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Python Open Source » Game 2D 3D » PyOpenGL 
PyOpenGL » PyOpenGL 3.0.1 » OpenGL » GL » ARB » framebuffer_object.py
'''OpenGL extension ARB.framebuffer_object

This module customises the behaviour of the 
OpenGL.raw.GL.ARB.framebuffer_object to provide a more 
Python-friendly API

Overview (from thespec import 
  
  ARB_framebuffer_object is an extension intended to address the following
  goals:
  
  - Reflect FBO-related functionality found in the OpenGL 3.0 specification.
  
  - Integrate multiple disjoint extensions into a single ARB extension.
    These extensions are:
  
      EXT_framebuffer_object
      EXT_framebuffer_blit
      EXT_framebuffer_multisample
      EXT_packed_depth_stencil    
  
  - Where appropriate, relax some of the constraints expressed by previous
    FBO-related extensions. In particular the requirement of matching
    attachment dimensions and component sizes has been relaxed, to allow
    implementations the freedom to support more flexible usages where
    possible.
  
  
  ARB_framebuffer_object defines an interface for drawing to rendering
  destinations other than the buffers provided to the GL by the
  window-system.
  
  In this extension, these newly defined rendering destinations are
  known collectively as "framebuffer-attachable images".  This
  extension provides a mechanism for attaching framebuffer-attachable
  images to the GL framebuffer as one of the standard GL logical
  buffers: color, depth, and stencil.  (Attaching a
  framebuffer-attachable image to the accum logical buffer is left for
  a future extension to define).  When a framebuffer-attachable image
  is attached to the framebuffer, it is used as the source and
  destination of fragment operations as described in Chapter 4.
  
  By allowing the use of a framebuffer-attachable image as a rendering
  destination, this extension enables a form of "offscreen" rendering.
  Furthermore, "render to texture" is supported by allowing the images
  of a texture to be used as framebuffer-attachable images.  A
  particular image of a texture object is selected for use as a
  framebuffer-attachable image by specifying the mipmap level, cube
  map face (for a cube map texture), and layer (for a 3D texture)
  that identifies the image.  The "render to texture" semantics of
  this extension are similar to performing traditional rendering to
  the framebuffer, followed immediately by a call to CopyTexSubImage.
  However, by using this extension instead, an application can achieve
  the same effect, but with the advantage that the GL can usually
  eliminate the data copy that would have been incurred by calling
  CopyTexSubImage.
  
  This extension also defines a new GL object type, called a
  "renderbuffer", which encapsulates a single 2D pixel image.  The
  image of renderbuffer can be used as a framebuffer-attachable image
  for generalized offscreen rendering and it also provides a means to
  support rendering to GL logical buffer types which have no
  corresponding texture format (stencil, accum, etc).  A renderbuffer
  is similar to a texture in that both renderbuffers and textures can
  be independently allocated and shared among multiple contexts.  The
  framework defined by this extension is general enough that support
  for attaching images from GLobjectsotherthantextures import 
  renderbuffers could be added by layered extensions.
  
  To facilitate efficient switching between collections of
  framebuffer-attachable images, this extension introduces another new
  GL object, called a framebuffer object.  A framebuffer object
  contains the state that defines the traditional GL framebuffer,
  including its set of images.  Prior to this extension, it was the
  window-system which defined and managed this collection of images,
  traditionally by grouping them into a "drawable".  The window-system
  API's would also provide a function (i.e., wglMakeCurrent,
  glXMakeCurrent, aglSetDrawable, etc.) to bind a drawable with a GL
  context (as is done in the WGL_ARB_pbuffer extension).  In this
  extension however, this functionality is subsumed by the GL and the
  GL provides the function BindFramebufferARB to bind a framebuffer
  object to the current context.  Later, the context can bind back to
  the window-system-provided framebuffer in order to display rendered
  content.
  
  Previous extensions that enabled rendering to a texture have been
  much more complicated.  One example is the combination of
  ARB_pbuffer and ARB_render_texture, both of which are window-system
  extensions.  This combination requires calling MakeCurrent, an
  operation that may be expensive, to switch between the window and
  the pbuffer drawables.  An application must create one pbuffer per
  renderable texture in order to portably use ARB_render_texture.  An
  application must maintain at least one GL context per texture
  format, because each context can only operate on a single
  pixelformat or FBConfig.  All of these characteristics make
  ARB_render_texture both inefficient and cumbersome to use.
  
  ARB_framebuffer_object, on the other hand, is both simpler to use
  and more efficient than ARB_render_texture.  The
  ARB_framebuffer_object API is contained wholly within the GL API and
  has no (non-portable) window-system components.  Under
  ARB_framebuffer_object, it is not necessary to create a second GL
  context when rendering to a texture image whose format differs from  import 
  that of the window.  Finally, unlike the pbuffers of
  ARB_render_texture, a single framebuffer object can facilitate
  rendering to an unlimited number of texture objects.
  
  This extension differs from EXT_framebuffer_objectbysplittingthe import 
  framebuffer object binding point into separate DRAW and READ
  bindings (incorporating functionality introduced by
  EXT_framebuffer_blit). This allows copying directly from one import 
  framebuffer to another. In addition, a new high performance blit
  function is added to facilitate these blits and perform some data
  conversion where allowed.
  
  This extension also enables usage of multisampling in conjunction with
  renderbuffers (incorporating functionality from  import 
  EXT_packed_depth_stencil), as follows:
  
  The new operation RenderbufferStorageMultisample() allocates
  storage for a renderbuffer object that can be used as a multisample
  buffer.  A multisample render buffer image differs from a import 
  single-sample render buffer image in that a multisample image has a
  number of SAMPLES that is greater than zero.  No method is provided
  for creating multisample texture images.
  
  All of the framebuffer-attachable images attached to a framebuffer
  object must have the same number of SAMPLES or else the framebuffer
  object is not "framebuffer complete".  If a framebuffer object with
  multisample attachments is "framebuffer complete", then the
  framebuffer object behaves as if SAMPLE_BUFFERS is one.
  
  In traditional multisample rendering, where
  DRAW_FRAMEBUFFER_BINDING is zero and SAMPLE_BUFFERS is one, the
  GL spec states that "the color sample values are resolved to a
  single, displayable color each time a pixel is updated."  There are,
  however, several modern hardware implementations that do not
  actually resolve for each sample update, but instead postpones the
  resolve operation to a later time and resolve a batch of sample
  updates at a time.  This is OK as long as the implementation behaves
  "as if" it had resolved a sample-at-a-time. Unfortunately, however,
  honoring the "as if" rule can sometimes degrade performance.
  
  In contrast, when DRAW_FRAMEBUFFER_BINDING is an
  application-created framebuffer object, MULTISAMPLE is enabled, and
  SAMPLE_BUFFERS is one, there is no implicit per-sample-update
  resolve.  Instead, the application explicitly controls when the
  resolve operation is performed.  The resolve operation is affected
  by calling BlitFramebuffer where the source is a multisample
  application-created framebuffer object and the destination is a 
  single-sample framebuffer object (either application-created or 
  window-system provided).
  
  This design for multisample resolve more closely matches current
  hardware, but still permits implementations which choose to resolve
  a single sample at a time.  If hardware that implements the
  multisample resolution "one sample at a time" exposes
  ARB_framebuffer_object, it could perform the implicit resolve
  to a driver-managed hidden surface, then read from thatsurfacewhen import 
  the application calls BlitFramebuffer.
  
  Another motivation for granting the application explicit control
  over the multisample resolve operation has to do with the
  flexibility afforded by ARB_framebuffer_object.  Previously, a
  drawable (window or pbuffer) had exclusive access to all of its
  buffers.  There was no mechanism for sharing a buffer across
  multiple drawables.  Under ARB_framebuffer_object, however, a
  mechanism exists for sharing a framebuffer-attachable image across
  several framebuffer objects, as well as sharing an image between a
  framebuffer object and a texture.  If we had retained the "implicit"
  resolve from traditionalmultisampledrenderingallowedthe import 
  creation of "multisample" format renderbuffers, then this type of
  sharing would have lead to two problematic situations:
  
    * Two contexts, which shared renderbuffers, might perform
      competing resolve operations into the same single-sample buffer
      with ambiguous results.
  
    * It would have introduced the unfortunate ability to use the
      single-sample buffer as a texture while MULTISAMPLE is ENABLED.
  
  Using BlitFramebuffer as an explicit resolve to serialize access to
  the multisampled contents and eliminate the implicit per-sample
  resolve operation, we avoid both of these problems.
  
  This extension also enables usage of packed depth-stencil formats in 
  renderbuffers (incorporating functionality from  import 
  EXT_packed_depth_stencil), as follows:
  
  Many OpenGL implementations have chosen to interleave the depth and
  stencil buffers into one buffer, often with 24 bits of depth
  precision and 8 bits of stencil data.  32 bits is more than is
  needed for the depth buffer much of the time; a 24-bit depth buffer,
  on the other hand, requires that reads and writes of depth data be
  unaligned with respect to power-of-two boundaries.  On the other
  hand, 8 bits of stencil data is more than sufficient for most
  applications, so it is only natural to pack the two buffers into a
  single buffer with both depth and stencil data.  OpenGL never
  provides direct access to the buffers, so the OpenGL implementation
  can provide an interface to applications where it appears the one
  merged buffer is composed of two logical buffers.
  
  One disadvantage of this scheme is that OpenGL lacks any means by
  which this packed data can be handled efficiently.  For example,
  when an application reads from thebitdepthbufferusingthe import 
  type GL_UNSIGNED_SHORT will lose 8 bits of data, while
  GL_UNSIGNED_INT has 8 too many.  Both require expensive format
  conversion operations.  A 24-bit format would be no more suitable,
  because it would also suffer from theunalignedmemoryaccessesthat import 
  made the standalone 24-bit depth buffer an unattractive proposition
  in the first place.
  
  Many applications, such as parallel rendering applications, may also
  wish to draw to or read back from boththedepthstencilbuffers import 
  at the same time.  Currently this requires two separate operations,
  reducing performance.  Since the buffers are interleaved, drawing to
  or reading from bothshouldbenomoreexpensivethanusingjust import 
  one; in some cases, it may even be cheaper.
  
  This extension provides a new data format, GL_DEPTH_STENCIL,
  that can be used with the glDrawPixels, glReadPixels, and
  glCopyPixels commands, as well as a packed data type,
  GL_UNSIGNED_INT_24_8, that is meant to be used with
  GL_DEPTH_STENCIL.  No other data types are supported with
  GL_DEPTH_STENCIL.  If ARB_depth_texture or SGIX_depth_texture is
  supported, GL_DEPTH_STENCIL/GL_UNSIGNED_INT_24_8 data can
  also be used for textures; this provides a more efficient way to
  supply data for a 24-bit depth texture.
  
  GL_DEPTH_STENCIL data, when passed through the pixel path,
  undergoes both depth and stencil operations.  The depth data is
  scaled and biased by the current GL_DEPTH_SCALE and GL_DEPTH_BIAS,
  while the stencil data is shifted and offset by the current
  GL_INDEX_SHIFT and GL_INDEX_OFFSET.  The stencil data is also put
  through the stencil-to-stencil pixel map.
  
  glDrawPixels of GL_DEPTH_STENCIL data operates similarly to that
  of GL_STENCIL_INDEX data, bypassing the OpenGL fragment pipeline
  entirely, unlike the treatment of GL_DEPTH_COMPONENT data.  The
  stencil and depth masks are applied, as are the pixel ownership and
  scissor tests, but all other operations are skipped.
  
  glReadPixels of GL_DEPTH_STENCIL data reads back a rectangle
  from boththedepthstencilbuffers. import 
  
  glCopyPixels of GL_DEPTH_STENCIL data copies a rectangle from  import 
  both the depth and stencil buffers.  Like glDrawPixels, it applies
  both the stencil and depth masks but skips the remainder of the
  OpenGL fragment pipeline.
  
  glTex[Sub]Image[1,2,3]D of GL_DEPTH_STENCIL data loads depth and
  stencil data into a depth_stencil texture.  glGetTexImage of
  GL_DEPTH_STENCIL data can be used to retrieve depth and stencil
  data from adepthstenciltexture. import 
  
  In addition, a new base internal format, GL_DEPTH_STENCIL, can
  be used by both texture images and renderbuffer storage.  When an
  image with a DEPTH_STENCIL internal format is attached to both
  the depth and stencil attachment points of a framebuffer object, 
  then it becomes both the depth and stencil
  buffers of the framebuffer.  This fits nicely with hardware that
  interleaves both depth and stencil data into a single buffer.  When
  a texture with DEPTH_STENCIL data is bound for texturing, only
  the depth component is accessible through the texture fetcher.  The
  stencil data can be written with TexImage or CopyTexImage, and can
  be read with GetTexImage.  When a DEPTH_STENCIL image is
  attached to the stencil attachment of the bound framebuffer object,
  the stencil data can be accessed through any operation that reads
  from writestotheframebuffersstencilbuffer. import 
  

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ARB/framebuffer_object.txt
'''
from OpenGL import platform,constants,constant,arrays
from OpenGL import extensions,wrapper
from OpenGL.GL import glget
import ctypes
from OpenGL.raw.GL.ARB.framebuffer_object import *
### END AUTOGENERATED SECTION
from OpenGL.lazywrapper import lazy

glGenFramebuffers = wrapper.wrapper(glGenFramebuffers).setOutput(
                'framebuffers', 
                lambda x: (x,), 
                'n')
                
glGenRenderbuffers = wrapper.wrapper(glGenRenderbuffers).setOutput(
                'renderbuffers', 
                lambda x: (x,), 
                'n')


@lazy( glDeleteFramebuffers )
def glDeleteFramebuffers( baseOperation, n, framebuffers=None ):
    """glDeleteFramebuffers( framebuffers ) -> None 
    """
    if framebuffers is None:
        framebuffers = arrays.GLuintArray.asArray( n )
        n = arrays.GLuintArray.arraySize( framebuffers )
    return baseOperation( n, framebuffers )

# Setup the GL_UNSIGNED_INT_24_8 image type
from OpenGL import images
from OpenGL.constants import GL_UNSIGNED_INT
images.TYPE_TO_ARRAYTYPE[ GL_UNSIGNED_INT_24_8 ] = GL_UNSIGNED_INT
images.TIGHT_PACK_FORMATS[ GL_UNSIGNED_INT_24_8 ] = 4

# The extensions actually use the _EXT forms, which is a bit confusing 
# for users, IMO.
GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS = constant.Constant( 'GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS', 0x8CD9 )
GL_FRAMEBUFFER_INCOMPLETE_FORMATS = constant.Constant( 'GL_FRAMEBUFFER_INCOMPLETE_FORMATS', 0x8CDA )
GL_FRAMEBUFFER_UNSUPPORTED = constant.Constant( 'GL_FRAMEBUFFER_UNSUPPORTED', 0x8CDD )
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