| /* |
| * 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 <wtf/PassRefPtr.h> |
| #include <wtf/RefCounted.h> |
| |
| namespace WebCore { |
| |
| class WebGLRenderbuffer; |
| class WebGLTexture; |
| |
| class WebGLFramebuffer : public WebGLObject { |
| public: |
| virtual ~WebGLFramebuffer() { deleteObject(); } |
| |
| static PassRefPtr<WebGLFramebuffer> 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<WebGLObject> m_colorAttachment; |
| RefPtr<WebGLObject> m_depthAttachment; |
| RefPtr<WebGLObject> m_stencilAttachment; |
| RefPtr<WebGLObject> m_depthStencilAttachment; |
| |
| bool m_hasEverBeenBound; |
| |
| GC3Denum m_texTarget; |
| GC3Dint m_texLevel; |
| }; |
| |
| } // namespace WebCore |
| |
| #endif // WebGLFramebuffer_h |