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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreDepthBuffer.h @ 148

Last change on this file since 148 was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 6.6 KB
Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28#ifndef __DepthBuffer_H__
29#define __DepthBuffer_H__
30
31#include "OgrePrerequisites.h"
32#include "OgreHeaderPrefix.h"
33
34namespace Ogre
35{
36        /** \addtogroup Core
37        *  @{
38        */
39        /** \addtogroup RenderSystem
40        *  @{
41        */
42
43        /** An abstract class that contains a depth/stencil buffer.
44                Depth Buffers can be attached to render targets. Note we handle Depth & Stencil together.
45                DepthBuffer sharing is handled automatically for you. However, there are times where you want
46                to specifically control depth buffers to achieve certain effects or increase performance.
47                You can control this by hinting Ogre with POOL IDs. Created depth buffers can live in different
48                pools, or all together in the same one.
49                Usually, a depth buffer can only be attached to a RenderTarget if it's dimensions are bigger
50                and have the same bit depth and same multisample settings. Depth Buffers are created automatically
51                for new RTs when needed, and stored in the pool where the RenderTarget should have drawn from.
52                By default, all RTs have the Id POOL_DEFAULT, which means all depth buffers are stored by default
53                in that pool. By choosing a different Pool Id for a specific RenderTarget, that RT will only
54                retrieve depth buffers from _that_ pool, therefore not conflicting with sharing depth buffers
55                with other RTs (such as shadows maps).
56                Setting an RT to POOL_MANUAL_USAGE means Ogre won't manage the DepthBuffer for you (not recommended)
57                RTs with POOL_NO_DEPTH are very useful when you don't want to create a DepthBuffer for it. You can
58                still manually attach a depth buffer though as internally POOL_NO_DEPTH & POOL_MANUAL_USAGE are
59                handled in the same way.
60
61                Behavior is consistent across all render systems, if, and only if, the same RSC flags are set
62                RSC flags that affect this class are:
63                        * RSC_RTT_SEPARATE_DEPTHBUFFER:
64                                The RTT can create a custom depth buffer different from the main depth buffer. This means,
65                                an RTT is able to not share it's depth buffer with the main window if it wants to.
66                        * RSC_RTT_MAIN_DEPTHBUFFER_ATTACHABLE:
67                                When RSC_RTT_SEPARATE_DEPTHBUFFER is set, some APIs (ie. OpenGL w/ FBO) don't allow using
68                                the main depth buffer for offscreen RTTs. When this flag is set, the depth buffer can be
69                                shared between the main window and an RTT.
70                        * RSC_RTT_DEPTHBUFFER_RESOLUTION_LESSEQUAL:
71                                When this flag isn't set, the depth buffer can only be shared across RTTs who have the EXACT
72                                same resolution. When it's set, it can be shared with RTTs as long as they have a
73                                resolution less or equal than the depth buffer's.
74
75        @remarks
76                        Design discussion http://www.ogre3d.org/forums/viewtopic.php?f=4&t=53534&p=365582
77        @author
78            Matias N. Goldberg
79        @version
80            1.0
81     */
82        class _OgreExport DepthBuffer : public RenderSysAlloc
83        {
84        public:
85                enum PoolId
86                {
87                        POOL_NO_DEPTH           = 0,
88                        POOL_MANUAL_USAGE       = 0,
89                        POOL_DEFAULT            = 1
90                };
91
92                DepthBuffer( uint16 poolId, uint16 bitDepth, uint32 width, uint32 height,
93                                         uint32 fsaa, const String &fsaaHint, bool manual );
94                virtual ~DepthBuffer();
95
96                /** Sets the pool id in which this DepthBuffer lives.
97            Note this will detach any render target from this depth buffer */
98                void _setPoolId( uint16 poolId );
99
100                /// Gets the pool id in which this DepthBuffer lives
101                virtual uint16 getPoolId() const;
102                virtual uint16 getBitDepth() const;
103                virtual uint32 getWidth() const;
104                virtual uint32 getHeight() const;
105                virtual uint32 getFsaa() const;
106                virtual const String& getFsaaHint() const;
107
108                /** Manual DepthBuffers are cleared in RenderSystem's destructor. Non-manual ones are released
109            with it's render target (aka, a backbuffer or similar) */
110                bool isManual() const;
111
112                /** Returns whether the specified RenderTarget is compatible with this DepthBuffer
113                        That is, this DepthBuffer can be attached to that RenderTarget
114            @remarks
115                Most APIs impose the following restrictions:
116                                Width & height must be equal or higher than the render target's
117                                They must be of the same bit depth.
118                                They need to have the same FSAA setting
119                        @param renderTarget The render target to test against
120        */
121                virtual bool isCompatible( RenderTarget *renderTarget ) const;
122
123                /** Called when a RenderTarget is attaches this DepthBuffer
124            @remarks
125                This function doesn't actually attach. It merely informs the DepthBuffer
126                                which RenderTarget did attach. The real attachment happens in
127                                RenderTarget::attachDepthBuffer()
128                        @param renderTarget The RenderTarget that has just been attached
129        */
130                virtual void _notifyRenderTargetAttached( RenderTarget *renderTarget );
131
132                /** Called when a RenderTarget is detaches from this DepthBuffer
133            @remarks
134                Same as DepthBuffer::_notifyRenderTargetAttached()
135                        @param renderTarget The RenderTarget that has just been detached
136        */
137                virtual void _notifyRenderTargetDetached( RenderTarget *renderTarget );
138
139        protected:
140                typedef set<RenderTarget*>::type RenderTargetSet;
141
142                uint16                                          mPoolId;
143                uint16                                          mBitDepth;
144                uint32                                          mWidth;
145                uint32                                          mHeight;
146                uint32                                          mFsaa;
147                String                                          mFsaaHint;
148
149                bool                                            mManual; //We don't Release manual surfaces on destruction
150                RenderTargetSet                         mAttachedRenderTargets;
151
152                void detachFromAllRenderTargets();
153        };
154}
155
156#include "OgreHeaderSuffix.h"
157
158#endif
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