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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2012 Torus Knot Software Ltd
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.
-----------------------------------------------------------------------------
*/
#ifndef __RenderTarget_H__
#define __RenderTarget_H__
#include "OgrePrerequisites.h"
#include "OgreString.h"
#include "OgreTextureManager.h"
#include "OgreViewport.h"
#include "OgreTimer.h"
/* Define the number of priority groups for the render system's render targets. */
#ifndef OGRE_NUM_RENDERTARGET_GROUPS
#define OGRE_NUM_RENDERTARGET_GROUPS 10
#define OGRE_DEFAULT_RT_GROUP 4
#define OGRE_REND_TO_TEX_RT_GROUP 2
#endif
namespace Ogre {
/** \addtogroup Core
* @{
*/
/** \addtogroup RenderSystem
* @{
*/
/** A 'canvas' which can receive the results of a rendering
operation.
@remarks
This abstract class defines a common root to all targets of rendering operations. A
render target could be a window on a screen, or another
offscreen surface like a texture or bump map etc.
@author
Steven Streeting
@version
1.0
*/
class _OgreExport RenderTarget : public RenderSysAlloc
{
public:
enum StatFlags
{
SF_NONE = 0,
SF_FPS = 1,
SF_AVG_FPS = 2,
SF_BEST_FPS = 4,
SF_WORST_FPS = 8,
SF_TRIANGLE_COUNT = 16,
SF_ALL = 0xFFFF
};
struct FrameStats
{
float lastFPS;
float avgFPS;
float bestFPS;
float worstFPS;
unsigned long bestFrameTime;
unsigned long worstFrameTime;
size_t triangleCount;
size_t batchCount;
};
enum FrameBuffer
{
FB_FRONT,
FB_BACK,
FB_AUTO
};
RenderTarget();
virtual ~RenderTarget();
/// Retrieve target's name.
virtual const String& getName(void) const;
/// Retrieve information about the render target.
virtual void getMetrics(unsigned int& width, unsigned int& height, unsigned int& colourDepth);
virtual unsigned int getWidth(void) const;
virtual unsigned int getHeight(void) const;
virtual unsigned int getColourDepth(void) const;
/**
* Sets the pool ID this RenderTarget should query from. Default value is POOL_DEFAULT.
* Set to POOL_NO_DEPTH to avoid using a DepthBuffer (or manually controlling it) @see DepthBuffer
* @remarks
* Changing the pool Id will cause the current depth buffer to be detached unless the old
* id and the new one are the same
*/
void setDepthBufferPool( uint16 poolId );
//Returns the pool ID this RenderTarget should query from. @see DepthBuffer
uint16 getDepthBufferPool() const;
DepthBuffer* getDepthBuffer() const;
//Returns false if couldn't attach
virtual bool attachDepthBuffer( DepthBuffer *depthBuffer );
virtual void detachDepthBuffer();
/** Detaches DepthBuffer without notifying it from the detach.
Useful when called from the DepthBuffer while it iterates through attached
RenderTargets (@see DepthBuffer::_setPoolId())
*/
virtual void _detachDepthBuffer();
/** Tells the target to update it's contents.
@remarks
If OGRE is not running in an automatic rendering loop
(started using Root::startRendering),
the user of the library is responsible for asking each render
target to refresh. This is the method used to do this. It automatically
re-renders the contents of the target using whatever cameras have been
pointed at it (using Camera::setRenderTarget).
@par
This allows OGRE to be used in multi-windowed utilities
and for contents to be refreshed only when required, rather than
constantly as with the automatic rendering loop.
@param swapBuffers For targets that support double-buffering, if set
to true, the target will immediately
swap it's buffers after update. Otherwise, the buffers are
not swapped, and you have to call swapBuffers yourself sometime
later. You might want to do this on some rendersystems which
pause for queued rendering commands to complete before accepting
swap buffers calls - so you could do other CPU tasks whilst the
queued commands complete. Or, you might do this if you want custom
control over your windows, such as for externally created windows.
*/
virtual void update(bool swapBuffers = true);
/** Swaps the frame buffers to display the next frame.
@remarks
For targets that are double-buffered so that no
'in-progress' versions of the scene are displayed
during rendering. Once rendering has completed (to
an off-screen version of the window) the buffers
are swapped to display the new frame.
@param
waitForVSync If true, the system waits for the
next vertical blank period (when the CRT beam turns off
as it travels from bottom-right to top-left at the
end of the pass) before flipping. If false, flipping
occurs no matter what the beam position. Waiting for
a vertical blank can be slower (and limits the
framerate to the monitor refresh rate) but results
in a steadier image with no 'tearing' (a flicker
resulting from flipping buffers when the beam is
in the progress of drawing the last frame).
*/
virtual void swapBuffers(bool waitForVSync = true)
{ (void)waitForVSync; }
/** Adds a viewport to the rendering target.
@remarks
A viewport is the rectangle into which rendering output is sent. This method adds
a viewport to the render target, rendering from the supplied camera. The
rest of the parameters are only required if you wish to add more than one viewport
to a single rendering target. Note that size information passed to this method is
passed as a parametric, i.e. it is relative rather than absolute. This is to allow
viewports to automatically resize along with the target.
@param
cam The camera from which the viewport contents will be rendered (mandatory)
@param
ZOrder The relative order of the viewport with others on the target (allows overlapping
viewports i.e. picture-in-picture). Higher ZOrders are on top of lower ones. The actual number
is irrelevant, only the relative ZOrder matters (you can leave gaps in the numbering)
@param
left The relative position of the left of the viewport on the target, as a value between 0 and 1.
@param
top The relative position of the top of the viewport on the target, as a value between 0 and 1.
@param
width The relative width of the viewport on the target, as a value between 0 and 1.
@param
height The relative height of the viewport on the target, as a value between 0 and 1.
*/
virtual Viewport* addViewport(Camera* cam, int ZOrder = 0, float left = 0.0f, float top = 0.0f ,
float width = 1.0f, float height = 1.0f);
/** Returns the number of viewports attached to this target.*/
virtual unsigned short getNumViewports(void) const;
/** Retrieves a pointer to the viewport with the given index. */
virtual Viewport* getViewport(unsigned short index);
/** Retrieves a pointer to the viewport with the given zorder.
@remarks throws if not found.
*/
virtual Viewport* getViewportByZOrder(int ZOrder);
/** Returns true if and only if a viewport exists at the given ZOrder. */
virtual bool hasViewportWithZOrder(int ZOrder);
/** Removes a viewport at a given ZOrder.
*/
virtual void removeViewport(int ZOrder);
/** Removes all viewports on this target.
*/
virtual void removeAllViewports(void);
/** Retieves details of current rendering performance.
@remarks
If the user application wishes to do it's own performance
display, or use performance for some other means, this
method allows it to retrieve the statistics.
@param
lastFPS Pointer to a float to receive the number of frames per second (FPS)
based on the last frame rendered.
@param
avgFPS Pointer to a float to receive the FPS rating based on an average of all
the frames rendered since rendering began (the call to
Root::startRendering).
@param
bestFPS Pointer to a float to receive the best FPS rating that has been achieved
since rendering began.
@param
worstFPS Pointer to a float to receive the worst FPS rating seen so far.
*/
virtual void getStatistics(float& lastFPS, float& avgFPS,
float& bestFPS, float& worstFPS) const; // Access to stats
virtual const FrameStats& getStatistics(void) const;
/** Individual stats access - gets the number of frames per second (FPS) based on the last frame rendered.
*/
virtual float getLastFPS() const;
/** Individual stats access - gets the average frames per second (FPS) since call to Root::startRendering.
*/
virtual float getAverageFPS() const;
/** Individual stats access - gets the best frames per second (FPS) since call to Root::startRendering.
*/
virtual float getBestFPS() const;
/** Individual stats access - gets the worst frames per second (FPS) since call to Root::startRendering.
*/
virtual float getWorstFPS() const;
/** Individual stats access - gets the best frame time
*/
virtual float getBestFrameTime() const;
/** Individual stats access - gets the worst frame time
*/
virtual float getWorstFrameTime() const;
/** Resets saved frame-rate statistices.
*/
virtual void resetStatistics(void);
/** Gets a custom (maybe platform-specific) attribute.
@remarks
This is a nasty way of satisfying any API's need to see platform-specific details.
It horrid, but D3D needs this kind of info. At least it's abstracted.
@param
name The name of the attribute.
@param
pData Pointer to memory of the right kind of structure to receive the info.
*/
virtual void getCustomAttribute(const String& name, void* pData);
/** Add a listener to this RenderTarget which will be called back before & after rendering.
@remarks
If you want notifications before and after a target is updated by the system, use
this method to register your own custom RenderTargetListener class. This is useful
for potentially adding your own manual rendering commands before and after the
'normal' system rendering.
@par NB this should not be used for frame-based scene updates, use Root::addFrameListener for that.
*/
virtual void addListener(RenderTargetListener* listener);
/** Removes a RenderTargetListener previously registered using addListener. */
virtual void removeListener(RenderTargetListener* listener);
/** Removes all listeners from this instance. */
virtual void removeAllListeners(void);
/** Sets the priority of this render target in relation to the others.
@remarks
This can be used in order to schedule render target updates. Lower
priorities will be rendered first. Note that the priority must be set
at the time the render target is attached to the render system, changes
afterwards will not affect the ordering.
*/
virtual void setPriority( uchar priority ) { mPriority = priority; }
/** Gets the priority of a render target. */
virtual uchar getPriority() const { return mPriority; }
/** Used to retrieve or set the active state of the render target.
*/
virtual bool isActive() const;
/** Used to set the active state of the render target.
*/
virtual void setActive( bool state );
/** Sets whether this target should be automatically updated if Ogre's rendering
loop or Root::_updateAllRenderTargets is being used.
@remarks
By default, if you use Ogre's own rendering loop (Root::startRendering)
or call Root::_updateAllRenderTargets, all render targets are updated
automatically. This method allows you to control that behaviour, if
for example you have a render target which you only want to update periodically.
@param autoupdate If true, the render target is updated during the automatic render
loop or when Root::_updateAllRenderTargets is called. If false, the
target is only updated when its update() method is called explicitly.
*/
virtual void setAutoUpdated(bool autoupdate);
/** Gets whether this target is automatically updated if Ogre's rendering
loop or Root::_updateAllRenderTargets is being used.
*/
virtual bool isAutoUpdated(void) const;
/** Copies the current contents of the render target to a pixelbox.
@remarks See suggestPixelFormat for a tip as to the best pixel format to
extract into, although you can use whatever format you like and the
results will be converted.
*/
virtual void copyContentsToMemory(const PixelBox &dst, FrameBuffer buffer = FB_AUTO) = 0;
/** Suggests a pixel format to use for extracting the data in this target,
when calling copyContentsToMemory.
*/
virtual PixelFormat suggestPixelFormat() const { return PF_BYTE_RGBA; }
/** Writes the current contents of the render target to the named file. */
void writeContentsToFile(const String& filename);
/** Writes the current contents of the render target to the (PREFIX)(time-stamp)(SUFFIX) file.
@return the name of the file used.*/
virtual String writeContentsToTimestampedFile(const String& filenamePrefix, const String& filenameSuffix);
virtual bool requiresTextureFlipping() const = 0;
/** Gets the number of triangles rendered in the last update() call. */
virtual size_t getTriangleCount(void) const;
/** Gets the number of batches rendered in the last update() call. */
virtual size_t getBatchCount(void) const;
/** Utility method to notify a render target that a camera has been removed,
incase it was referring to it as a viewer.
*/
virtual void _notifyCameraRemoved(const Camera* cam);
/** Indicates whether this target is the primary window. The
primary window is special in that it is destroyed when
ogre is shut down, and cannot be destroyed directly.
This is the case because it holds the context for vertex,
index buffers and textures.
*/
virtual bool isPrimary(void) const;
/** Indicates whether on rendering, linear colour space is converted to
sRGB gamma colour space. This is the exact opposite conversion of
what is indicated by Texture::isHardwareGammaEnabled, and can only
be enabled on creation of the render target. For render windows, it's
enabled through the 'gamma' creation misc parameter. For textures,
it is enabled through the hwGamma parameter to the create call.
*/
virtual bool isHardwareGammaEnabled() const { return mHwGamma; }
/** Indicates whether multisampling is performed on rendering and at what level.
*/
virtual uint getFSAA() const { return mFSAA; }
/** Gets the FSAA hint (@see Root::createRenderWindow)
*/
virtual const String& getFSAAHint() const { return mFSAAHint; }
/** RenderSystem specific interface for a RenderTarget;
this should be subclassed by RenderSystems.
*/
class Impl
{
protected:
~Impl() { }
};
/** Get rendersystem specific interface for this RenderTarget.
This is used by the RenderSystem to (un)bind this target,
and to get specific information like surfaces
and framebuffer objects.
*/
virtual Impl *_getImpl();
/** Method for manual management of rendering : fires 'preRenderTargetUpdate'
and initialises statistics etc.
@remarks
<ul>
<li>_beginUpdate resets statistics and fires 'preRenderTargetUpdate'.</li>
<li>_updateViewport renders the given viewport (even if it is not autoupdated),
fires preViewportUpdate and postViewportUpdate and manages statistics.</li>
<li>_updateAutoUpdatedViewports renders only viewports that are auto updated,
fires preViewportUpdate and postViewportUpdate and manages statistics.</li>
<li>_endUpdate() ends statistics calculation and fires postRenderTargetUpdate.</li>
</ul>
you can use it like this for example :
<pre>
renderTarget->_beginUpdate();
renderTarget->_updateViewport(1); // which is not auto updated
renderTarget->_updateViewport(2); // which is not auto updated
renderTarget->_updateAutoUpdatedViewports();
renderTarget->_endUpdate();
renderTarget->swapBuffers(true);
</pre>
Please note that in that case, the zorder may not work as you expect,
since you are responsible for calling _updateViewport in the correct order.
*/
virtual void _beginUpdate();
/** Method for manual management of rendering - renders the given
viewport (even if it is not autoupdated)
@remarks
This also fires preViewportUpdate and postViewportUpdate, and manages statistics.
You should call it between _beginUpdate() and _endUpdate().
@see _beginUpdate for more details.
@param zorder The zorder of the viewport to update.
@param updateStatistics Whether you want to update statistics or not.
*/
virtual void _updateViewport(int zorder, bool updateStatistics = true);
/** Method for manual management of rendering - renders the given viewport (even if it is not autoupdated)
@remarks
This also fires preViewportUpdate and postViewportUpdate, and manages statistics
if needed. You should call it between _beginUpdate() and _endUpdate().
@see _beginUpdate for more details.
@param viewport The viewport you want to update, it must be bound to the rendertarget.
@param updateStatistics Whether you want to update statistics or not.
*/
virtual void _updateViewport(Viewport* viewport, bool updateStatistics = true);
/** Method for manual management of rendering - renders only viewports that are auto updated
@remarks
This also fires preViewportUpdate and postViewportUpdate, and manages statistics.
You should call it between _beginUpdate() and _endUpdate().
See _beginUpdate for more details.
@param updateStatistics Whether you want to update statistics or not.
@see _beginUpdate()
*/
virtual void _updateAutoUpdatedViewports(bool updateStatistics = true);
/** Method for manual management of rendering - finishes statistics calculation
and fires 'postRenderTargetUpdate'.
@remarks
You should call it after a _beginUpdate
@see _beginUpdate for more details.
*/
virtual void _endUpdate();
protected:
/// The name of this target.
String mName;
/// The priority of the render target.
uchar mPriority;
unsigned int mWidth;
unsigned int mHeight;
unsigned int mColourDepth;
uint16 mDepthBufferPoolId;
DepthBuffer *mDepthBuffer;
// Stats
FrameStats mStats;
Timer* mTimer ;
unsigned long mLastSecond;
unsigned long mLastTime;
size_t mFrameCount;
bool mActive;
bool mAutoUpdate;
// Hardware sRGB gamma conversion done on write?
bool mHwGamma;
// FSAA performed?
uint mFSAA;
String mFSAAHint;
void updateStats(void);
typedef map<int, Viewport*>::type ViewportList;
/// List of viewports, map on Z-order
ViewportList mViewportList;
typedef vector<RenderTargetListener*>::type RenderTargetListenerList;
RenderTargetListenerList mListeners;
/// internal method for firing events
virtual void firePreUpdate(void);
/// internal method for firing events
virtual void firePostUpdate(void);
/// internal method for firing events
virtual void fireViewportPreUpdate(Viewport* vp);
/// internal method for firing events
virtual void fireViewportPostUpdate(Viewport* vp);
/// internal method for firing events
virtual void fireViewportAdded(Viewport* vp);
/// internal method for firing events
virtual void fireViewportRemoved(Viewport* vp);
/// Internal implementation of update()
virtual void updateImpl();
};
/** @} */
/** @} */
} // Namespace
#endif
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