MSAA mostly working. Only merging the MS render buffer to a single texture so that others could use the AA texture easly

This commit is contained in:
Teejoon
2016-03-11 19:05:34 +01:00
parent 0869afd529
commit 1ad087dc75
5 changed files with 237 additions and 57 deletions
+22 -7
View File
@@ -7,12 +7,13 @@
class BufferResource
{
public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling);
GLuint* m_ResourceHandle;
GLenum m_ResourceType;
GLenum m_Attachment;
GLuint m_MipMapLod = 0;
bool m_MultiSampling = false;
private:
};
@@ -21,24 +22,33 @@ template <GLenum RESOURCETYPE>
class ResourceType : public BufferResource
{
public:
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod, bool multiSampling)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod, multiSampling) { }
};
class Texture2D : public ResourceType<GL_TEXTURE_2D>
{
public:
Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod) { };
: ResourceType(resourceHandle, attachment, mipMapLod, false) { };
~Texture2D();
};
class Texture2DMultiSample : public ResourceType<GL_TEXTURE_2D_MULTISAMPLE>
{
public:
Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
: ResourceType(resourceHandle, attachment, mipMapLod, true) { };
~Texture2DMultiSample();
};
class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
{
public:
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0)
RenderBuffer(GLuint* resourceHandle, GLenum attachment, bool multiSampling = false)
: ResourceType(resourceHandle, attachment, 0, multiSampling)
{ };
~RenderBuffer();
@@ -48,12 +58,13 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment, 0)
: ResourceType(resourceHandle, attachment, 0, false)
{ };
~Texture2DArray();
};
class FrameBuffer
{
public:
@@ -65,9 +76,13 @@ public:
void Generate();
void Bind();
void Unbind();
void Read();
void Draw();
GLuint GetHandle();
bool MultiSampling() { return m_MultiSampling; };
private:
bool m_MultiSampling = true;
GLuint m_BufferHandle;
std::vector<std::shared_ptr<BufferResource>> m_Resources;
};