#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; /// /// Returns true, if multisamples are above 0. /// 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); } } }