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9b6a399011
- Actually it's MSAA I think, or perhaps the terms are equivalent - I've made it fit into the existing Irrlicht architecture, but that has resulted in code duplication compared to my original "hacky" approach - OpenGL 3.2+ and OpenGL ES 3.1+ are supported - EDT_OPENGL3 is not required, EDT_OPENGL works too - Helpful tutorial: https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing, section "Off-screen MSAA" - This may be rough around the edges, but in general it works
121 lines
3.3 KiB
C++
121 lines
3.3 KiB
C++
// Copyright (C) 2015 Patryk Nadrowski
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#include "IReferenceCounted.h"
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#include "EDriverTypes.h"
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#include "irrArray.h"
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namespace irr
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{
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namespace video
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{
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class ITexture;
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//! Enumeration of cube texture surfaces
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enum E_CUBE_SURFACE
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{
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ECS_POSX = 0,
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ECS_NEGX,
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ECS_POSY,
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ECS_NEGY,
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ECS_POSZ,
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ECS_NEGZ
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};
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//! Interface of a Render Target.
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/** This is a framebuffer object (FBO) in OpenGL. */
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class IRenderTarget : public virtual IReferenceCounted
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{
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public:
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//! constructor
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IRenderTarget() :
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DepthStencil(0), DriverType(EDT_NULL)
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{
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}
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//! Returns an array of previously set textures.
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const core::array<ITexture *> &getTexture() const
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{
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return Textures;
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}
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//! Returns a of previously set depth / depth-stencil texture.
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ITexture *getDepthStencil() const
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{
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return DepthStencil;
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}
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//! Returns an array of active surface for cube textures
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const core::array<E_CUBE_SURFACE> &getCubeSurfaces() const
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{
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return CubeSurfaces;
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}
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//! Set multiple textures.
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/** Set multiple textures for the render target.
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\param texture Array of texture objects. These textures are used for a color outputs.
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\param depthStencil Depth or packed depth-stencil texture. This texture is used as depth
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or depth-stencil buffer. You can pass getDepthStencil() if you don't want to change it.
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\param cubeSurfaces When rendering to cube textures, set the surface to be used for each texture. Can be empty otherwise.
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*/
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void setTexture(const core::array<ITexture *> &texture, ITexture *depthStencil, const core::array<E_CUBE_SURFACE> &cubeSurfaces = core::array<E_CUBE_SURFACE>())
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{
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setTextures(texture.const_pointer(), texture.size(), depthStencil, cubeSurfaces.const_pointer(), cubeSurfaces.size());
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}
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//! Sets one texture + depthStencil
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//! You can pass getDepthStencil() for depthStencil if you don't want to change that one
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void setTexture(ITexture *texture, ITexture *depthStencil)
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{
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if (texture) {
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setTextures(&texture, 1, depthStencil);
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} else {
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setTextures(0, 0, depthStencil);
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}
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}
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//! Set one cube surface texture.
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void setTexture(ITexture *texture, ITexture *depthStencil, E_CUBE_SURFACE cubeSurface)
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{
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if (texture) {
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setTextures(&texture, 1, depthStencil, &cubeSurface, 1);
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} else {
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setTextures(0, 0, depthStencil, &cubeSurface, 1);
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}
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}
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//! Get driver type of render target.
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E_DRIVER_TYPE getDriverType() const
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{
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return DriverType;
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}
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protected:
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//! Set multiple textures.
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// NOTE: working with pointers instead of arrays to avoid unnecessary memory allocations for the single textures case
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virtual void setTextures(ITexture *const *textures, u32 numTextures, ITexture *depthStencil, const E_CUBE_SURFACE *cubeSurfaces = 0, u32 numCubeSurfaces = 0) = 0;
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//! Textures assigned to render target.
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core::array<ITexture *> Textures;
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//! Depth or packed depth-stencil texture assigned to render target.
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ITexture *DepthStencil;
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//! Active surface of cube textures
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core::array<E_CUBE_SURFACE> CubeSurfaces;
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//! Driver type of render target.
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E_DRIVER_TYPE DriverType;
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private:
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// no copying (IReferenceCounted still allows that for reasons which take some time to work around)
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IRenderTarget(const IRenderTarget &);
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IRenderTarget &operator=(const IRenderTarget &);
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};
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}
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}
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