コード例 #1
0
ファイル: FrameBuffer.cs プロジェクト: alexturpin/Zombles
        /// <summary>
        /// Constructor to create a new FrameBuffer instance.
        /// </summary>
        /// <param name="tex">Texture the frame buffer will write to</param>
        public FrameBuffer(Texture tex, int depthBits = 0)
        {
            Texture = tex;

            // Prepare the target texture for use
            Texture.Bind();

            if (depthBits > 0) {
                _depthBufferID = GL.GenRenderbuffer();

                RenderbufferStorage rbStorage;
                switch (depthBits) {
                    case 16:
                        rbStorage = RenderbufferStorage.DepthComponent16; break;
                    case 24:
                        rbStorage = RenderbufferStorage.DepthComponent24; break;
                    case 32:
                        rbStorage = RenderbufferStorage.DepthComponent32; break;
                    default:
                        throw new ArgumentException("Invalid depth buffer bit count.");
                }

                GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, _depthBufferID);
                GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, rbStorage, tex.Width, tex.Height);
                GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, 0);
            }

            // Assign the texture to the frame buffer
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, FboID);
            GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, tex.TextureTarget, tex.TextureID, 0);
            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, _depthBufferID);
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);

            Tools.ErrorCheck("fbo_init");
        }
コード例 #2
0
ファイル: Texture.cs プロジェクト: alexturpin/Zombles
        /// <summary>
        /// Prepares the texture for usage.
        /// </summary>
        public void Bind()
        {
            // If this texture isn't already bound, bind it
            if (_sCurrentLoadedTexture != this) {
                GL.BindTexture(TextureTarget, TextureID);
                _sCurrentLoadedTexture = this;
            }

            // Tools.ErrorCheck("bindtexture");

            // If the texture has changed since the last time it was bound,
            // upload the new data to video memory
            if (!_loaded) {
                Load();
                _loaded = true;
            }
        }