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OpenGL has a notion of a currently bound Framebuffers for drawing and reading. It can be the default framebuffer such as created with a standard window/context or it can be a user created Framebuffer objects. When draw and read commands are invoked, they apply to the current draw and/or read frambuffers. A framebuffer consists of color buffers and an optional depth buffer. The FramebufferObject does not hold the memory for these buffers, it just keeps track of what buffers are attached to it. The buffers themselves hold the storage for the pixels/depths. In the context of this discussion a buffer can be either a vtkTextureObject (both 2D or a slice of a 3D texture) or a vtkRenderbuffer. In some cases a renderbuffer may be faster or more lightweight but you cannot pass a renderbuffer into a shader for sampling in a later pass like you can a texture. You attach these buffers to the Framebuffer using methods such as AddColorAttachment or AddDepthAttachment In normal usage a buffer is Attached to a FramebufferObject and then some or all of the attached buffers are activated for drawing or reading. When you have a framebuffer bound along with some buffers attached to it you can then activate specific buffers for drawing or reading. So you have draw and read framebuffer objects (bindings) and then for the currently bound FramebufferObjects you have active draw and read buffers. A single FramebufferObject can be bound to both Draw and Read. Likewise a single buffer can be activated for both draw and read operations. You cannot assign and activate a TextureObject for drawing on the FO and at the same time pass it in as a Texture to the shader program. That type of operation is very common and must be done in two steps. - Render to the FO with the Texture attached as an active buffer - deactivate the texture obj and then render with the texture obj as a texture passed into the shader Typical use cases: The simplest example{.cpp} fbo->SetContext(renWin); fbo->SaveCurrentBindingsAndBuffers(); fbo->PopulateFramebuffer(width, height); fbo->Start(); ... fbo->RestorePreviousBindingsAndBuffers(); If you wish to use a texture you created {.cpp} fbo->SetContext(renWin); fbo->SaveCurrentBindingsAndBuffers(); fbo->Bind(); fbo->AddColorAttachment(0, vtkTextureObj); fbo->AddDepthAttachment(); // auto create depth buffer fbo->ActivateBuffer(0); fbo->Start(); ... fbo->RestorePreviousBindingsAndBuffers(); If you will be using a FO repeatedly then it is best to create it attach the bufffers and then use as needed for example Typical use case:{.cpp} // setup the FBO once fbo->SetContext(renWin); fbo->SaveCurrentBindingsAndBuffers(); fbo->Bind(); fbo->AddColorAttachment(0, vtkTextureObj); fbo->AddDepthAttachment(); // auto create depth buffer fbo->RestorePreviousBindingsAndBuffers(); // use it many times fbo->SaveCurrentBindingsAndBuffers(); fbo->Bind(); fbo->ActivateBuffer(0); fbo->Start(); ... // render here etc fbo->RestorePreviousBindingsAndBuffers(); If you with to only bind/attach the draw buffers or read buffers there are mode specific versions of most methods that only apply to the mode specified Draw/Read/Both. The mode argument uses OpenGL constants so this class provides convenience methods to return them named GetDrawMode() GetReadMode() and GetBothMode() so that your code does not need to be polluted with OpenGL headers/constants. This class replaces both vtkFrameBufferObject and vtkFrameBufferObject2 and contins methods from both of them. Most methods from FO2 should work with this class. Just rename FBO2 to FBO and make sure to Save and Restore the bindings and buffers. If you have been using the old FO class, which had comments in the header saying not to use it. Then you are in for a bit more of a conversion but generally it should still be easy. Use the code samples above (or any of the classes in OpenGL2 that currently use FBOs) to guide you. They have all been converted to this class. Where previously a DepthBuffer was autmatically created for you, you now need to do it explicitly using AddDepthAttachment(). This class should be named vtkOpenGLFramebufferObject (FO) Note the capitalization of FramebufferObject @sa vtkTextureObject, vtkRenderbufferObject vtkRenderingOpenGL2Python.vtkOpenGLFramebufferObjectV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Return 1 if this class type is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Return 1 if this class is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. V.SafeDownCast(vtkObjectBase) -> vtkOpenGLFramebufferObject C++: static vtkOpenGLFramebufferObject *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLFramebufferObject C++: vtkOpenGLFramebufferObject *NewInstance() V.SetContext(vtkRenderWindow) C++: void SetContext(vtkRenderWindow *context) Get/Set the context. Context must be a vtkOpenGLRenderWindow. This does not increase the reference count of the context to avoid reference loops. SetContext() may raise an error is the OpenGL context does not support the required OpenGL extensions. V.GetContext() -> vtkOpenGLRenderWindow C++: vtkOpenGLRenderWindow *GetContext() Get/Set the context. Context must be a vtkOpenGLRenderWindow. This does not increase the reference count of the context to avoid reference loops. SetContext() may raise an error is the OpenGL context does not support the required OpenGL extensions. V.Bind() C++: void Bind() V.Bind(int) C++: void Bind(unsigned int mode) Make the draw frame buffer active. V.UnBind() C++: void UnBind() V.UnBind(int) C++: void UnBind(unsigned int mode) Unbind this buffer V.SaveCurrentBindings() C++: void SaveCurrentBindings() V.SaveCurrentBindings(int) C++: void SaveCurrentBindings(unsigned int mode) Store/Restore the current framebuffer bindings and buffers. V.SaveCurrentBindingsAndBuffers() C++: void SaveCurrentBindingsAndBuffers() V.SaveCurrentBindingsAndBuffers(int) C++: void SaveCurrentBindingsAndBuffers(unsigned int mode) Store/Restore the current framebuffer bindings and buffers. V.RestorePreviousBindings() C++: void RestorePreviousBindings() V.RestorePreviousBindings(int) C++: void RestorePreviousBindings(unsigned int mode) Store/Restore the current framebuffer bindings and buffers. V.RestorePreviousBindingsAndBuffers() C++: void RestorePreviousBindingsAndBuffers() V.RestorePreviousBindingsAndBuffers(int) C++: void RestorePreviousBindingsAndBuffers(unsigned int mode) Store/Restore the current framebuffer bindings and buffers. V.SaveCurrentBuffers() C++: void SaveCurrentBuffers() V.SaveCurrentBuffers(int) C++: void SaveCurrentBuffers(unsigned int mode) Store the current draw and read buffers. When restored only the buffers matching mode are modified. GetDrawMode() -> glDrawBuffer GetReadMode() -> glReadBuffer GetBothMode() -> both V.RestorePreviousBuffers() C++: void RestorePreviousBuffers() V.RestorePreviousBuffers(int) C++: void RestorePreviousBuffers(unsigned int mode) Store the current draw and read buffers. When restored only the buffers matching mode are modified. GetDrawMode() -> glDrawBuffer GetReadMode() -> glReadBuffer GetBothMode() -> both V.Start(int, int) -> bool C++: bool Start(int width, int height) User must take care that width/height match the dimensions of the user defined texture attachments. This method makes the "active buffers" the buffers that will get drawn into by subsequent drawing calls. Note that this does not clear the render buffers i.e. no glClear() calls are made by either of these methods. It's up to the caller to clear the buffers if needed. V.StartNonOrtho(int, int) -> bool C++: bool StartNonOrtho(int width, int height) User must take care that width/height match the dimensions of the user defined texture attachments. This method makes the "active buffers" the buffers that will get drawn into by subsequent drawing calls. Note that this does not clear the render buffers i.e. no glClear() calls are made by either of these methods. It's up to the caller to clear the buffers if needed. V.InitializeViewport(int, int) C++: static void InitializeViewport(int width, int height) Set up ortho viewport with scissor, lighting, blend, and depth disabled. The method affects the current bound FBO. The method is static so that it may be used on the default FBO without an instance. Low level api. V.ActivateDrawBuffers(int) C++: void ActivateDrawBuffers(unsigned int n) V.ActivateDrawBuffers([int, ...], int) C++: void ActivateDrawBuffers(unsigned int *ids, int n) V.ActivateDrawBuffer(int) C++: void ActivateDrawBuffer(unsigned int id) V.ActivateReadBuffer(int) C++: void ActivateReadBuffer(unsigned int id) V.ActivateBuffer(int) C++: void ActivateBuffer(unsigned int id) V.DeactivateDrawBuffers() C++: void DeactivateDrawBuffers() V.DeactivateReadBuffer() C++: void DeactivateReadBuffer() V.RenderQuad(int, int, int, int, vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void RenderQuad(int minX, int maxX, int minY, int maxY, vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) Renders a quad at the given location with pixel coordinates. This method is provided as a convenience, since we often render quads in a FBO. \pre positive_minX: minX>=0 \pre increasing_x: minX<=maxX \pre valid_maxX: maxX=0 \pre increasing_y: minY<=maxY \pre valid_maxY: maxY int C++: int GetNumberOfColorAttachments(unsigned int mode) Return the number of color attachments for the given mode V.AddDepthAttachment() C++: void AddDepthAttachment() V.AddDepthAttachment(int) C++: void AddDepthAttachment(unsigned int mode) V.AddDepthAttachment(int, vtkTextureObject) C++: void AddDepthAttachment(unsigned int mode, vtkTextureObject *tex) V.AddDepthAttachment(int, vtkRenderbuffer) C++: void AddDepthAttachment(unsigned int mode, vtkRenderbuffer *tex) Directly assign/remove a texture/renderbuffer to depth attachments. V.RemoveDepthAttachment(int) C++: void RemoveDepthAttachment(unsigned int mode) Directly assign/remove a texture/renderbuffer to depth attachments. V.PopulateFramebuffer(int, int) -> bool C++: bool PopulateFramebuffer(int width, int height) V.PopulateFramebuffer(int, int, bool, int, int, bool, int, int) -> bool C++: bool PopulateFramebuffer(int width, int height, bool useTextures, int numberOfColorAttachments, int colorDataType, bool wantDepthAttachment, int depthBitplanes, int multisamples) Convenience method to populate a framebuffer with attachments created as well. Returns true if a complete valid Frambuffer was created V.GetMaximumNumberOfActiveTargets() -> int C++: unsigned int GetMaximumNumberOfActiveTargets() Returns the maximum number of targets that can be rendered to at one time. This limits the active targets set by SetActiveTargets(). The return value is valid only if GetContext is non-null. V.GetMaximumNumberOfRenderTargets() -> int C++: unsigned int GetMaximumNumberOfRenderTargets() Returns the maximum number of render targets available. This limits the available attachement points for SetColorAttachment(). The return value is valid only if GetContext is non-null. V.GetLastSize() -> (int, ...) C++: int *GetLastSize() override; V.GetLastSize(int, int) C++: void GetLastSize(int &_arg1, int &_arg2) override; V.GetLastSize([int, int]) C++: void GetLastSize(int _arg[2]) override; Dimensions in pixels of the framebuffer. V.IsSupported(vtkOpenGLRenderWindow) -> bool C++: static bool IsSupported(vtkOpenGLRenderWindow *) Returns if the context supports the required extensions. Extension will be loaded when the conetxt is set. V.CheckFrameBufferStatus(int) -> int C++: int CheckFrameBufferStatus(unsigned int mode) Validate the current FBO configuration (attachments, formats, etc) prints detected errors to vtkErrorMacro. V.ReleaseGraphicsResources(vtkWindow) C++: virtual void ReleaseGraphicsResources(vtkWindow *win) Deactivate and UnBind V.Blit((int, int, int, int), (int, int, int, int), int, int) -> int C++: static int Blit(const int srcExt[4], const int destExt[4], unsigned int bits, unsigned int mapping) Copy from the currently bound READ FBO to the currently bound DRAW FBO. The method is static so that one doesn't need to ccreate an instance when transferring between attachments in the default FBO. V.DownloadColor1([int, int, int, int], int, int) -> vtkPixelBufferObject C++: vtkPixelBufferObject *DownloadColor1(int extent[4], int vtkType, int channel) Download data from the read color attachment of the currently bound FBO into the retruned PBO. The PBO must be free'd when you are finished with it. The number of components in the PBO is the same as in the name of the specific download function. When downloading a single color channel, the channel must be identified by index, 1->red, 2->green, 3-> blue. V.DownloadColor3([int, int, int, int], int) -> vtkPixelBufferObject C++: vtkPixelBufferObject *DownloadColor3(int extent[4], int vtkType) V.DownloadColor4([int, int, int, int], int) -> vtkPixelBufferObject C++: vtkPixelBufferObject *DownloadColor4(int extent[4], int vtkType) V.DownloadDepth([int, int, int, int], int) -> vtkPixelBufferObject C++: vtkPixelBufferObject *DownloadDepth(int extent[4], int vtkType) Download data from the depth attachment of the currently bound FBO. The returned PBO must be Delete'd by the caller. The retruned PBO has one component. V.Download([int, int, int, int], int, int, int, int) -> vtkPixelBufferObject C++: vtkPixelBufferObject *Download(int extent[4], int vtkType, int nComps, int oglType, int oglFormat) V.Download([int, int, int, int], int, int, int, int, vtkPixelBufferObject) C++: static void Download(int extent[4], int vtkType, int nComps, int oglType, int oglFormat, vtkPixelBufferObject *pbo) Download data from the read buffer of the current FBO. These are low level meothds. In the static variant a PBO must be passed in since we don't have access to a context. The static method is provided so that one may download from the default FBO. 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