/* ----------------------------------------------------------------------------- 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 __DepthBuffer_H__ #define __DepthBuffer_H__ #include "OgrePrerequisites.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup RenderSystem * @{ */ /** An abstract class that contains a depth/stencil buffer. Depth Buffers can be attached to render targets. Note we handle Depth & Stencil together. DepthBuffer sharing is handled automatically for you. However, there are times where you want to specifically control depth buffers to achieve certain effects or increase performance. You can control this by hinting Ogre with POOL IDs. Created depth buffers can live in different pools, or alltoghether in the same one. Usually, a depth buffer can only be attached to a RenderTarget only if it's dimensions are bigger and have the same bit depth and same multisample settings. Depth Buffers are created automatically for new RTs when needed, and stored in the pool where the RenderTarget should have drawn from. By default, all RTs have the Id POOL_DEFAULT, which means all depth buffers are stored by default in that pool. By chosing a different Pool Id for a specific RenderTarget, that RT will only retrieve depth buffers from _that_ pool, therefore not conflicting with sharing depth buffers with other RTs (such as shadows maps). Setting an RT to POOL_MANUAL_USAGE means Ogre won't manage the DepthBuffer for you (not recommended) RTs with POOL_NO_DEPTH are very useful when you don't want to create a DepthBuffer for it. You can still manually attach a depth buffer though as internally POOL_NO_DEPTH & POOL_MANUAL_USAGE are handled in the same way. Behavior is consistent across all render systems, if, and only if, the same RSC flags are set RSC flags that affect this class are: * RSC_RTT_SEPARATE_DEPTHBUFFER: The RTT can create a custom depth buffer different from the main depth buffer. This means, an RTT is able to not share it's depth buffer with the main window if it wants to. * RSC_RTT_MAIN_DEPTHBUFFER_ATTACHABLE: When RSC_RTT_SEPARATE_DEPTHBUFFER is set, some APIs (ie. OpenGL w/ FBO) don't allow using the main depth buffer for offscreen RTTs. When this flag is set, the depth buffer can be shared between the main window and an RTT. * RSC_RTT_DEPTHBUFFER_RESOLUTION_LESSEQUAL: When this flag isn't set, the depth buffer can only be shared across RTTs who have the EXACT same resolution. When it's set, it can be shared with RTTs as long as they have a resolution less or equal than the depth buffer's. @remarks Design discussion http://www.ogre3d.org/forums/viewtopic.php?f=4&t=53534&p=365582 @author Matias N. Goldberg @version 1.0 */ class _OgreExport DepthBuffer : public RenderSysAlloc { public: enum PoolId { POOL_NO_DEPTH = 0, POOL_MANUAL_USAGE = 0, POOL_DEFAULT = 1 }; DepthBuffer( uint16 poolId, uint16 bitDepth, uint32 width, uint32 height, uint32 fsaa, const String &fsaaHint, bool manual ); virtual ~DepthBuffer(); //Sets the pool id in which this DepthBuffer lives //Note this will detach any render target from this depth buffer void _setPoolId( uint16 poolId ); //Gets the pool id in which this DepthBuffer lives virtual uint16 getPoolId() const; virtual uint16 getBitDepth() const; virtual uint32 getWidth() const; virtual uint32 getHeight() const; virtual uint32 getFsaa() const; virtual const String& getFsaaHint() const; //Manual DepthBuffers are cleared in RenderSystem's destructor. Non-manual ones are released //with it's render target (aka, a backbuffer or similar) bool isManual() const; /** Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget @remarks Most APIs impose the following restrictions: Width & height must be equal or higher than the render target's They must be of the same bit depth. They need to have the same FSAA setting @param renderTarget The render target to test against */ virtual bool isCompatible( RenderTarget *renderTarget ) const; /** Called when a RenderTarget is attaches this DepthBuffer @remarks This function doesn't actually attach. It merely informs the DepthBuffer which RenderTarget did attach. The real attachment happens in RenderTarget::attachDepthBuffer() @param renderTarget The RenderTarget that has just been attached */ virtual void _notifyRenderTargetAttached( RenderTarget *renderTarget ); /** Called when a RenderTarget is detaches from this DepthBuffer @remarks Same as DepthBuffer::_notifyRenderTargetAttached() @param renderTarget The RenderTarget that has just been attached */ virtual void _notifyRenderTargetDetached( RenderTarget *renderTarget ); protected: typedef set::type RenderTargetSet; uint16 mPoolId; uint16 mBitDepth; uint32 mWidth; uint32 mHeight; uint32 mFsaa; String mFsaaHint; bool mManual; //We don't Release manual surfaces on destruction RenderTargetSet mAttachedRenderTargets; void detachFromAllRenderTargets(); }; } #endif