overte/libraries/render-utils/src/FramebufferCache.h

71 lines
2.3 KiB
C++

//
// Created by Bradley Austin Davis on 2015/07/20
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_FramebufferCache_h
#define hifi_FramebufferCache_h
#include <QSize>
#include <gpu/Framebuffer.h>
#include <DependencyManager.h>
namespace gpu {
class Batch;
}
/// Stores cached textures, including render-to-texture targets.
class FramebufferCache : public Dependency {
SINGLETON_DEPENDENCY
public:
/// Sets the desired texture resolution for the framebuffer objects.
void setFrameBufferSize(QSize frameBufferSize);
const QSize& getFrameBufferSize() const { return _frameBufferSize; }
/// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is
/// used for scene rendering.
gpu::FramebufferPointer getPrimaryFramebuffer();
gpu::TexturePointer getPrimaryDepthTexture();
gpu::TexturePointer getPrimaryColorTexture();
gpu::TexturePointer getPrimaryNormalTexture();
gpu::TexturePointer getPrimarySpecularTexture();
/// Returns the framebuffer object used to render shadow maps;
gpu::FramebufferPointer getShadowFramebuffer();
/// Returns the framebuffer object used to render selfie maps;
gpu::FramebufferPointer getSelfieFramebuffer();
/// Returns a free framebuffer with a single color attachment for temp or intra-frame operations
gpu::FramebufferPointer getFramebuffer();
// TODO add sync functionality to the release, so we don't reuse a framebuffer being read from
/// Releases a free framebuffer back for reuse
void releaseFramebuffer(const gpu::FramebufferPointer& framebuffer);
private:
FramebufferCache();
virtual ~FramebufferCache();
void createPrimaryFramebuffer();
gpu::FramebufferPointer _primaryFramebuffer;
gpu::TexturePointer _primaryDepthTexture;
gpu::TexturePointer _primaryColorTexture;
gpu::TexturePointer _primaryNormalTexture;
gpu::TexturePointer _primarySpecularTexture;
gpu::FramebufferPointer _shadowFramebuffer;
gpu::FramebufferPointer _selfieFramebuffer;
QSize _frameBufferSize{ 100, 100 };
};
#endif // hifi_FramebufferCache_h