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#ifndef Magnum_Framebuffer_h
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#define Magnum_Framebuffer_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::Framebuffer
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*/
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#include "BufferedImage.h"
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#include "CubeMapTexture.h"
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#include "Image.h"
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#include "Renderbuffer.h"
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namespace Magnum {
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/**
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@brief %Framebuffer
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*/
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class MAGNUM_EXPORT Framebuffer {
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Framebuffer(const Framebuffer& other) = delete;
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Framebuffer(Framebuffer&& other) = delete;
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Framebuffer& operator=(const Framebuffer& other) = delete;
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Framebuffer& operator=(Framebuffer&& other) = delete;
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public:
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/** @brief %Framebuffer target */
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enum class Target: GLenum {
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Read = GL_READ_FRAMEBUFFER, /**< For reading only. */
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Draw = GL_DRAW_FRAMEBUFFER, /**< For drawing only. */
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ReadDraw = GL_FRAMEBUFFER /**< For both reading and drawing. */
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};
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/** @brief Draw attachment for default framebuffer */
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enum class DefaultDrawAttachment: GLenum {
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None = GL_NONE, /**< Don't use the output. */
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BackLeft = GL_BACK_LEFT, /**< Write output to back left framebuffer. */
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BackRight = GL_BACK_RIGHT, /**< Write output to back right framebuffer. */
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FrontLeft = GL_FRONT_LEFT, /**< Write output to front left framebuffer. */
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FrontRight = GL_FRONT_RIGHT /**< Write output to front right framebuffer. */
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};
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/** @brief Read attachment for default framebuffer */
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enum class DefaultReadAttachment: GLenum {
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FrontLeft = GL_FRONT_LEFT, /**< Read from front left framebuffer. */
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FrontRight = GL_FRONT_RIGHT, /**< Read from front right framebuffer. */
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BackLeft = GL_BACK_LEFT, /**< Read from back left framebuffer. */
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BackRight = GL_BACK_RIGHT, /**< Read from back right framebuffer. */
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Left = GL_LEFT, /**< Read from left framebuffers. */
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Right = GL_RIGHT, /**< Read from right framebuffers. */
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Front = GL_FRONT, /**< Read from front framebuffers. */
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Back = GL_BACK, /**< Read from back framebuffers. */
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FrontAndBack = GL_FRONT_AND_BACK /**< Read from front and back framebuffers. */
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};
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/** @brief Attachment for depth/stencil part of fragment shader output */
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enum class DepthStencilAttachment: GLenum {
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Depth = GL_DEPTH_ATTACHMENT, /**< Depth output only. */
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Stencil = GL_STENCIL_ATTACHMENT, /**< Stencil output only. */
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DepthStencil = GL_DEPTH_STENCIL_ATTACHMENT /**< Both depth and stencil output. */
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};
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/**
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* @brief Output mask for blitting
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*
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* Specifies which data are copied when performing blit operation
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* using blit().
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*/
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enum class BlitMask: GLbitfield {
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Color = GL_COLOR_BUFFER_BIT, /**< Color only. */
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Depth = GL_DEPTH_BUFFER_BIT, /**< Depth value only. */
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Stencil = GL_STENCIL_BUFFER_BIT, /**< Stencil value only. */
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/** Color and depth value. */
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ColorDepth = GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT,
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/** Color and stencil value. */
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ColorStencil = GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT,
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/** Depth and stencil value */
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DepthStencil = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT,
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/** Color, depth and stencil value. */
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ColorDepthStencil = GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT
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};
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/**
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* @brief Bind default framebuffer to given target
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* @param target %Target
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*/
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inline static void bindDefault(Target target) {
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glBindFramebuffer(static_cast<GLenum>(target), 0);
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}
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/**
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* @brief Map given attachments of default framebuffer for drawing
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* @param attachments Default attachments. If any value is
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* DefaultAttachment::None, given output is not used.
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*
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* If used for mapping output of fragment shader, the order must be as
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* specified by the shader (see AbstractShaderProgram documentation).
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* If used for blit(), the order is not important. Each used attachment
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* should have either renderbuffer or texture attached for writing to
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* work properly.
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* @see mapForDraw(), mapDefaultForRead()
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*/
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static void mapDefaultForDraw(std::initializer_list<DefaultDrawAttachment> attachments);
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/**
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* @brief Map given attachment of default framebuffer for reading
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* @param attachment Default attachment
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*
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* Each used attachment should have either renderbuffer or texture
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* attached to work properly.
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* @see mapForRead(), mapDefaultForDraw()
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*/
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inline static void mapDefaultForRead(DefaultReadAttachment attachment) {
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bindDefault(Target::Read);
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glReadBuffer(static_cast<GLenum>(attachment));
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}
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/**
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* @brief Copy block of pixels from read to draw framebuffer
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* @param bottomLeft Bottom left coordinates of source rectangle
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* @param topRight Top right coordinates of source rectangle
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* @param destinationBottomLeft Bottom left coordinates of destination rectangle
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* @param destinationTopRight Top right coordinates of destination
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* rectangle
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* @param blitMask Blit mask
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* @param filter Interpolation applied if the image is
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* stretched
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*
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* See mapForRead() / mapDefaultForRead() and mapForDraw() /
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* mapDefaultForDraw() for binding particular framebuffer for reading
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* and drawing. If multiple attachments are specified in mapForDraw()
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* / mapDefaultForDraw(), the data are written to each of them.
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*/
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inline static void blit(const Math::Vector2<GLint>& bottomLeft, const Math::Vector2<GLint>& topRight, const Math::Vector2<GLint>& destinationBottomLeft, const Math::Vector2<GLint>& destinationTopRight, BlitMask blitMask, AbstractTexture::Filter filter) {
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glBlitFramebuffer(bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), destinationBottomLeft.x(), destinationBottomLeft.y(), destinationTopRight.x(), destinationTopRight.y(), static_cast<GLbitfield>(blitMask), static_cast<GLenum>(filter));
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}
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/**
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* @brief Copy block of pixels from read to draw framebuffer
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* @param bottomLeft Bottom left coordinates of source and
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* destination rectangle
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* @param topRight Top right coordinates of source and
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* destination rectangle
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* @param blitMask Blit mask
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*
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* Convenience function when source rectangle is the same as
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* destination rectangle. As the image is copied pixel-by-pixel,
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* no interpolation is needed and thus
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* AbstractTexture::Filter::NearestNeighbor filtering is used by
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* default.
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*/
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inline static void blit(const Math::Vector2<GLint>& bottomLeft, const Math::Vector2<GLint>& topRight, BlitMask blitMask) {
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glBlitFramebuffer(bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), static_cast<GLbitfield>(blitMask), static_cast<GLenum>(AbstractTexture::Filter::NearestNeighbor));
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}
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/**
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* @brief Read block of pixels from framebuffer to image
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* @param offset Offset in the framebuffer
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* @param dimensions Image dimensions
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* @param components Color components
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* @param type Data type
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* @param image %Image where to put the data
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*/
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static void read(const Math::Vector2<GLint>& offset, const Math::Vector2<GLsizei>& dimensions, AbstractImage::Components components, AbstractImage::ComponentType type, Image2D* image);
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/**
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* @brief Read block of pixels from framebuffer to buffered image
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* @param offset Offset in the framebuffer
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* @param dimensions Image dimensions
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* @param components Color components
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* @param type Data type
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* @param image Buffered image where to put the data
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* @param usage %Buffer usage
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*/
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static void read(const Math::Vector2<GLint>& offset, const Math::Vector2<GLsizei>& dimensions, AbstractImage::Components components, AbstractImage::ComponentType type, BufferedImage2D* image, Buffer::Usage usage);
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/**
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* @brief Constructor
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*
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* Generates new OpenGL framebuffer.
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*/
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inline Framebuffer() { glGenFramebuffers(1, &framebuffer); }
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/**
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* @brief Destructor
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*
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* Deletes associated OpenGL framebuffer.
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*/
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inline ~Framebuffer() { glDeleteFramebuffers(1, &framebuffer); }
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/** @brief Bind framebuffer */
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inline void bind(Target target) {
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glBindFramebuffer(static_cast<GLenum>(target), framebuffer);
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}
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/**
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* @brief Map given color attachments of current framebuffer for drawing
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* @param colorAttachments Color attachment IDs. If any value is -1,
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* given output is not used.
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*
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* If used for mapping output of fragment shader, the order must be as
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* specified by the shader (see AbstractShaderProgram documentation).
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* If used for blit(), the order is not important. Each used attachment
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* should have either renderbuffer or texture attached for writing to
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* work properly.
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* @see mapDefaultForDraw(), mapForRead()
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*/
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void mapForDraw(std::initializer_list<int> colorAttachments);
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/**
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* @brief Map given color attachment of current framebuffer for reading
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* @param colorAttachment Color attachment ID
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*
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* The color attachment should have either renderbuffer or texture
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* attached for reading to work properly.
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* @see mapDefaultForRead(), mapForDraw()
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*/
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inline void mapForRead(unsigned int colorAttachment) {
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bind(Target::Read);
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glReadBuffer(GL_COLOR_ATTACHMENT0 + colorAttachment);
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}
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/**
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* @brief Attach renderbuffer to given framebuffer depth/stencil attachment
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* @param target %Target
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* @param depthStencilAttachment Depth/stencil attachment
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* @param renderbuffer Renderbuffer
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*/
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inline void attachRenderbuffer(Target target, DepthStencilAttachment depthStencilAttachment, Renderbuffer* renderbuffer) {
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/** @todo Check for internal format compatibility */
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bind(target);
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glFramebufferRenderbuffer(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), GL_RENDERBUFFER, renderbuffer->id());
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}
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/**
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* @brief Attach renderbuffer to given framebuffer color attachment
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* @param target %Target
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* @param colorAttachment Color attachment ID (number between 0 and 15)
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* @param renderbuffer Renderbuffer
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*/
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inline void attachRenderbuffer(Target target, unsigned int colorAttachment, Renderbuffer* renderbuffer) {
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/** @todo Check for internal format compatibility */
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bind(target);
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glFramebufferRenderbuffer(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, GL_RENDERBUFFER, renderbuffer->id());
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}
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/**
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* @brief Attach 1D texture to given framebuffer depth/stencil attachment
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* @param target %Target
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* @param depthStencilAttachment Depth/stencil attachment
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* @param texture 1D texture
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* @param mipLevel Mip level
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*/
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inline void attachTexture1D(Target target, DepthStencilAttachment depthStencilAttachment, Texture1D* texture, GLint mipLevel) {
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/** @todo Check for internal format compatibility */
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/** @todo Check for texture target compatibility */
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bind(target);
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glFramebufferTexture1D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(texture->target()), texture->id(), mipLevel);
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}
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/**
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* @brief Attach 1D texture to given framebuffer color attachment
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* @param target %Target
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* @param colorAttachment Color attachment ID (number between 0 and 15)
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* @param texture 1D texture
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* @param mipLevel Mip level
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*/
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inline void attachTexture1D(Target target, unsigned int colorAttachment, Texture1D* texture, GLint mipLevel) {
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/** @todo Check for internal format compatibility */
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/** @todo Check for texture target compatibility */
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bind(target);
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glFramebufferTexture1D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(texture->target()), texture->id(), mipLevel);
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}
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/**
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* @brief Attach 2D texture to given framebuffer depth/stencil attachment
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* @param target %Target
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* @param depthStencilAttachment Depth/stencil attachment
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* @param texture 2D texture
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* @param mipLevel Mip level. For rectangle textures it
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* should be always 0.
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*
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* @see attachCubeMapTexture()
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*/
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inline void attachTexture2D(Target target, DepthStencilAttachment depthStencilAttachment, Texture2D* texture, GLint mipLevel) {
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/** @todo Check for internal format compatibility */
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/** @todo Check for texture target compatibility */
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bind(target);
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glFramebufferTexture2D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(texture->target()), texture->id(), mipLevel);
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}
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/**
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* @brief Attach 2D texture to given framebuffer color attachment
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* @param target %Target
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* @param colorAttachment Color attachment ID (number between 0 and 15)
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* @param texture 2D texture
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* @param mipLevel Mip level. For rectangle textures it
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* should be always 0.
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*
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* @see attachCubeMapTexture()
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*/
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inline void attachTexture2D(Target target, unsigned int colorAttachment, Texture2D* texture, GLint mipLevel) {
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/** @todo Check for internal format compatibility */
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/** @todo Check for texture target compatibility */
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bind(target);
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glFramebufferTexture2D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(texture->target()), texture->id(), mipLevel);
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}
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/**
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* @brief Attach cube map texture to given framebuffer depth/stencil attachment
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* @param target %Target
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* @param depthStencilAttachment Depth/stencil attachment
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* @param texture Cube map texture
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* @param coordinate Cube map coordinate
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* @param mipLevel Mip level
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*
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* @see attachTexture2D()
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*/
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inline void attachCubeMapTexture(Target target, DepthStencilAttachment depthStencilAttachment, CubeMapTexture* texture, CubeMapTexture::Coordinate coordinate, GLint mipLevel) {
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/** @todo Check for internal format compatibility */
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bind(target);
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glFramebufferTexture2D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(coordinate), texture->id(), mipLevel);
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}
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/**
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* @brief Attach cube map texture to given framebuffer color attachment
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* @param target %Target
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* @param colorAttachment Color attachment ID (number between 0 and 15)
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* @param texture Cube map texture
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* @param coordinate Cube map coordinate
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* @param mipLevel Mip level
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*
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* @see attachTexture2D()
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*/
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inline void attachCubeMapTexture(Target target, unsigned int colorAttachment, CubeMapTexture* texture, CubeMapTexture::Coordinate coordinate, GLint mipLevel) {
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/** @todo Check for internal format compatibility */
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bind(target);
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glFramebufferTexture2D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(coordinate), texture->id(), mipLevel);
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}
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/**
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* @brief Attach 3D texture to given framebuffer depth/stencil attachment
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* @param target %Target
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* @param depthStencilAttachment Depth/stencil attachment
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* @param texture 3D texture
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* @param mipLevel Mip level
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* @param layer Layer of 2D image within a 3D texture
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*/
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inline void attachTexture3D(Target target, DepthStencilAttachment depthStencilAttachment, Texture3D* texture, GLint mipLevel, GLint layer) {
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/** @todo Check for internal format compatibility */
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/** @todo Check for texture target compatibility */
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bind(target);
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glFramebufferTexture3D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(texture->target()), texture->id(), mipLevel, layer);
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}
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/**
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* @brief Attach 3D texture to given framebuffer color attachment
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* @param target %Target
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* @param colorAttachment Color attachment ID (number between 0 and 15)
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* @param texture 3D texture
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* @param mipLevel Mip level
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* @param layer Layer of 2D image within a 3D texture.
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*/
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inline void attachTexture3D(Target target, unsigned int colorAttachment, Texture3D* texture, GLint mipLevel, GLint layer) {
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/** @todo Check for internal format compatibility */
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/** @todo Check for texture target compatibility */
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bind(target);
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glFramebufferTexture3D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(texture->target()), texture->id(), mipLevel, layer);
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}
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private:
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GLuint framebuffer;
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};
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}
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#endif
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