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#ifndef QSSG_RENDER_RENDER_FRAME_BUFFER_H
#define QSSG_RENDER_RENDER_FRAME_BUFFER_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRender/private/qssgrenderbasetypes_p.h>
#include <QtQuick3DRender/private/qssgrenderbackend_p.h>
QT_BEGIN_NAMESPACE
class QSSGRenderContext;
class QSSGRenderTexture2D;
class QSSGRenderRenderBuffer;
class QSSGRenderTextureCube;
class Q_QUICK3DRENDER_EXPORT QSSGRenderTextureOrRenderBuffer
{
// ### this could be a union
QSSGRef<QSSGRenderTexture2D> m_texture2D;
QSSGRef<QSSGRenderTextureCube> m_textureCube;
QSSGRef<QSSGRenderRenderBuffer> m_renderBuffer;
public:
QSSGRenderTextureOrRenderBuffer(const QSSGRef<QSSGRenderTexture2D> &texture);
QSSGRenderTextureOrRenderBuffer(const QSSGRef<QSSGRenderRenderBuffer> &render);
QSSGRenderTextureOrRenderBuffer(const QSSGRef<QSSGRenderTextureCube> &textureCube);
QSSGRenderTextureOrRenderBuffer();
QSSGRenderTextureOrRenderBuffer(const QSSGRenderTextureOrRenderBuffer &other);
~QSSGRenderTextureOrRenderBuffer();
QSSGRenderTextureOrRenderBuffer &operator=(const QSSGRenderTextureOrRenderBuffer &other);
bool hasTexture2D() const { return m_texture2D != nullptr; }
bool hasTextureCube() const { return m_textureCube != nullptr; }
bool hasRenderBuffer() const { return m_renderBuffer != nullptr; }
QSSGRef<QSSGRenderTexture2D> texture2D() const;
QSSGRef<QSSGRenderTextureCube> textureCube() const;
QSSGRef<QSSGRenderRenderBuffer> renderBuffer() const;
};
class Q_QUICK3DRENDER_EXPORT QSSGRenderFrameBuffer
{
Q_DISABLE_COPY(QSSGRenderFrameBuffer)
public:
QAtomicInt ref;
private:
QSSGRef<QSSGRenderContext> m_context; ///< pointer to context
QSSGRef<QSSGRenderBackend> m_backend; ///< pointer to backend
QSSGRenderTextureOrRenderBuffer m_attachments[static_cast<int>(QSSGRenderFrameBufferAttachment::LastAttachment)]; ///< attachments array
QSSGRenderBackend::QSSGRenderBackendRenderTargetObject m_bufferHandle; ///< opaque backend handle
public:
/**
* @brief constructor
*
* @param[in] context Pointer to context
* @param[in] fnd Pointer to foundation
*
* @return No return.
*/
QSSGRenderFrameBuffer(const QSSGRef<QSSGRenderContext> &context);
/// destructor
~QSSGRenderFrameBuffer();
/**
* @brief query attachment
*
*
* @return buffer format
*/
QSSGRenderTextureOrRenderBuffer attachment(QSSGRenderFrameBufferAttachment attachment);
/**
* @brief Attach a render or texture buffer to a render target
* For texture attachments we use always level 0
*
* @param[in] attachment Attachment point (e.g. COLOR0, DEPTH...)
* @param[in] buffer Contains a pointer to the attachment
* @param[in] target Attachment texture target
*
* @return no return
*/
void attach(QSSGRenderFrameBufferAttachment attachment,
const QSSGRenderTextureOrRenderBuffer &buffer,
QSSGRenderTextureTargetType target = QSSGRenderTextureTargetType::Texture2D);
/**
* @brief Attach a particular face of the texture cubemap to a render target
*
* @param[in] attachment Attachment point (e.g. COLOR0, DEPTH...)
* @param[in] buffer Pointer to the Texture Array which contains the
* layers
* @param[in] face The face of the cubemap that will be attached to the
* target
* @param[in] level Mip level of the texture that will be attached
* (default 0)
*
* @return no return
*/
// ### currently unused
void attachFace(QSSGRenderFrameBufferAttachment attachment,
const QSSGRenderTextureOrRenderBuffer &buffer,
QSSGRenderTextureCubeFace face);
/**
* @brief Check that this framebuffer is complete and can be rendered to.
*
*
* @return true if complete
*/
bool isComplete();
/**
* @brief query if framebuffer has any attachment
*
* @return true if any attachment
*/
bool hasAnyAttachment() { return (m_attachmentBits != 0); }
/**
* @brief get the backend object handle
*
* @return the backend object handle.
*/
QSSGRenderBackend::QSSGRenderBackendRenderTargetObject handle()
{
return m_bufferHandle;
}
private:
/**
* @brief releaes an attached object
*
* @return which target we released
*/
QSSGRenderTextureTargetType releaseAttachment(QSSGRenderFrameBufferAttachment idx);
quint32 m_attachmentBits; ///< holds flags for current attached buffers
};
QT_END_NAMESPACE
#endif