#include "error.h"
#include "framebuffer.h"
#include "misc.h"
-#include "renderbuffer.h"
#include "texture2d.h"
+#include "texture2dmultisample.h"
#include "texture3d.h"
#include "windowview.h"
const Attachment &attch = attachments[i];
if(dirty&(1<<i))
{
- if(attch.type==GL_RENDERBUFFER)
- {
- if(ARB_direct_state_access)
- glNamedFramebufferRenderbuffer(id, attch.attachment, GL_RENDERBUFFER, attch.rbuf->get_id());
- else
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, GL_RENDERBUFFER, attch.rbuf->get_id());
- }
- else if(attch.type)
+ if(attch.tex)
{
+ GLenum type = attch.tex->get_target();
if(ARB_direct_state_access)
{
- if(attch.type==GL_TEXTURE_2D || attch.layer<0)
+ if(type==GL_TEXTURE_2D || type==GL_TEXTURE_2D_MULTISAMPLE || attch.layer<0)
glNamedFramebufferTexture(id, attch.attachment, attch.tex->get_id(), attch.level);
else
glNamedFramebufferTextureLayer(id, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
}
- else if(attch.type==GL_TEXTURE_2D)
- glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level);
+ else if(type==GL_TEXTURE_2D || type==GL_TEXTURE_2D_MULTISAMPLE)
+ glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, type, attch.tex->get_id(), attch.level);
else if(attch.layer<0)
glFramebufferTexture(GL_FRAMEBUFFER, attch.attachment, attch.tex->get_id(), attch.level);
- else if(attch.type==GL_TEXTURE_2D_ARRAY)
+ else if(type==GL_TEXTURE_2D_ARRAY)
glFramebufferTextureLayer(GL_FRAMEBUFFER, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
- else if(attch.type==GL_TEXTURE_3D)
- glFramebufferTexture3D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level, attch.layer);
- else if(attch.type==GL_TEXTURE_CUBE_MAP)
+ else if(type==GL_TEXTURE_3D)
+ glFramebufferTexture3D(GL_FRAMEBUFFER, attch.attachment, type, attch.tex->get_id(), attch.level, attch.layer);
+ else if(type==GL_TEXTURE_CUBE_MAP)
glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, TextureCube::enumerate_faces(attch.layer), attch.tex->get_id(), attch.level);
}
else if(ARB_direct_state_access)
- glNamedFramebufferRenderbuffer(id, attch.attachment, 0, 0);
+ glNamedFramebufferTexture(id, attch.attachment, 0, 0);
else
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, 0, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, GL_TEXTURE_2D, 0, 0);
}
if(attch.attachment>=COLOR_ATTACHMENT0 && attch.attachment<=COLOR_ATTACHMENT3)
void Framebuffer::check_size()
{
for(vector<Attachment>::iterator i=attachments.begin(); i!=attachments.end(); ++i)
- if(i->type)
+ if(i->tex)
{
- if(i->type==GL_RENDERBUFFER)
- {
- width = i->rbuf->get_width();
- height = i->rbuf->get_height();
- }
- else if(i->type==GL_TEXTURE_2D)
+ GLenum type = i->tex->get_target();
+ if(type==GL_TEXTURE_2D)
{
Texture2D *tex = static_cast<Texture2D *>(i->tex);
width = max(tex->get_width()>>i->level, 1U);
height = max(tex->get_height()>>i->level, 1U);
}
- else if(i->type==GL_TEXTURE_3D || i->type==GL_TEXTURE_2D_ARRAY)
+ else if(type==GL_TEXTURE_2D_MULTISAMPLE)
+ {
+ Texture2DMultisample *tex = static_cast<Texture2DMultisample *>(i->tex);
+ width = tex->get_width();
+ height = tex->get_height();
+ }
+ else if(type==GL_TEXTURE_3D || type==GL_TEXTURE_2D_ARRAY)
{
Texture3D *tex = static_cast<Texture3D *>(i->tex);
width = max(tex->get_width()>>i->level, 1U);
height = max(tex->get_height()>>i->level, 1U);
}
- else if(i->type==GL_TEXTURE_CUBE_MAP)
+ else if(type==GL_TEXTURE_CUBE_MAP)
{
width = max(static_cast<TextureCube *>(i->tex)->get_size()>>i->level, 1U);
height = width;
return attachments.size()-1;
}
-void Framebuffer::set_texture_attachment(FramebufferAttachment attch, Texture &tex, unsigned level, int layer)
+void Framebuffer::set_attachment(FrameAttachment attch, Texture &tex, unsigned level, int layer)
{
if(!id)
throw invalid_operation("Framebuffer::attach");
check_size();
}
-void Framebuffer::attach(FramebufferAttachment attch, Renderbuffer &rbuf)
+void Framebuffer::attach(FramebufferAttachment attch, Texture2D &tex, unsigned level)
{
- if(!id)
- throw invalid_operation("Framebuffer::attach");
-
- unsigned i = get_attachment_index(attch);
- attachments[i].set(rbuf);
- dirty |= 1<<i;
- check_size();
+ tex.allocate(level);
+ set_attachment(attch, tex, level, 0);
}
-void Framebuffer::attach(FramebufferAttachment attch, Texture2D &tex, unsigned level)
+void Framebuffer::attach(FramebufferAttachment attch, Texture2DMultisample &tex)
{
- tex.allocate(level);
- set_texture_attachment(attch, tex, level, 0);
+ set_attachment(attch, tex, 0, 0);
}
void Framebuffer::attach(FramebufferAttachment attch, Texture3D &tex, unsigned layer, unsigned level)
{
tex.allocate(level);
- set_texture_attachment(attch, tex, level, layer);
+ set_attachment(attch, tex, level, layer);
}
void Framebuffer::attach(FramebufferAttachment attch, TextureCube &tex, TextureCubeFace face, unsigned level)
{
tex.allocate(level);
- set_texture_attachment(attch, tex, level, TextureCube::get_face_index(face));
+ set_attachment(attch, tex, level, TextureCube::get_face_index(face));
}
void Framebuffer::attach_layered(FramebufferAttachment attch, Texture3D &tex, unsigned level)
{
static Require _req(ARB_geometry_shader4);
tex.allocate(level);
- set_texture_attachment(attch, tex, level, -1);
+ set_attachment(attch, tex, level, -1);
}
void Framebuffer::attach_layered(FramebufferAttachment attch, TextureCube &tex, unsigned level)
{
static Require _req(ARB_geometry_shader4);
tex.allocate(level);
- set_texture_attachment(attch, tex, level, -1);
+ set_attachment(attch, tex, level, -1);
}
void Framebuffer::detach(FramebufferAttachment attch)
Framebuffer::Attachment::Attachment(FramebufferAttachment a):
attachment(a),
- type(0),
+ tex(0),
level(0),
layer(0)
{ }
-void Framebuffer::Attachment::set(Renderbuffer &r)
-{
- type = GL_RENDERBUFFER;
- rbuf = &r;
- level = 0;
- layer = 0;
-}
-
void Framebuffer::Attachment::set(Texture &t, unsigned l, int z)
{
- type = t.get_target();
tex = &t;
level = l;
layer = z;
void Framebuffer::Attachment::clear()
{
- type = 0;
+ tex = 0;
}
} // namespace GL