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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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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