~ Moved code around in files. SM.Base: + PostProcessing-system + OnInitialization() for Scenes. + Shader-Extensions + Added option to not react while unfocused to the window. + Added Screenshots to the window. + Connected the log system to the SM.OGL-action system. ~ Replaced IShader with abstract MaterialShader. ~ When a log compression folder doesn't exist, it will create one. SM.OGL: + Added support for UniformArrays + Added ShaderPreProcessing + Added Shader Extensions. + Added Debug actions. + SM.OGL settings ~ Framebuffer Size is automaticly changed, when the window and scale is set. SM2D: + Added easy shader drawing.
116 lines
No EOL
3.3 KiB
C#
116 lines
No EOL
3.3 KiB
C#
#region usings
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using System;
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using System.Collections.Generic;
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using OpenTK;
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using OpenTK.Graphics.OpenGL4;
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#endregion
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namespace SM.OGL.Framebuffer
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{
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// TODO: Write summeries for framebuffer-system.
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public class Framebuffer : GLObject
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{
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public static readonly Framebuffer Screen = new Framebuffer
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{
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_id = 0,
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_canBeCompiled = false
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};
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private bool _canBeCompiled = true;
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private INativeWindow _window;
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private float _windowScale;
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public Framebuffer()
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{
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}
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public Framebuffer(INativeWindow window, float scale = 1) : this(new Vector2(window.Width * scale,
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window.Height * scale))
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{
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_window = window;
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_windowScale = scale;
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}
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public Framebuffer(Vector2 size)
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{
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Size = size;
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}
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Framebuffer;
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public Vector2 Size { get; private set; }
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public Dictionary<string, ColorAttachment> ColorAttachments { get; private set; } =
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new Dictionary<string, ColorAttachment>();
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public override void Compile()
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{
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if (!_canBeCompiled) return;
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if (_window != null) Size = new Vector2(_window.Width * _windowScale, _window.Height * _windowScale);
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base.Compile();
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_id = GL.GenFramebuffer();
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, _id);
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var enums = new DrawBuffersEnum[ColorAttachments.Count];
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var c = 0;
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foreach (var pair in ColorAttachments)
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{
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pair.Value.Generate(this);
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enums[c++] = pair.Value.DrawBuffersEnum;
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}
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GL.DrawBuffers(enums.Length, enums);
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foreach (var pair in ColorAttachments)
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, pair.Value.FramebufferAttachment, pair.Value.ID,
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0);
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var err = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
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if (err != FramebufferErrorCode.FramebufferComplete)
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throw new Exception("Failed loading framebuffer.\nProblem: " + err);
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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GL.BindTexture(TextureTarget.Texture2D, 0);
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}
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public override void Dispose()
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{
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base.Dispose();
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foreach (var attachment in ColorAttachments.Values) attachment.Dispose();
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GL.DeleteFramebuffer(this);
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}
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public void Append(string key, int pos) => Append(key, new ColorAttachment(pos));
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public void Append(string key, ColorAttachment value)
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{
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ColorAttachments.Add(key, value);
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}
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public void Activate()
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{
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Activate(FramebufferTarget.Framebuffer, ClearBufferMask.None);
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}
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public void Activate(FramebufferTarget target)
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{
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Activate(target, ClearBufferMask.None);
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}
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public void Activate(ClearBufferMask clearMask)
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{
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Activate(FramebufferTarget.Framebuffer, clearMask);
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}
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public void Activate(FramebufferTarget target, ClearBufferMask clear)
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{
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GL.BindFramebuffer(target, this);
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GL.Clear(clear);
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}
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}
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} |