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- /****************************************************************************
- Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
- http://www.cocos2d-x.org
-
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
-
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
-
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #pragma once
- #include <vector>
- #include "../Macro.h"
- #include "../Types.h"
- #include "GraphicsHandle.h"
- RENDERER_BEGIN
- class DeviceGraphics;
- class RenderTarget;
- /**
- * @addtogroup gfx
- * @{
- */
- /**
- * The FrameBuffer class can store the render results of DeviceGraphics.
- * It contains color buffers, depth buffers and stencil buffers,
- * they are destinations for drawing, clearing and writing operations during the render process.
- */
- class FrameBuffer final : public GraphicsHandle
- {
- public:
- /**
- * Create a FrameBuffer object with device and size
- */
- RENDERER_DEFINE_CREATE_METHOD_3(FrameBuffer, init, DeviceGraphics*, uint16_t, uint16_t)
- FrameBuffer();
- /**
- * Inits the frame buffer with device and size
- */
- bool init(DeviceGraphics* device, uint16_t width, uint16_t height);
- /**
- * Destroys the GL buffers created by this frame buffer object
- */
- void destroy();
- /**
- * Sets the color buffers as drawing and clearing destinations
- */
- void setColorBuffers(const std::vector<RenderTarget*>& renderTargets);
- /**
- * Sets a color buffer at specific index
- */
- void setColorBuffer(RenderTarget* rt, int index);
- /**
- * Sets the depth buffer as depth writing destination
- */
- void setDepthBuffer(RenderTarget* rt);
- /**
- * Sets the stencil buffer as stencil writing destination
- */
- void setStencilBuffer(RenderTarget* rt);
- /**
- * Sets the depth and stencil buffer at the same time.
- * If you want to set both with the same RenderTarget, you should use this instead of setting them separatly.
- */
- void setDepthStencilBuffer(RenderTarget* rt);
-
- /**
- * Sets the width of frame buffer
- */
- inline int getWidth() const { return _width; }
- /**
- * Sets the width of frame buffer
- */
- inline int getHeight() const { return _height; }
-
- /**
- * Gets the color buffers
- */
- const std::vector<RenderTarget*>& getColorBuffers() const;
- /**
- * Gets the depth buffer
- */
- const RenderTarget* getDepthBuffer() const;
- /**
- * Gets the stencil buffer
- */
- const RenderTarget* getStencilBuffer() const;
- /**
- * Gets the depth and stencil buffer if they share the same one.
- */
- const RenderTarget* getDepthStencilBuffer() const;
- private:
- virtual ~FrameBuffer();
- DeviceGraphics* _device;
- std::vector<RenderTarget*> _colorBuffers;
- RenderTarget* _depthBuffer;
- RenderTarget* _stencilBuffer;
- RenderTarget* _depthStencilBuffer;
- uint16_t _width;
- uint16_t _height;
- };
- // end of gfx group
- /// @}
- RENDERER_END
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