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- // Copyright (C) 2015 Patryk Nadrowski
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #pragma once
- #include "IReferenceCounted.h"
- #include "EDriverTypes.h"
- #include "irrArray.h"
- namespace irr
- {
- namespace video
- {
- class ITexture;
- //! Enumeration of cube texture surfaces
- enum E_CUBE_SURFACE
- {
- ECS_POSX = 0,
- ECS_NEGX,
- ECS_POSY,
- ECS_NEGY,
- ECS_POSZ,
- ECS_NEGZ
- };
- //! Interface of a Render Target.
- /** This is a framebuffer object (FBO) in OpenGL. */
- class IRenderTarget : public virtual IReferenceCounted
- {
- public:
- //! constructor
- IRenderTarget() :
- DepthStencil(0), DriverType(EDT_NULL)
- {
- }
- //! Returns an array of previously set textures.
- const core::array<ITexture *> &getTexture() const
- {
- return Textures;
- }
- //! Returns a of previously set depth / depth-stencil texture.
- ITexture *getDepthStencil() const
- {
- return DepthStencil;
- }
- //! Returns an array of active surface for cube textures
- const core::array<E_CUBE_SURFACE> &getCubeSurfaces() const
- {
- return CubeSurfaces;
- }
- //! Set multiple textures.
- /** Set multiple textures for the render target.
- \param texture Array of texture objects. These textures are used for a color outputs.
- \param depthStencil Depth or packed depth-stencil texture. This texture is used as depth
- or depth-stencil buffer. You can pass getDepthStencil() if you don't want to change it.
- \param cubeSurfaces When rendering to cube textures, set the surface to be used for each texture. Can be empty otherwise.
- */
- void setTexture(const core::array<ITexture *> &texture, ITexture *depthStencil, const core::array<E_CUBE_SURFACE> &cubeSurfaces = core::array<E_CUBE_SURFACE>())
- {
- setTextures(texture.const_pointer(), texture.size(), depthStencil, cubeSurfaces.const_pointer(), cubeSurfaces.size());
- }
- //! Sets one texture + depthStencil
- //! You can pass getDepthStencil() for depthStencil if you don't want to change that one
- void setTexture(ITexture *texture, ITexture *depthStencil)
- {
- if (texture) {
- setTextures(&texture, 1, depthStencil);
- } else {
- setTextures(0, 0, depthStencil);
- }
- }
- //! Set one cube surface texture.
- void setTexture(ITexture *texture, ITexture *depthStencil, E_CUBE_SURFACE cubeSurface)
- {
- if (texture) {
- setTextures(&texture, 1, depthStencil, &cubeSurface, 1);
- } else {
- setTextures(0, 0, depthStencil, &cubeSurface, 1);
- }
- }
- //! Get driver type of render target.
- E_DRIVER_TYPE getDriverType() const
- {
- return DriverType;
- }
- protected:
- //! Set multiple textures.
- // NOTE: working with pointers instead of arrays to avoid unnecessary memory allocations for the single textures case
- virtual void setTextures(ITexture *const *textures, u32 numTextures, ITexture *depthStencil, const E_CUBE_SURFACE *cubeSurfaces = 0, u32 numCubeSurfaces = 0) = 0;
- //! Textures assigned to render target.
- core::array<ITexture *> Textures;
- //! Depth or packed depth-stencil texture assigned to render target.
- ITexture *DepthStencil;
- //! Active surface of cube textures
- core::array<E_CUBE_SURFACE> CubeSurfaces;
- //! Driver type of render target.
- E_DRIVER_TYPE DriverType;
- private:
- // no copying (IReferenceCounted still allows that for reasons which take some time to work around)
- IRenderTarget(const IRenderTarget &);
- IRenderTarget &operator=(const IRenderTarget &);
- };
- }
- }
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