#region usings
using System;
using OpenTK.Graphics.OpenGL4;
using SM.OGL.Texture;
#endregion
namespace SM.OGL.Framebuffer
{
///
/// Represents a Framebuffer-Color Attachment.
/// Can be use like a texture.
///
public class ColorAttachment : TextureBase
{
private int _multisamples;
///
/// The ID the attachment was given.
///
public int AttachmentID { get; }
///
/// Returns the of this ColorAttachment.
///
public FramebufferAttachment FramebufferAttachment => FramebufferAttachment.ColorAttachment0 + AttachmentID;
///
/// Returns the of this ColorAttachment.
///
public DrawBufferMode DrawBufferMode => DrawBufferMode.ColorAttachment0 + AttachmentID;
///
/// Returns the of this ColorAttachment.
///
public ReadBufferMode ReadBufferMode => ReadBufferMode.ColorAttachment0 + AttachmentID;
///
/// Returns the of this ColorAttachment.
///
public DrawBuffersEnum DrawBuffersEnum => DrawBuffersEnum.ColorAttachment0 + AttachmentID;
public bool IsMultisampled => _multisamples > 0;
///
/// Creates a attachment with a specific id.
///
///
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;
}
///
/// Generates the attachment.
///
///
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,
0, PixelInformation.Format, PixelInformation.DataType, 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);
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);
}
}
}