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- #include "BsGLMultiRenderTexture.h"
- #include "BsGLTexture.h"
- namespace BansheeEngine
- {
- GLMultiRenderTextureCore::GLMultiRenderTextureCore(GLMultiRenderTexture* parent, MultiRenderTextureProperties* properties, const MULTI_RENDER_TEXTURE_DESC& desc)
- :MultiRenderTextureCore(parent, properties, desc), mFB(nullptr)
- {
- if (mFB != nullptr)
- bs_delete(mFB);
- mFB = bs_new<GLFrameBufferObject, PoolAlloc>();
- for (size_t i = 0; i < mColorSurfaces.size(); i++)
- {
- if (mColorSurfaces[i] != nullptr)
- {
- GLTexture* glColorSurface = static_cast<GLTexture*>(mColorSurfaces[i]->getTexture().get());
- GLPixelBufferPtr colorBuffer =
- glColorSurface->getBuffer(mColorSurfaces[i]->getDesc().firstArraySlice,
- mColorSurfaces[i]->getDesc().mostDetailMip);
- GLSurfaceDesc surfaceDesc;
- surfaceDesc.numSamples = getProperties().getMultisampleCount();
- surfaceDesc.zoffset = 0;
- surfaceDesc.buffer = colorBuffer;
- mFB->bindSurface((UINT32)i, surfaceDesc);
- }
- else
- {
- mFB->unbindSurface((UINT32)i);
- }
- }
- if (mDepthStencilSurface != nullptr)
- {
- GLTexture* glDepthStencilSurface = static_cast<GLTexture*>(mDepthStencilSurface->getTexture().get());
- GLPixelBufferPtr depthStencilBuffer =
- glDepthStencilSurface->getBuffer(mDepthStencilSurface->getDesc().firstArraySlice,
- mDepthStencilSurface->getDesc().mostDetailMip);
- mFB->bindDepthStencil(depthStencilBuffer);
- }
- else
- {
- mFB->unbindDepthStencil();
- }
- }
- GLMultiRenderTextureCore::~GLMultiRenderTextureCore()
- {
- if (mFB != nullptr)
- bs_delete(mFB);
- }
- void GLMultiRenderTextureCore::getCustomAttribute(const String& name, void* pData) const
- {
- if(name=="FBO")
- {
- *static_cast<GLFrameBufferObject **>(pData) = mFB;
- }
- else if (name == "GL_FBOID" || name == "GL_MULTISAMPLEFBOID")
- {
- *static_cast<GLuint*>(pData) = mFB->getGLFBOID();
- }
- }
- RenderTargetProperties* GLMultiRenderTexture::createProperties() const
- {
- return bs_new<MultiRenderTextureProperties>();
- }
- MultiRenderTextureCore* GLMultiRenderTexture::createCore(MultiRenderTextureProperties* properties, const MULTI_RENDER_TEXTURE_DESC& desc)
- {
- return bs_new<GLMultiRenderTextureCore>(this, properties, desc);
- }
- }
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