04.10.2020

+ render pipeline system for more control about the renderering.
+ Log system
+ Framebuffer system

~ Default shader was moved to pipelines.
This commit is contained in:
Michel Fedde 2020-10-04 16:31:48 +02:00
parent 97e638d9d9
commit 820d6ce700
34 changed files with 660 additions and 106 deletions

View file

@ -0,0 +1,35 @@
using System;
using OpenTK.Graphics.OpenGL4;
using SM.OGL.Texture;
namespace SM.OGL.Framebuffer
{
public class ColorAttachment : TextureBase
{
public int AttachmentID { get; }
public FramebufferAttachment FramebufferAttachment => FramebufferAttachment.ColorAttachment0 + AttachmentID;
public DrawBufferMode DrawBufferMode => DrawBufferMode.ColorAttachment0 + AttachmentID;
public ReadBufferMode ReadBufferMode => ReadBufferMode.ColorAttachment0 + AttachmentID;
public DrawBuffersEnum DrawBuffersEnum => DrawBuffersEnum.ColorAttachment0 + AttachmentID;
public ColorAttachment(int attachmentId)
{
AttachmentID = attachmentId;
}
public void Generate(Framebuffer f)
{
_id = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, _id);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8,
(int) f.Size.X, (int) f.Size.Y,
0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureParameterName.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureParameterName.ClampToEdge);
}
}
}