/* * Copyright (C) 2009 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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. * * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``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 APPLE COMPUTER, INC. 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 WebGLFramebuffer_h #define WebGLFramebuffer_h #include "WebGLObject.h" #include #include namespace WebCore { class WebGLRenderbuffer; class WebGLTexture; class WebGLFramebuffer : public WebGLObject { public: virtual ~WebGLFramebuffer() { deleteObject(); } static PassRefPtr create(WebGLRenderingContext*); void setAttachment(GC3Denum attachment, GC3Denum texTarget, WebGLTexture*, GC3Dint level); void setAttachment(GC3Denum attachment, WebGLRenderbuffer*); // If an object is attached to the framebuffer, remove it. void removeAttachment(WebGLObject*); WebGLObject* getAttachment(GC3Denum) const; GC3Denum getColorBufferFormat() const; GC3Dsizei getWidth() const; GC3Dsizei getHeight() const; // This should always be called before drawArray, drawElements, clear, // readPixels, copyTexImage2D, copyTexSubImage2D if this framebuffer is // currently bound. // Return false if the framebuffer is incomplete; otherwise initialize // the buffers if they haven't been initialized and // needToInitializeRenderbuffers is true. bool onAccess(bool needToInitializeRenderbuffers); // Return false does not mean COMPLETE, might still be INCOMPLETE. bool isIncomplete(bool checkInternalFormat) const; bool hasEverBeenBound() const { return object() && m_hasEverBeenBound; } void setHasEverBeenBound() { m_hasEverBeenBound = true; } protected: WebGLFramebuffer(WebGLRenderingContext*); virtual void deleteObjectImpl(Platform3DObject); private: virtual bool isFramebuffer() const { return true; } // Return false if framebuffer is incomplete. bool initializeRenderbuffers(); bool isColorAttached() const { return (m_colorAttachment && m_colorAttachment->object()); } bool isDepthAttached() const { return (m_depthAttachment && m_depthAttachment->object()); } bool isStencilAttached() const { return (m_stencilAttachment && m_stencilAttachment->object()); } bool isDepthStencilAttached() const { return (m_depthStencilAttachment && m_depthStencilAttachment->object()); } RefPtr m_colorAttachment; RefPtr m_depthAttachment; RefPtr m_stencilAttachment; RefPtr m_depthStencilAttachment; bool m_hasEverBeenBound; GC3Denum m_texTarget; GC3Dint m_texLevel; }; } // namespace WebCore #endif // WebGLFramebuffer_h