cuda-samples/Samples/5_Domain_Specific/smokeParticles/framebufferObject.h

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/*
Copyright (c) 2005,
Aaron Lefohn (lefohn@cs.ucdavis.edu)
Robert Strzodka (strzodka@stanford.edu)
Adam Moerschell (atmoerschell@ucdavis.edu)
All rights reserved.
This software is licensed under the BSD open-source license. See
http://www.opensource.org/licenses/bsd-license.php for more detail.
*************************************************************
Redistribution and use in source and binary forms, with or
without modification, are permitted provided that the following
conditions are met:
Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the University of California, Davis nor the names of
the contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
OF SUCH DAMAGE.
*/
2022-01-13 14:05:24 +08:00
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
2021-10-21 19:04:49 +08:00
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef UCDAVIS_FRAMEBUFFER_OBJECT_H
#define UCDAVIS_FRAMEBUFFER_OBJECT_H
#include <iostream>
/*!
FramebufferObject Class. This class encapsulates the FramebufferObject
(FBO) OpenGL spec. See the official spec at:
http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt
for details.
A framebuffer object (FBO) is conceptually a structure containing pointers
to GPU memory. The memory pointed to is either an OpenGL texture or an
OpenGL RenderBuffer. FBOs can be used to render to one or more textures,
share depth buffers between multiple sets of color buffers/textures and
are a complete replacement for pbuffers.
Performance Notes:
1) It is more efficient (but not required) to call Bind()
on an FBO before making multiple method calls. For example:
FramebufferObject fbo;
fbo.Bind();
fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT);
fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT);
fbo.IsValid();
To provide a complete encapsulation, the following usage
pattern works correctly but is less efficient:
FramebufferObject fbo;
// NOTE : No Bind() call
fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT);
fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT);
fbo.IsValid();
The first usage pattern binds the FBO only once, whereas
the second usage binds/unbinds the FBO for each method call.
2) Use FramebufferObject::Disable() sparingly. We have intentionally
left out an "Unbind()" method because it is largely unnecessary
and encourages rendundant Bind/Unbind coding. Binding an FBO is
usually much faster than enabling/disabling a pbuffer, but is
still a costly operation. When switching between multiple FBOs
and a visible OpenGL framebuffer, the following usage pattern
is recommended:
FramebufferObject fbo1, fbo2;
fbo1.Bind();
... Render ...
// NOTE : No Unbind/Disable here...
fbo2.Bind();
... Render ...
// Disable FBO rendering and return to visible window
// OpenGL framebuffer.
FramebufferObject::Disable();
*/
class FramebufferObject {
public:
/// Ctor/Dtor
FramebufferObject();
virtual ~FramebufferObject();
/// Bind this FBO as current render target
void Bind();
/// Bind a texture to the "attachment" point of this FBO
virtual void AttachTexture(GLenum texTarget, GLuint texId,
GLenum attachment = GL_COLOR_ATTACHMENT0_EXT,
int mipLevel = 0, int zSlice = 0);
/// Bind an array of textures to multiple "attachment" points of this FBO
/// - By default, the first 'numTextures' attachments are used,
/// starting with GL_COLOR_ATTACHMENT0_EXT
virtual void AttachTextures(int numTextures, GLenum texTarget[],
GLuint texId[], GLenum attachment[] = NULL,
int mipLevel[] = NULL, int zSlice[] = NULL);
/// Bind a render buffer to the "attachment" point of this FBO
virtual void AttachRenderBuffer(GLuint buffId,
GLenum attachment = GL_COLOR_ATTACHMENT0_EXT);
/// Bind an array of render buffers to corresponding "attachment" points
/// of this FBO.
/// - By default, the first 'numBuffers' attachments are used,
/// starting with GL_COLOR_ATTACHMENT0_EXT
virtual void AttachRenderBuffers(int numBuffers, GLuint buffId[],
GLenum attachment[] = NULL);
/// Free any resource bound to the "attachment" point of this FBO
void Unattach(GLenum attachment);
/// Free any resources bound to any attachment points of this FBO
void UnattachAll();
/// Is this FBO currently a valid render target?
/// - Sends output to std::cerr by default but can
/// be a user-defined C++ stream
///
/// NOTE : This function works correctly in debug build
/// mode but always returns "true" if NDEBUG is
/// is defined (optimized builds)
#ifndef NDEBUG
bool IsValid(std::ostream &ostr = std::cerr);
#else
bool IsValid(std::ostream &ostr = std::cerr) { return true; }
#endif
/// BEGIN : Accessors
/// Is attached type GL_RENDERBUFFER_EXT or GL_TEXTURE?
GLenum GetAttachedType(GLenum attachment);
/// What is the Id of Renderbuffer/texture currently
/// attached to "attachment?"
GLuint GetAttachedId(GLenum attachment);
/// Which mipmap level is currently attached to "attachment?"
GLint GetAttachedMipLevel(GLenum attachment);
/// Which cube face is currently attached to "attachment?"
GLint GetAttachedCubeFace(GLenum attachment);
/// Which z-slice is currently attached to "attachment?"
GLint GetAttachedZSlice(GLenum attachment);
/// END : Accessors
/// BEGIN : Static methods global to all FBOs
/// Return number of color attachments permitted
static int GetMaxColorAttachments();
/// Disable all FBO rendering and return to traditional,
/// windowing-system controlled framebuffer
/// NOTE:
/// This is NOT an "unbind" for this specific FBO, but rather
/// disables all FBO rendering. This call is intentionally "static"
/// and named "Disable" instead of "Unbind" for this reason. The
/// motivation for this strange semantic is performance. Providing
/// "Unbind" would likely lead to a large number of unnecessary
/// FBO enabling/disabling.
static void Disable();
/// END : Static methods global to all FBOs
protected:
void _GuardedBind();
void _GuardedUnbind();
void _FramebufferTextureND(GLenum attachment, GLenum texTarget, GLuint texId,
int mipLevel, int zSlice);
static GLuint _GenerateFboId();
private:
GLuint m_fboId;
GLint m_savedFboId;
};
#endif