smrendererv3/SMCode/SM.OGL/Framebuffer/Framebuffer.cs
2021-03-24 13:53:29 +01:00

228 lines
No EOL
7.6 KiB
C#

#region usings
using System;
using System.Collections.Generic;
using System.Linq;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL.Framebuffer
{
/// <summary>
/// Represents a OpenGL Framebuffer.
/// </summary>
public class Framebuffer : GLObject
{
/// <inheritdoc />
protected override bool AutoCompile { get; set; } = true;
/// <summary>
/// The window for the screen
/// </summary>
public static IFramebufferWindow ScreenWindow;
/// <summary>
/// Represents the screen buffer.
/// </summary>
public static readonly Framebuffer Screen = new Framebuffer
{
_id = 0,
CanCompile = false,
_window = ScreenWindow,
_windowScale = 1,
};
private IFramebufferWindow _window;
private float _windowScale;
/// <inheritdoc />
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Framebuffer;
/// <summary>
/// Contains the size of the framebuffer.
/// </summary>
public Vector2 Size { get; private set; }
/// <summary>
/// Contains all color attachments.
/// </summary>
public Dictionary<string, ColorAttachment> ColorAttachments { get; private set; } =
new Dictionary<string, ColorAttachment>();
/// <summary>
/// Contains the current renderbuffer attachments of the framebuffer.
/// </summary>
public Dictionary<RenderbufferAttachment, int> RenderbufferAttachments { get; } = new Dictionary<RenderbufferAttachment, int>();
public ColorAttachment this[string colorName] => ColorAttachments[colorName];
/// <summary>
/// Creates a buffer without any options.
/// </summary>
public Framebuffer()
{
}
/// <summary>
/// Creates a buffer, while always respecting the screen.
/// </summary>
/// <param name="window"></param>
/// <param name="scale"></param>
public Framebuffer(IFramebufferWindow window, float scale = 1) : this(new Vector2(window.Width * scale,
window.Height * scale))
{
_window = window;
_windowScale = scale;
}
/// <summary>
/// Creates a buffer, with a specified size.
/// </summary>
/// <param name="size"></param>
public Framebuffer(Vector2 size)
{
Size = size;
}
/// <inheritdoc />
public override void Compile()
{
if (_id == 0) _window = ScreenWindow;
if (_window != null) Size = new Vector2(_window.Width * _windowScale, _window.Height * _windowScale);
base.Compile();
_id = GL.GenFramebuffer();
GL.BindFramebuffer(FramebufferTarget.Framebuffer, _id);
var enums = new DrawBuffersEnum[ColorAttachments.Count];
var c = 0;
foreach (var pair in ColorAttachments)
{
pair.Value.Generate(this);
enums[c++] = pair.Value.DrawBuffersEnum;
}
GL.DrawBuffers(enums.Length, enums);
foreach (var pair in ColorAttachments)
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, pair.Value.FramebufferAttachment, pair.Value.Target, pair.Value.ID,
0);
foreach (RenderbufferAttachment attachment in RenderbufferAttachments.Keys.ToArray())
{
int att = attachment.Generate(this);
GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, attachment.FramebufferAttachment, RenderbufferTarget.Renderbuffer, att);
RenderbufferAttachments[attachment] = att;
}
var err = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
if (err != FramebufferErrorCode.FramebufferComplete)
throw new Exception("Failed loading framebuffer.\nProblem: " + err);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
GL.BindTexture(TextureTarget.Texture2D, 0);
}
/// <inheritdoc />
public override void Dispose()
{
foreach (var attachment in ColorAttachments.Values) attachment.Dispose();
foreach (KeyValuePair<RenderbufferAttachment, int> pair in RenderbufferAttachments.ToArray())
{
GL.DeleteRenderbuffer(pair.Value);
RenderbufferAttachments[pair.Key] = -1;
}
GL.DeleteFramebuffer(this);
base.Dispose();
}
/// <summary>
/// Appends a color attachment.
/// </summary>
public void Append(string key, int pos) => Append(key, new ColorAttachment(pos));
/// <summary>
/// Appends a color attachment.
/// </summary>
public void Append(string key, ColorAttachment value)
{
ColorAttachments.Add(key, value);
}
/// <summary>
/// Appends a renderbuffer attachment to the framebuffer.
/// </summary>
/// <param name="attachment"></param>
public void AppendRenderbuffer(RenderbufferAttachment attachment)
{
RenderbufferAttachments.Add(attachment, -1);
}
/// <summary>
/// Activates the framebuffer without clearing the buffer.
/// </summary>
public void Activate()
{
Activate(FramebufferTarget.Framebuffer, ClearBufferMask.None);
}
/// <summary>
/// Activates the framebuffer for the specific target framebuffer and without clearing.
/// </summary>
/// <param name="target"></param>
public void Activate(FramebufferTarget target)
{
Activate(target, ClearBufferMask.None);
}
/// <summary>
/// Activates the framebuffer while clearing the specified buffer.
/// </summary>
/// <param name="clearMask"></param>
public void Activate(ClearBufferMask clearMask)
{
Activate(FramebufferTarget.Framebuffer, clearMask);
}
/// <summary>
/// Activates the framebuffer for the specific target and with clearing.
/// </summary>
/// <param name="target"></param>
/// <param name="clear"></param>
public void Activate(FramebufferTarget target, ClearBufferMask clear)
{
GL.BindFramebuffer(target, this);
GL.Clear(clear);
}
/// <summary>
/// Returns a <see cref="Framebuffer"/> handle of the current framebuffer.
/// </summary>
/// <param name="target"></param>
/// <returns></returns>
public static Framebuffer GetCurrentlyActive(FramebufferTarget target = FramebufferTarget.Framebuffer)
{
Framebuffer buffer = new Framebuffer()
{
CanCompile = false,
ReportAsNotCompiled = true
};
switch (target)
{
case FramebufferTarget.ReadFramebuffer:
GL.GetInteger(GetPName.ReadFramebufferBinding, out buffer._id);
break;
case FramebufferTarget.DrawFramebuffer:
GL.GetInteger(GetPName.DrawFramebufferBinding, out buffer._id);
break;
case FramebufferTarget.Framebuffer:
GL.GetInteger(GetPName.FramebufferBinding, out buffer._id);
break;
}
return buffer;
}
}
}