MSAA mostly working. Only merging the MS render buffer to a single texture so that others could use the AA texture easly
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@@ -7,12 +7,13 @@
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class BufferResource
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{
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public:
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod);
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling);
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GLuint* m_ResourceHandle;
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GLenum m_ResourceType;
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GLenum m_Attachment;
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GLuint m_MipMapLod = 0;
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bool m_MultiSampling = false;
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private:
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};
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@@ -21,24 +22,33 @@ template <GLenum RESOURCETYPE>
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class ResourceType : public BufferResource
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{
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public:
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ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { }
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ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod, bool multiSampling)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod, multiSampling) { }
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};
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class Texture2D : public ResourceType<GL_TEXTURE_2D>
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{
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public:
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Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
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: ResourceType(resourceHandle, attachment, mipMapLod) { };
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: ResourceType(resourceHandle, attachment, mipMapLod, false) { };
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~Texture2D();
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};
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class Texture2DMultiSample : public ResourceType<GL_TEXTURE_2D_MULTISAMPLE>
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{
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public:
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Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0)
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: ResourceType(resourceHandle, attachment, mipMapLod, true) { };
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~Texture2DMultiSample();
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};
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class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
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{
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public:
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RenderBuffer(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment, 0)
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RenderBuffer(GLuint* resourceHandle, GLenum attachment, bool multiSampling = false)
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: ResourceType(resourceHandle, attachment, 0, multiSampling)
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{ };
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~RenderBuffer();
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@@ -48,12 +58,13 @@ class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
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{
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public:
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Texture2DArray(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment, 0)
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: ResourceType(resourceHandle, attachment, 0, false)
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{ };
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~Texture2DArray();
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};
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class FrameBuffer
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{
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public:
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@@ -65,9 +76,13 @@ public:
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void Generate();
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void Bind();
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void Unbind();
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void Read();
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void Draw();
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GLuint GetHandle();
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bool MultiSampling() { return m_MultiSampling; };
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private:
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bool m_MultiSampling = true;
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GLuint m_BufferHandle;
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std::vector<std::shared_ptr<BufferResource>> m_Resources;
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};
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