public void BlitTextureTo(Framebuffer target, TextureAttachment textureAttachment, BlitFilter filter, RectangleI rect) { if (textureAttachment < 0) { throw new ArgumentOutOfRangeException($"Can't blit a depth texture."); } Graphics.State.OnStateChanging.Invoke(); WebGL2Framebuffer originalFramebuffer = Current as WebGL2Framebuffer; GL.bindFramebuffer(READ_FRAMEBUFFER_Static, id); Swaps++; GL.bindFramebuffer(DRAW_FRAMEBUFFER_Static, ((WebGL2Framebuffer)target ?? (WebGL2Framebuffer)Default).id); Swaps++; Graphics.SetViewport(target); Graphics.SetScissorTest(target); GL.readBuffer(textureAttachment.ToWebGL2()); GL.blitFramebuffer(0, 0, Width, Height, rect.Left, rect.Bottom, rect.Right, rect.Top, COLOR_BUFFER_BIT, filter.ToWebGL2()); //GL.blitFramebuffer(new RectangleI(Width, Height), rect, textureAttachment >= 0 ? BufferBit.Colour : DEPTH_BUFFER_BIT, filter.ToWebGL2()); // Reset Framebuffer GL.bindFramebuffer(FRAMEBUFFER, (originalFramebuffer ?? (WebGL2Framebuffer)Default).id); Blits++; Graphics.State.OnStateChanged.Invoke(); }
internal override Framebuffer CreateDefaultFramebuffer() { return(WebGL2Framebuffer.CreateDefault()); }