
protected:
GLsizei myVPSizeX; //!< viewport width (should be <= texture width)
GLsizei myVPSizeY; //!< viewport height (should be <= texture height)
GLint myTextFormat; //!< GL_RGB, GL_RGBA,...
GLuint myGlFBufferId; //!< FBO object ID
GLuint myGlColorRBufferId; //!< color Render Buffer object (alternative to myColorTexture)
GLuint myGlDepthRBufferId; //!< depth-stencil Render Buffer object (alternative to myDepthStencilTexture)
bool myIsOwnBuffer; //!< flag indicating that FBO should be deallocated by this class
Handle(OpenGl_Texture) myColorTexture; //!< color texture object
Handle(OpenGl_Texture) myDepthStencilTexture; //!< depth-stencil texture object
public:
DEFINE_STANDARD_RTTI(OpenGl_FrameBuffer) // Type definition
};
#endif // OPENGL_FRAME_BUFFER_H
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