コード例 #1
0
        /// <summary>
        /// Initializes a new instance of the OpenGLRenderBuffer2D class.
        /// </summary>
        /// <param name="uv">The Ultraviolet context.</param>
        /// <param name="format">The render buffer's format.</param>
        /// <param name="width">The render buffer's width in pixels.</param>
        /// <param name="height">The render buffer's height in pixels.</param>
        /// <param name="options">The render buffer's configuration options.</param>
        public OpenGLRenderBuffer2D(UltravioletContext uv, RenderBufferFormat format, Int32 width, Int32 height, RenderBufferOptions options)
            : base(uv)
        {
            Contract.EnsureRange(width > 0, nameof(width));
            Contract.EnsureRange(height > 0, nameof(height));

            this.format           = format;
            this.width            = width;
            this.height           = height;
            this.immutable        = (options & RenderBufferOptions.ImmutableStorage) == RenderBufferOptions.ImmutableStorage;
            this.willNotBeSampled = (options & RenderBufferOptions.WillNotBeSampled) == RenderBufferOptions.WillNotBeSampled;

            if (willNotBeSampled)
            {
                OpenGLState.CreateRenderbuffer(out renderbuffer);
                AllocateRenderbufferStorage(width, height);
            }
            else
            {
                switch (format)
                {
                case RenderBufferFormat.Color:
                    this.texture = new OpenGLTexture2D(uv, gl.IsGLES2 ? gl.GL_RGBA : gl.GL_RGBA8, width, height, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, IntPtr.Zero, immutable, true);
                    break;

                case RenderBufferFormat.Depth24Stencil8:
                    this.texture = new OpenGLTexture2D(uv, gl.GL_DEPTH24_STENCIL8, width, height, gl.GL_DEPTH_STENCIL, gl.GL_UNSIGNED_INT_24_8, IntPtr.Zero, immutable, true);
                    break;

                case RenderBufferFormat.Depth32:
                    this.texture = new OpenGLTexture2D(uv, gl.GL_DEPTH_COMPONENT32, width, height, gl.GL_DEPTH_COMPONENT, gl.GL_UNSIGNED_INT, IntPtr.Zero, immutable, true);
                    break;

                case RenderBufferFormat.Depth16:
                    this.texture = new OpenGLTexture2D(uv, gl.GL_DEPTH_COMPONENT16, width, height, gl.GL_DEPTH_COMPONENT, gl.GL_UNSIGNED_SHORT, IntPtr.Zero, immutable, true);
                    break;

                case RenderBufferFormat.Stencil8:
                    this.texture = new OpenGLTexture2D(uv, gl.GL_STENCIL_INDEX8, width, height, gl.GL_STENCIL, gl.GL_UNSIGNED_INT, IntPtr.Zero, immutable, true);
                    break;

                default:
                    throw new NotSupportedException(nameof(format));
                }
            }
        }