05.01.2021
+ Bloom effect + PixelInformation + Many Summaries + Add-methods for CVectors + Exposure-Field in GenericCamera for HDR. ~ ColorAttachments now can have PixelInformation ~ Transformed MeshAttributes to a own class ~ Fixed the non-applying of transformations at texts ~ Added more information to the context ~ Improved Pipeline-Process. ~ Changed how Uniform takes arrays - Light system
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9b917ac181
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4c18127c88
52 changed files with 697 additions and 373 deletions
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@ -8,31 +8,64 @@ using SM.OGL.Texture;
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namespace SM.OGL.Framebuffer
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{
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/// <summary>
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/// Represents a Framebuffer-Color Attachment.
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/// <para>Can be use like a texture.</para>
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/// </summary>
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public class ColorAttachment : TextureBase
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{
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public ColorAttachment(int attachmentId)
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/// <summary>
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/// Creates a attachment with a specific id.
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/// </summary>
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/// <param name="attachmentId"></param>
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public ColorAttachment(int attachmentId) : this(attachmentId, PixelInformation.RGBA_LDR)
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{ }
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public ColorAttachment(int attachmentID, PixelInformation pixelInformation)
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{
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AttachmentID = attachmentId;
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AttachmentID = attachmentID;
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PixelInformation = pixelInformation;
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}
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/// <summary>
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/// The ID the attachment was given.
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/// </summary>
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public int AttachmentID { get; }
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/// <summary>
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/// Returns the <see cref="OpenTK.Graphics.OpenGL4.FramebufferAttachment"/> of this ColorAttachment.
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/// </summary>
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public FramebufferAttachment FramebufferAttachment => FramebufferAttachment.ColorAttachment0 + AttachmentID;
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/// <summary>
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/// Returns the <see cref="OpenTK.Graphics.OpenGL4.DrawBufferMode"/> of this ColorAttachment.
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/// </summary>
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public DrawBufferMode DrawBufferMode => DrawBufferMode.ColorAttachment0 + AttachmentID;
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/// <summary>
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/// Returns the <see cref="OpenTK.Graphics.OpenGL4.ReadBufferMode"/> of this ColorAttachment.
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/// </summary>
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public ReadBufferMode ReadBufferMode => ReadBufferMode.ColorAttachment0 + AttachmentID;
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/// <summary>
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/// Returns the <see cref="OpenTK.Graphics.OpenGL4.DrawBuffersEnum"/> of this ColorAttachment.
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/// </summary>
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public DrawBuffersEnum DrawBuffersEnum => DrawBuffersEnum.ColorAttachment0 + AttachmentID;
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/// <summary>
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/// Generates the attachment.
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/// </summary>
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/// <param name="f"></param>
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public void Generate(Framebuffer f)
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{
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_id = GL.GenTexture();
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GL.BindTexture(TextureTarget.Texture2D, _id);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8,
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInformation.InternalFormat,
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(int) f.Size.X, (int) f.Size.Y,
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0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero);
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0, PixelInformation.Format, PixelInformation.DataType, IntPtr.Zero);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter,
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(int) TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter,
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(int) TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
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(int) TextureParameterName.ClampToEdge);
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@ -9,9 +9,14 @@ using OpenTK.Graphics.OpenGL4;
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namespace SM.OGL.Framebuffer
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{
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// TODO: Write summeries for framebuffer-system.
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/// <summary>
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/// Represents a OpenGL Framebuffer.
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/// </summary>
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public class Framebuffer : GLObject
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{
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/// <summary>
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/// Represents the screen buffer.
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/// </summary>
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public static readonly Framebuffer Screen = new Framebuffer
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{
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_id = 0,
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@ -23,10 +28,18 @@ namespace SM.OGL.Framebuffer
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private INativeWindow _window;
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private float _windowScale;
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/// <summary>
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/// Creates a buffer without any options.
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/// </summary>
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public Framebuffer()
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{
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}
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/// <summary>
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/// Creates a buffer, while always respecting the screen.
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/// </summary>
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/// <param name="window"></param>
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/// <param name="scale"></param>
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public Framebuffer(INativeWindow window, float scale = 1) : this(new Vector2(window.Width * scale,
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window.Height * scale))
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{
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@ -34,18 +47,30 @@ namespace SM.OGL.Framebuffer
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_windowScale = scale;
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}
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/// <summary>
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/// Creates a buffer, with a specified size.
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/// </summary>
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/// <param name="size"></param>
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public Framebuffer(Vector2 size)
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{
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Size = size;
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}
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/// <inheritdoc />
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Framebuffer;
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/// <summary>
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/// Contains the size of the framebuffer.
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/// </summary>
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public Vector2 Size { get; private set; }
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/// <summary>
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/// Contains all color attachments.
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/// </summary>
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public Dictionary<string, ColorAttachment> ColorAttachments { get; private set; } =
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new Dictionary<string, ColorAttachment>();
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/// <inheritdoc />
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public override void Compile()
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{
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if (!_canBeCompiled) return;
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@ -78,6 +103,7 @@ namespace SM.OGL.Framebuffer
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GL.BindTexture(TextureTarget.Texture2D, 0);
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}
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/// <inheritdoc />
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public override void Dispose()
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{
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base.Dispose();
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@ -85,32 +111,76 @@ namespace SM.OGL.Framebuffer
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GL.DeleteFramebuffer(this);
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}
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/// <summary>
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/// Appends a color attachment.
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/// </summary>
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public void Append(string key, int pos) => Append(key, new ColorAttachment(pos));
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/// <summary>
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/// Appends a color attachment.
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/// </summary>
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public void Append(string key, ColorAttachment value)
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{
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ColorAttachments.Add(key, value);
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}
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/// <summary>
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/// Activates the framebuffer without clearing the buffer.
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/// </summary>
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public void Activate()
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{
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Activate(FramebufferTarget.Framebuffer, ClearBufferMask.None);
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}
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/// <summary>
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/// Activates the framebuffer for the specific target framebuffer and without clearing.
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/// </summary>
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/// <param name="target"></param>
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public void Activate(FramebufferTarget target)
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{
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Activate(target, ClearBufferMask.None);
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}
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/// <summary>
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/// Activates the framebuffer while clearing the specified buffer.
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/// </summary>
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/// <param name="clearMask"></param>
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public void Activate(ClearBufferMask clearMask)
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{
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Activate(FramebufferTarget.Framebuffer, clearMask);
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}
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/// <summary>
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/// Activates the framebuffer for the specific target and with clearing.
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/// </summary>
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/// <param name="target"></param>
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/// <param name="clear"></param>
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public void Activate(FramebufferTarget target, ClearBufferMask clear)
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{
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GL.BindFramebuffer(target, this);
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GL.Clear(clear);
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}
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public static Framebuffer GetCurrentlyActive(FramebufferTarget target = FramebufferTarget.Framebuffer)
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{
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Framebuffer buffer = new Framebuffer()
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{
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_canBeCompiled = false,
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};
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switch (target)
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{
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case FramebufferTarget.ReadFramebuffer:
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GL.GetInteger(GetPName.ReadFramebufferBinding, out buffer._id);
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break;
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case FramebufferTarget.DrawFramebuffer:
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GL.GetInteger(GetPName.DrawFramebufferBinding, out buffer._id);
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break;
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case FramebufferTarget.Framebuffer:
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GL.GetInteger(GetPName.FramebufferBinding, out buffer._id);
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break;
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}
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return buffer;
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}
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}
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}
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