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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 | #region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; #endregion namespace Microsoft.Xna.Framework.Graphics { public class RenderTarget2D : Texture2D, IRenderTarget { #region Public Properties public DepthFormat DepthStencilFormat { get ; private set ; } public int MultiSampleCount { get ; private set ; } public RenderTargetUsage RenderTargetUsage { get ; private set ; } public bool IsContentLost { get { return false ; } } #endregion #region IRenderTarget Properties /// <inheritdoc/> IGLRenderbuffer IRenderTarget.DepthStencilBuffer { get { return glDepthStencilBuffer; } } /// <inheritdoc/> IGLRenderbuffer IRenderTarget.ColorBuffer { get { return glColorBuffer; } } #endregion #region Private Variables private IGLRenderbuffer glDepthStencilBuffer; private IGLRenderbuffer glColorBuffer; #endregion #region ContentLost Event #pragma warning disable 0067 // We never lose data, but lol XNA4 compliance -flibit public event EventHandler<EventArgs> ContentLost; #pragma warning restore 0067 #endregion #region Public Constructors public RenderTarget2D( GraphicsDevice graphicsDevice, int width, int height ) : this ( graphicsDevice, width, height, false , SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.DiscardContents ) { } public RenderTarget2D( GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat ) : this ( graphicsDevice, width, height, mipMap, preferredFormat, preferredDepthFormat, 0, RenderTargetUsage.DiscardContents ) { } public RenderTarget2D( GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage ) : base ( graphicsDevice, width, height, mipMap, preferredFormat ) { DepthStencilFormat = preferredDepthFormat; MultiSampleCount = Math.Min( MathHelper.ClosestMSAAPower(preferredMultiSampleCount), graphicsDevice.GLDevice.MaxMultiSampleCount ); RenderTargetUsage = usage; if (MultiSampleCount > 0) { glColorBuffer = graphicsDevice.GLDevice.GenRenderbuffer( width, height, Format, MultiSampleCount ); } // If we don't need a depth buffer then we're done. if (preferredDepthFormat == DepthFormat.None) { return ; } glDepthStencilBuffer = graphicsDevice.GLDevice.GenRenderbuffer( width, height, preferredDepthFormat, MultiSampleCount ); } #endregion #region Protected Dispose Method protected override void Dispose( bool disposing) { if (!IsDisposed) { if (glDepthStencilBuffer != null ) { GraphicsDevice.GLDevice.AddDisposeRenderbuffer(glDepthStencilBuffer); } } base .Dispose(disposing); } #endregion #region Internal Context Reset Method protected internal override void GraphicsDeviceResetting() { base .GraphicsDeviceResetting(); } #endregion } } |