OGRE
2.3
Object-Oriented Graphics Rendering Engine
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#include <OgreGL3PlusDepthBuffer.h>
Public Types | |
enum | DepthFormatsMask { DFM_D32 = 1u << 0u , DFM_D24 = 1u << 1u , DFM_D16 = 1u << 2u , DFM_S8 = 1u << 3u } |
enum | PoolId { POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 , POOL_NON_SHAREABLE = 65534 , POOL_INVALID = 65535 , POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 , POOL_NON_SHAREABLE = 65534 , POOL_INVALID = 65535 } |
enum | PoolId { POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 , POOL_NON_SHAREABLE = 65534 , POOL_INVALID = 65535 , POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 , POOL_NON_SHAREABLE = 65534 , POOL_INVALID = 65535 } |
Public Member Functions | |
GL3PlusDepthBuffer (uint16 poolId, GL3PlusRenderSystem *renderSystem, GL3PlusContext *creatorContext, GLenum depthFormat, GLenum stencilFormat, uint32 width, uint32 height, uint32 fsaa, uint32 multiSampleQuality, PixelFormat pixelFormat, bool isDepthTexture, bool _isManual) | |
~GL3PlusDepthBuffer () | |
virtual void | _notifyRenderTargetAttached (RenderTarget *renderTarget) |
Called when a RenderTarget is attaches this DepthBuffer. More... | |
virtual void | _notifyRenderTargetDetached (RenderTarget *renderTarget) |
Called when a RenderTarget is detaches from this DepthBuffer. More... | |
void | _setPoolId (uint16 poolId) |
Sets the pool id in which this DepthBuffer lives. More... | |
void | bindToFramebuffer (GLenum target=GL_FRAMEBUFFER) |
bool | copyTo (DepthBuffer *destination) |
Copies the contents of the DepthBuffer to the destination. More... | |
virtual uint16 | getBitDepth () const |
GLuint | getDepthBuffer () const |
PixelFormat | getFormat (void) const |
virtual uint32 | getFsaa () const |
virtual const String & | getFsaaHint () const |
GL3PlusContext * | getGLContext () const |
virtual uint32 | getHeight () const |
virtual uint16 | getPoolId () const |
Gets the pool id in which this DepthBuffer lives. More... | |
GLuint | getStencilBuffer () const |
virtual uint32 | getWidth () const |
bool | hasSeparateStencilBuffer () const |
virtual bool | isCompatible (RenderTarget *renderTarget, bool exactFormatMatch) const |
Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget. More... | |
bool | isDepthTexture (void) const |
bool | isManual () const |
Manual DepthBuffers are cleared in RenderSystem's destructor. More... | |
void | operator delete (void *ptr) |
void | operator delete (void *ptr, const char *, int, const char *) |
void | operator delete (void *ptr, void *) |
void | operator delete[] (void *ptr) |
void | operator delete[] (void *ptr, const char *, int, const char *) |
void * | operator new (size_t sz) |
void * | operator new (size_t sz, const char *file, int line, const char *func) |
operator new, with debug line info More... | |
void * | operator new (size_t sz, void *ptr) |
placement operator new More... | |
void * | operator new[] (size_t sz) |
void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
array operator new, with debug line info More... | |
Static Public Attributes | |
static uint8 | AvailableDepthFormats |
During initialization DefaultDepthBufferFormat is overriden with a supported format. More... | |
static PixelFormatGpu | DefaultDepthBufferFormat |
OpenGL supports 3 different methods: FBO, pbuffer & Copy. Each one has it's own limitations. Non-FBO methods are solved using "dummy" DepthBuffers. That is, a DepthBuffer pointer is attached to the RenderTarget (for the sake of consistency) but it doesn't actually contain a Depth surface/renderbuffer (mDepthBuffer & mStencilBuffer are null pointers all the time) Those dummy DepthBuffers are identified thanks to their GL context. Note that FBOs don't allow sharing with the main window's depth buffer. Therefore even when FBO is enabled, a dummy DepthBuffer is still used to manage the windows.
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inherited |
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inherited |
Ogre::GL3PlusDepthBuffer::GL3PlusDepthBuffer | ( | uint16 | poolId, |
GL3PlusRenderSystem * | renderSystem, | ||
GL3PlusContext * | creatorContext, | ||
GLenum | depthFormat, | ||
GLenum | stencilFormat, | ||
uint32 | width, | ||
uint32 | height, | ||
uint32 | fsaa, | ||
uint32 | multiSampleQuality, | ||
PixelFormat | pixelFormat, | ||
bool | isDepthTexture, | ||
bool | _isManual | ||
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Ogre::GL3PlusDepthBuffer::~GL3PlusDepthBuffer | ( | ) |
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virtualinherited |
Called when a RenderTarget is attaches this DepthBuffer.
renderTarget | The RenderTarget that has just been attached |
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virtualinherited |
Called when a RenderTarget is detaches from this DepthBuffer.
renderTarget | The RenderTarget that has just been detached |
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inherited |
Sets the pool id in which this DepthBuffer lives.
Note this will detach any render target from this depth buffer
void Ogre::GL3PlusDepthBuffer::bindToFramebuffer | ( | GLenum | target = GL_FRAMEBUFFER | ) |
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inherited |
Copies the contents of the DepthBuffer to the destination.
Useful when you want to bind a DepthBuffer for sampling as a texture, but later resume rendering with this depth buffer (binding a DepthBuffer as a texture forces it to be decompressed and disables other optimization algorithms on a lot of Hardware. GCN Tahiti aka AMD Radeon R9 280 is no longer affected by this issue)
destination | DepthBuffer to copy to. |
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Gets the pool id in which this DepthBuffer lives.
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bool Ogre::GL3PlusDepthBuffer::hasSeparateStencilBuffer | ( | ) | const |
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Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget.
renderTarget | The render target to test against |
exactFormatMatch | True if looking for the exact format according to the RT's preferred format. False if the RT's preferred format should be ignored. |
Reimplemented from Ogre::DepthBuffer.
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Manual DepthBuffers are cleared in RenderSystem's destructor.
Non-manual ones are released with it's render target (aka, a backbuffer or similar)
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operator new, with debug line info
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inlineinherited |
placement operator new
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inlineinherited |
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inlineinherited |
array operator new, with debug line info
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staticinherited |
During initialization DefaultDepthBufferFormat is overriden with a supported format.
This can be troublesome when creating the first render window, as you cannot tell Ogre which format do you wish to use for that window.
That's where AvailableDepthFormats comes in:
Before initialization user can set this mask to inform which formats they want to use. Ogre will go from best format to worst until a supported one is found. The default value is all bits set.
Set this to 0 to never use depth buffers. If you only wish render windows to not use depth buffers, then create the window with miscParam["depth_buffer"] = "no";
After initialization the mask is left untouched
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staticinherited |