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use crate::core::render_target::*;
pub struct RenderTargetArray<'a, 'b> {
context: Context,
id: crate::context::Framebuffer,
color_texture: Option<&'a mut Texture2DArray>,
depth_texture: Option<&'b mut DepthTargetTexture2DArray>,
}
impl<'a, 'b> RenderTargetArray<'a, 'b> {
pub fn new_depth(
context: &Context,
depth_texture: &'b mut DepthTargetTexture2DArray,
) -> ThreeDResult<Self> {
Ok(Self {
context: context.clone(),
id: new_framebuffer(context)?,
color_texture: None,
depth_texture: Some(depth_texture),
})
}
pub fn new(
context: &Context,
color_texture: &'a mut Texture2DArray,
depth_texture: &'b mut DepthTargetTexture2DArray,
) -> ThreeDResult<Self> {
Ok(Self {
context: context.clone(),
id: new_framebuffer(context)?,
color_texture: Some(color_texture),
depth_texture: Some(depth_texture),
})
}
pub fn new_color(
context: &Context,
color_texture: &'a mut Texture2DArray,
) -> ThreeDResult<Self> {
Ok(Self {
context: context.clone(),
id: new_framebuffer(context)?,
color_texture: Some(color_texture),
depth_texture: None,
})
}
pub fn write(
&self,
color_layers: &[u32],
depth_layer: u32,
clear_state: ClearState,
render: impl FnOnce() -> ThreeDResult<()>,
) -> ThreeDResult<()> {
self.bind(Some(color_layers), Some(depth_layer))?;
clear(
&self.context,
&ClearState {
red: self.color_texture.as_ref().and(clear_state.red),
green: self.color_texture.as_ref().and(clear_state.green),
blue: self.color_texture.as_ref().and(clear_state.blue),
alpha: self.color_texture.as_ref().and(clear_state.alpha),
depth: self.depth_texture.as_ref().and(clear_state.depth),
},
);
render()?;
if let Some(ref color_texture) = self.color_texture {
color_texture.generate_mip_maps();
}
Ok(())
}
fn bind(&self, color_layers: Option<&[u32]>, depth_layer: Option<u32>) -> ThreeDResult<()> {
unsafe {
self.context
.bind_framebuffer(crate::context::DRAW_FRAMEBUFFER, Some(self.id));
if let Some(ref color_texture) = self.color_texture {
if let Some(color_layers) = color_layers {
self.context.draw_buffers(
&(0..color_layers.len())
.map(|i| crate::context::COLOR_ATTACHMENT0 + i as u32)
.collect::<Vec<u32>>(),
);
for channel in 0..color_layers.len() {
color_texture.bind_as_color_target(color_layers[channel], channel as u32);
}
}
}
}
if let Some(ref depth_texture) = self.depth_texture {
if let Some(depth_layer) = depth_layer {
depth_texture.bind_as_depth_target(depth_layer);
}
}
self.context.framebuffer_check()?;
self.context.error_check()
}
}
impl Drop for RenderTargetArray<'_, '_> {
fn drop(&mut self) {
unsafe {
self.context.delete_framebuffer(self.id);
}
}
}