1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2013 Torus Knot Software Ltd |
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8 | |
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9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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10 | of this software and associated documentation files (the "Software"), to deal |
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11 | in the Software without restriction, including without limitation the rights |
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12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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13 | copies of the Software, and to permit persons to whom the Software is |
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14 | furnished to do so, subject to the following conditions: |
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15 | |
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16 | The above copyright notice and this permission notice shall be included in |
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17 | all copies or substantial portions of the Software. |
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18 | |
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19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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25 | THE SOFTWARE. |
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26 | ----------------------------------------------------------------------------- |
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27 | */ |
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28 | #ifndef __DepthBuffer_H__ |
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29 | #define __DepthBuffer_H__ |
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30 | |
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31 | #include "OgrePrerequisites.h" |
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32 | #include "OgreHeaderPrefix.h" |
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33 | |
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34 | namespace Ogre |
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35 | { |
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36 | /** \addtogroup Core |
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37 | * @{ |
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38 | */ |
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39 | /** \addtogroup RenderSystem |
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40 | * @{ |
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41 | */ |
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42 | |
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43 | /** An abstract class that contains a depth/stencil buffer. |
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44 | Depth Buffers can be attached to render targets. Note we handle Depth & Stencil together. |
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45 | DepthBuffer sharing is handled automatically for you. However, there are times where you want |
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46 | to specifically control depth buffers to achieve certain effects or increase performance. |
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47 | You can control this by hinting Ogre with POOL IDs. Created depth buffers can live in different |
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48 | pools, or all together in the same one. |
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49 | Usually, a depth buffer can only be attached to a RenderTarget if it's dimensions are bigger |
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50 | and have the same bit depth and same multisample settings. Depth Buffers are created automatically |
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51 | for new RTs when needed, and stored in the pool where the RenderTarget should have drawn from. |
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52 | By default, all RTs have the Id POOL_DEFAULT, which means all depth buffers are stored by default |
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53 | in that pool. By choosing a different Pool Id for a specific RenderTarget, that RT will only |
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54 | retrieve depth buffers from _that_ pool, therefore not conflicting with sharing depth buffers |
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55 | with other RTs (such as shadows maps). |
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56 | Setting an RT to POOL_MANUAL_USAGE means Ogre won't manage the DepthBuffer for you (not recommended) |
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57 | RTs with POOL_NO_DEPTH are very useful when you don't want to create a DepthBuffer for it. You can |
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58 | still manually attach a depth buffer though as internally POOL_NO_DEPTH & POOL_MANUAL_USAGE are |
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59 | handled in the same way. |
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60 | |
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61 | Behavior is consistent across all render systems, if, and only if, the same RSC flags are set |
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62 | RSC flags that affect this class are: |
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63 | * RSC_RTT_SEPARATE_DEPTHBUFFER: |
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64 | The RTT can create a custom depth buffer different from the main depth buffer. This means, |
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65 | an RTT is able to not share it's depth buffer with the main window if it wants to. |
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66 | * RSC_RTT_MAIN_DEPTHBUFFER_ATTACHABLE: |
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67 | When RSC_RTT_SEPARATE_DEPTHBUFFER is set, some APIs (ie. OpenGL w/ FBO) don't allow using |
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68 | the main depth buffer for offscreen RTTs. When this flag is set, the depth buffer can be |
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69 | shared between the main window and an RTT. |
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70 | * RSC_RTT_DEPTHBUFFER_RESOLUTION_LESSEQUAL: |
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71 | When this flag isn't set, the depth buffer can only be shared across RTTs who have the EXACT |
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72 | same resolution. When it's set, it can be shared with RTTs as long as they have a |
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73 | resolution less or equal than the depth buffer's. |
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74 | |
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75 | @remarks |
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76 | Design discussion http://www.ogre3d.org/forums/viewtopic.php?f=4&t=53534&p=365582 |
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77 | @author |
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78 | Matias N. Goldberg |
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79 | @version |
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80 | 1.0 |
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81 | */ |
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82 | class _OgreExport DepthBuffer : public RenderSysAlloc |
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83 | { |
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84 | public: |
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85 | enum PoolId |
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86 | { |
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87 | POOL_NO_DEPTH = 0, |
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88 | POOL_MANUAL_USAGE = 0, |
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89 | POOL_DEFAULT = 1 |
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90 | }; |
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91 | |
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92 | DepthBuffer( uint16 poolId, uint16 bitDepth, uint32 width, uint32 height, |
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93 | uint32 fsaa, const String &fsaaHint, bool manual ); |
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94 | virtual ~DepthBuffer(); |
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95 | |
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96 | /** Sets the pool id in which this DepthBuffer lives. |
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97 | Note this will detach any render target from this depth buffer */ |
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98 | void _setPoolId( uint16 poolId ); |
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99 | |
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100 | /// Gets the pool id in which this DepthBuffer lives |
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101 | virtual uint16 getPoolId() const; |
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102 | virtual uint16 getBitDepth() const; |
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103 | virtual uint32 getWidth() const; |
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104 | virtual uint32 getHeight() const; |
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105 | virtual uint32 getFsaa() const; |
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106 | virtual const String& getFsaaHint() const; |
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107 | |
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108 | /** Manual DepthBuffers are cleared in RenderSystem's destructor. Non-manual ones are released |
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109 | with it's render target (aka, a backbuffer or similar) */ |
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110 | bool isManual() const; |
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111 | |
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112 | /** Returns whether the specified RenderTarget is compatible with this DepthBuffer |
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113 | That is, this DepthBuffer can be attached to that RenderTarget |
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114 | @remarks |
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115 | Most APIs impose the following restrictions: |
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116 | Width & height must be equal or higher than the render target's |
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117 | They must be of the same bit depth. |
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118 | They need to have the same FSAA setting |
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119 | @param renderTarget The render target to test against |
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120 | */ |
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121 | virtual bool isCompatible( RenderTarget *renderTarget ) const; |
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122 | |
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123 | /** Called when a RenderTarget is attaches this DepthBuffer |
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124 | @remarks |
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125 | This function doesn't actually attach. It merely informs the DepthBuffer |
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126 | which RenderTarget did attach. The real attachment happens in |
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127 | RenderTarget::attachDepthBuffer() |
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128 | @param renderTarget The RenderTarget that has just been attached |
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129 | */ |
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130 | virtual void _notifyRenderTargetAttached( RenderTarget *renderTarget ); |
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131 | |
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132 | /** Called when a RenderTarget is detaches from this DepthBuffer |
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133 | @remarks |
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134 | Same as DepthBuffer::_notifyRenderTargetAttached() |
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135 | @param renderTarget The RenderTarget that has just been detached |
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136 | */ |
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137 | virtual void _notifyRenderTargetDetached( RenderTarget *renderTarget ); |
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138 | |
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139 | protected: |
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140 | typedef set<RenderTarget*>::type RenderTargetSet; |
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141 | |
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142 | uint16 mPoolId; |
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143 | uint16 mBitDepth; |
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144 | uint32 mWidth; |
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145 | uint32 mHeight; |
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146 | uint32 mFsaa; |
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147 | String mFsaaHint; |
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148 | |
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149 | bool mManual; //We don't Release manual surfaces on destruction |
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150 | RenderTargetSet mAttachedRenderTargets; |
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151 | |
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152 | void detachFromAllRenderTargets(); |
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153 | }; |
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154 | } |
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155 | |
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156 | #include "OgreHeaderSuffix.h" |
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157 | |
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158 | #endif |
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