Huge graphics overhaul
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#include "FrameBuffers.hpp"
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namespace nb {
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using FBOErrorCodes = FrameBufferError::Codes;
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const std::string FrameBufferError::type = "nb::FrameBufferError";
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const ErrorCodeMap FrameBufferError::ErrorMessages = {
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{FBOErrorCodes::UNDEFINED, "Error"},
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{FBOErrorCodes::INVALID_VALUE, "Invalid value"}
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};
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GLuint FrameBufferBase::declare() {
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if (!_id) {
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glGenFramebuffers(1, &_id);
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}
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bind();
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return _id;
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}
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void FrameBufferBase::remove() {
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if (_id) {
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unbind();
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glDeleteFramebuffers(1, &_id);
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_id=0;
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}
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}
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FrameBufferBase::FrameBufferBase(GLenum target) : Target(target) {}
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std::shared_ptr<RenderTarget> FrameBufferBase::detach(GLenum attch_) {
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bind();
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auto ret = _attachments.at(attch_);
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_attachments.erase(attch_);
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glFramebufferTexture(Target, attch_, 0, 0);
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return ret;
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}
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void FrameBufferBase::attach(
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GLenum attachment_,
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std::shared_ptr<Texture> texture_,
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unsigned int level_,
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unsigned int layer_
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) {
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declare();
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if (attachment_ == GL_NONE) {
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THROW(FrameBufferError(FrameBufferError::INVALID_VALUE,
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"Cannot attach object to `GL_NONE`"
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));
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}
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glFramebufferTextureLayer(
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Target,
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attachment_,
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texture_->id(),
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level_,
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layer_
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);
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_attachments[attachment_] = texture_;
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}
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void FrameBufferBase::attach(
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GLenum attachment_,
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std::shared_ptr<Texture> texture_,
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unsigned int level_
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) {
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declare();
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if (attachment_ == GL_NONE) {
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THROW(FrameBufferError(FrameBufferError::INVALID_VALUE,
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"Cannot attach object to `GL_NONE`"
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));
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}
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if (texTypeIs2D(texture_->Target)) {
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glFramebufferTexture2D(
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Target,
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attachment_,
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texture_->Target,
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texture_->id(),
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level_
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);
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} else {
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glFramebufferTexture1D(
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Target,
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attachment_,
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texture_->Target,
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texture_->id(),
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level_
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);
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}
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_attachments[attachment_] = texture_;
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}
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void FrameBufferBase::bind() const {
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if (_id) {
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glBindFramebuffer(Target, _id);
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} else {
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THROW(OGLError(
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OGLError::Codes::INVALID_OBJECT,
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"w/ FrameBuffer"
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));
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}
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}
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void FrameBufferBase::unbind() const {
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glBindFramebuffer(Target, 0);
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}
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GLenum FrameBufferBase::status() const {
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bind();
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return glCheckFramebufferStatus(Target);
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}
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FrameBufferBase::AttachmentMap FrameBufferBase::getAllBuffers() const {
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return _attachments;
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}
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std::shared_ptr<RenderTarget> FrameBufferBase::getBuffer(GLenum attch_) const {
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try {
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return _attachments.at(attch_);
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} catch (const std::out_of_range& e) {
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THROW(e);
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}
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}
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// class ReadFrameBuffer
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ReadFrameBuffer::ReadFrameBuffer()
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: _location(GL_NONE), FrameBufferBase(GL_READ_FRAMEBUFFER) {}
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ReadFrameBuffer& ReadFrameBuffer::operator=(WriteFrameBuffer&& mv) {
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if (mv.id()) {
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_attachments = mv.getAllBuffers();
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mv.setWriteBuffer(GL_NONE);
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mv._attachments = {};
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mv._locations = {};
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FrameBufferBase::OpenGLObject::operator=(std::move(mv));
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}
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return *this;
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}
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ReadFrameBuffer& ReadFrameBuffer::operator=(ReadFrameBuffer&& mv) {
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if (mv.id()) {
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_attachments = mv._attachments;
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_location = mv._location;
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mv._attachments = {};
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mv._location = GL_NONE;
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FrameBufferBase::OpenGLObject::operator=(std::move(mv));
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}
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return *this;
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}
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std::shared_ptr<RenderTarget> ReadFrameBuffer::getReadBuffer() const {
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if (_location == GL_NONE) { return nullptr; }
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return getBuffer(_location);
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}
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GLenum ReadFrameBuffer::getReadLocation() const { return _location; }
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std::shared_ptr<RenderTarget> ReadFrameBuffer::setReadBuffer(GLenum attch_) {
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bind();
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if (attch_!=GL_NONE) {
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try {
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const auto& x = _attachments.at(attch_);
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} catch (const std::out_of_range& e) {
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THROW(FrameBufferError(FrameBufferError::INVALID_VALUE,
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"No buffer set at attachment"
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));
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}
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}
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_location = attch_;
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glReadBuffer(_location);
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return getReadBuffer();
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}
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// class WriteFrameBuffer
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WriteFrameBuffer::WriteFrameBuffer()
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: FrameBufferBase(GL_DRAW_FRAMEBUFFER) {}
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WriteFrameBuffer& WriteFrameBuffer::operator=(ReadFrameBuffer&& rhs) {
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if (rhs.id()) {
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_attachments = rhs._attachments;
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rhs.setReadBuffer(GL_NONE);
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rhs._attachments = {};
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rhs._location = GL_NONE;
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FrameBufferBase::OpenGLObject::operator=(std::move(rhs));
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}
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return *this;
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}
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WriteFrameBuffer& WriteFrameBuffer::operator=(WriteFrameBuffer&& rhs) {
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if (rhs.id()) {
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_attachments = rhs._attachments;
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_locations = rhs._locations;
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rhs._attachments = {};
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rhs._locations = {};
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FrameBufferBase::OpenGLObject::operator=(std::move(rhs));
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}
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return *this;
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}
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using fRGBA = RGBA<float>;
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std::vector<std::shared_ptr<Texture>> WriteFrameBuffer::getWriteBuffers() const {
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const size_t count = _locations.size();
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std::vector<std::shared_ptr<Texture>> ret(count);
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for (int i = 0; i < count; ++i) {
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ret[i] = std::static_pointer_cast<Texture>(getBuffer(_locations[i]));
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}
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return ret;
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}
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std::vector<GLenum> WriteFrameBuffer::getWriteLocations() const {
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return _locations;
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}
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WriteFrameBuffer::DrawTexVec WriteFrameBuffer::setWriteBuffers(const std::vector<GLenum>& attchs_) {
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bind();
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for (GLenum loc : attchs_) {
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if (getBuffer(loc)->Target == GL_RENDERBUFFER) {
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THROW(FrameBufferError(FrameBufferError::INVALID_VALUE,
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"Cannot write to renderbuffer [ @ Attachment = "+std::to_string(loc)+" ]"
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));
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}
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}
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_locations = attchs_;
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glDrawBuffers(_locations.size(), _locations.data());
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return getWriteBuffers();
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}
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std::shared_ptr<Texture> WriteFrameBuffer::setWriteBuffer(GLenum attch_) {
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bind();
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if (attch_ == GL_NONE) {
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std::vector<GLenum> tmp(_locations.size(), GL_NONE);
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glDrawBuffers(tmp.size(), tmp.data());
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_locations = {};
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return nullptr;
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}
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setWriteBuffers({attch_});
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return std::static_pointer_cast<Texture>(getBuffer(attch_));
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}
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fRGBA WriteFrameBuffer::clearColorValue() const {
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bind();
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float rgba[4];
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glGetFloatv(GL_COLOR_CLEAR_VALUE, rgba);
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return fRGBA{rgba[0], rgba[1], rgba[2], rgba[3]};
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}
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fRGBA WriteFrameBuffer::clearColorValue(const fRGBA& color) {
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declare();
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glClearColor(color.r, color.g, color.b, color.a);
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return color;
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}
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fRGBA WriteFrameBuffer::clearColorValue(float r, float g, float b, float a) {
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return clearColorValue({r, g,b , a});
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}
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double WriteFrameBuffer::clearDepthValue() const {
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bind();
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double ret;
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glGetDoublev(GL_DEPTH_CLEAR_VALUE, &ret);
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return ret;
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}
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double WriteFrameBuffer::clearDepthValue(double d_) {
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declare();
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glClearDepth(d_);
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return d_;
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}
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GLint WriteFrameBuffer::clearStencilValue() const {
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bind();
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GLint ret;
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glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &ret);
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return ret;
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}
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GLint WriteFrameBuffer::clearStencilValue(GLint s_) {
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declare();
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glClearStencil(s_);
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return s_;
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}
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void WriteFrameBuffer::clear(GLbitfield mask_) const {
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bind();
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glClear(mask_);
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}
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void WriteFrameBuffer::clearDepth() const {
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clear(GL_DEPTH_BUFFER_BIT);
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}
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void WriteFrameBuffer::clearDepth(float val_) const {
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bind();
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glClearBufferfv(GL_DEPTH, 0, &val_);
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}
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void WriteFrameBuffer::clearStencil() const {
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clear(GL_STENCIL_BUFFER_BIT);
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}
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void WriteFrameBuffer::clearStencil(GLint val_) const {
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bind();
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glClearBufferiv(GL_STENCIL, 0, &val_);
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}
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void WriteFrameBuffer::clearDepthStencil() const {
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clear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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void WriteFrameBuffer::clearDepthStencil(float d_, GLint s_) const {
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bind();
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glClearBufferfi(GL_DEPTH_STENCIL, 0, d_, s_);
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}
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FrameBuffer::FrameBuffer()
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: FrameBufferBase(GL_FRAMEBUFFER) {}
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FrameBuffer& FrameBuffer::operator=(FrameBuffer&& rhs) {
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if (rhs.id()) {
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_attachments = rhs._attachments;
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_location = rhs._location;
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_locations = rhs._locations;
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rhs._attachments = {};
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rhs._locations = {};
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rhs._location = GL_NONE;
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OpenGLObject::operator=(std::move(rhs));
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}
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return *this;
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}
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FrameBuffer& FrameBuffer::operator=(ReadFrameBuffer&& rhs) {
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ReadFrameBuffer::operator=(std::move(rhs));
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return *this;
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}
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FrameBuffer& FrameBuffer::operator=(WriteFrameBuffer&& rhs) {
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WriteFrameBuffer::operator=(std::move(rhs));
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return *this;
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}
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} // namespace nb
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