GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample)
{
	GLuint handle = 0;
	glGenFramebuffers(1, &handle);
	glBindFramebuffer(GL_FRAMEBUFFER, handle);
	FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
	if (multisample)
	{
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0, 0);
		if (colorbuffer1 != 0)
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1, 0);
		if (colorbuffer2 != 0)
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2, 0);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil, 0);
	}
	else
	{
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0, 0);
		if (colorbuffer1 != 0)
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1, 0);
		if (colorbuffer2 != 0)
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2, 0);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
	}
	if (CheckFrameBufferCompleteness())
		ClearFrameBuffer(true, true);
	return handle;
}
Beispiel #2
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PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, bool multisample)
{
	PPGLFrameBuffer fb;
	glGenFramebuffers(1, &fb.handle);
	glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
	FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
	if (multisample)
	{
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0.handle, 0);
		if (colorbuffer1.handle != 0)
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1.handle, 0);
		if (colorbuffer2.handle != 0)
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2.handle, 0);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil.handle, 0);
	}
	else
	{
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0.handle, 0);
		if (colorbuffer1.handle != 0)
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1.handle, 0);
		if (colorbuffer2.handle != 0)
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2.handle, 0);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil.handle, 0);
	}
	if (CheckFrameBufferCompleteness())
		ClearFrameBuffer(true, true);
	return fb;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer)
{
	GLuint handle = 0;
	glGenFramebuffers(1, &handle);
	glBindFramebuffer(GL_FRAMEBUFFER, handle);
	FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
	if (CheckFrameBufferCompleteness())
		ClearFrameBuffer(false, false);
	return handle;
}
Beispiel #4
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PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer)
{
	PPGLFrameBuffer fb;
	glGenFramebuffers(1, &fb.handle);
	glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
	FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
	if (CheckFrameBufferCompleteness())
		ClearFrameBuffer(false, false);
	return fb;
}
Beispiel #5
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PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil)
{
	PPGLFrameBuffer fb;
	glGenFramebuffers(1, &fb.handle);
	glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
	FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer.handle);
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
	if (CheckFrameBufferCompleteness())
		ClearFrameBuffer(true, true);
	return fb;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
{
	GLuint handle = 0;
	glGenFramebuffers(1, &handle);
	glBindFramebuffer(GL_FRAMEBUFFER, handle);
	FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
	if (colorIsARenderBuffer)
		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
	else
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
	if (CheckFrameBufferCompleteness())
		ClearFrameBuffer(true, true);
	return handle;
}
	void D3D11RenderDevice::BeginFrame()
	{
		ClearFrameBuffer(background_color_, 1.0f);
	}
Beispiel #8
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 STARTDECL(gl_clear) (Value &col)
 {
     TestGL();
     ClearFrameBuffer(ValueDecTo<float3>(col));
     return Value();
 }