Loads and loads of small improvements I added while developing on my game

This commit is contained in:
Michel Fedde 2021-03-02 19:54:19 +01:00
parent 41421b1df9
commit a7c71e7ea1
107 changed files with 2278 additions and 1023 deletions

View file

@ -14,20 +14,8 @@ namespace SM.OGL.Framebuffer
/// </summary>
public class ColorAttachment : TextureBase
{
/// <summary>
/// Creates a attachment with a specific id.
/// </summary>
/// <param name="attachmentId"></param>
public ColorAttachment(int attachmentId) : this(attachmentId, PixelInformation.RGBA_LDR)
{ }
public ColorAttachment(int attachmentID, PixelInformation pixelInformation)
{
AttachmentID = attachmentID;
PixelInformation = pixelInformation;
}
private int _multisamples;
/// <summary>
/// The ID the attachment was given.
/// </summary>
@ -50,6 +38,22 @@ namespace SM.OGL.Framebuffer
/// </summary>
public DrawBuffersEnum DrawBuffersEnum => DrawBuffersEnum.ColorAttachment0 + AttachmentID;
public bool IsMultisampled => _multisamples > 0;
/// <summary>
/// Creates a attachment with a specific id.
/// </summary>
/// <param name="attachmentId"></param>
public ColorAttachment(int attachmentId) : this(attachmentId, PixelInformation.RGBA_LDR)
{ }
public ColorAttachment(int attachmentID, PixelInformation pixelInformation, int multisamples = 0)
{
AttachmentID = attachmentID;
PixelInformation = pixelInformation;
_multisamples = multisamples;
Target = IsMultisampled ? TextureTarget.Texture2DMultisample : TextureTarget.Texture2D;
}
/// <summary>
/// Generates the attachment.
/// </summary>
@ -57,20 +61,36 @@ namespace SM.OGL.Framebuffer
public void Generate(Framebuffer f)
{
_id = GL.GenTexture();
if (IsMultisampled) GenerateMultisampledTexture(f);
else GenerateTexture(f);
}
private void GenerateTexture(Framebuffer f)
{
GL.BindTexture(TextureTarget.Texture2D, _id);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInformation.InternalFormat,
(int) f.Size.X, (int) f.Size.Y,
(int)f.Size.X, (int)f.Size.Y,
0, PixelInformation.Format, PixelInformation.DataType, IntPtr.Zero);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter,
(int) TextureMinFilter.Linear);
(int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter,
(int) TextureMinFilter.Linear);
(int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
(int) TextureParameterName.ClampToEdge);
(int)TextureParameterName.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT,
(int) TextureParameterName.ClampToEdge);
(int)TextureParameterName.ClampToEdge);
GL.BindTexture(TextureTarget.Texture2D, 0);
}
private void GenerateMultisampledTexture(Framebuffer f)
{
GL.BindTexture(TextureTarget.Texture2DMultisample, _id);
GL.TexImage2DMultisample(TextureTargetMultisample.Texture2DMultisample, _multisamples, PixelInformation.InternalFormat, (int)f.Size.X, (int)f.Size.Y, true);
GL.BindTexture(TextureTarget.Texture2DMultisample, 0);
}
}
}

View file

@ -14,6 +14,8 @@ namespace SM.OGL.Framebuffer
/// </summary>
public class Framebuffer : GLObject
{
protected override bool AutoCompile { get; } = true;
/// <summary>
/// Represents the screen buffer.
/// </summary>
@ -92,7 +94,7 @@ namespace SM.OGL.Framebuffer
GL.DrawBuffers(enums.Length, enums);
foreach (var pair in ColorAttachments)
GL.FramebufferTexture(FramebufferTarget.Framebuffer, pair.Value.FramebufferAttachment, pair.Value.ID,
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, pair.Value.FramebufferAttachment, pair.Value.Target, pair.Value.ID,
0);
var err = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
@ -123,7 +125,6 @@ namespace SM.OGL.Framebuffer
ColorAttachments.Add(key, value);
}
/// <summary>
/// Activates the framebuffer without clearing the buffer.
/// </summary>