use alloc::vec::Vec;
use core::ops::Drop;
use gl;
use gl::types::*;
use super::{Attachment, GLTexture};
pub struct GLFramebuffer {
id: GLuint,
}
impl GLFramebuffer {
#[inline(always)]
pub fn new(gl_texture: &GLTexture, buffers: &[Attachment], level: isize) -> Self {
let framebuffer = GLFramebuffer {
id: {
let mut id = 0;
unsafe { gl::GenFramebuffers(1, &mut id); }
id
},
};
framebuffer.set(gl_texture, buffers, level);
framebuffer
}
#[inline(always)]
pub fn id(&self) -> GLuint { self.id }
#[inline]
pub fn bind(&self) -> &Self {
unsafe { gl::BindFramebuffer(gl::FRAMEBUFFER, self.id); }
self
}
#[inline]
pub fn unbind(&self) -> &Self {
unsafe { gl::BindFramebuffer(gl::FRAMEBUFFER, 0); }
self
}
#[inline]
pub fn set(&self, gl_texture: &GLTexture, buffers: &[Attachment], level: isize) {
let gl_texture_id = gl_texture.id();
let mut gl_enums = Vec::with_capacity(buffers.len());
for i in 0..buffers.len() {
gl_enums.push(buffers[i].to_gl());
}
unsafe {
gl::BindFramebuffer(gl::FRAMEBUFFER, self.id);
gl::BindTexture(gl_texture.kind().to_gl(), gl_texture_id);
for i in 0..gl_enums.len() {
gl::FramebufferTexture(gl::FRAMEBUFFER, gl_enums[i], gl_texture_id, level as GLint);
}
gl::DrawBuffers(buffers.len() as GLint, gl_enums.as_ptr());
if gl::CheckFramebufferStatus(gl::FRAMEBUFFER) != gl::FRAMEBUFFER_COMPLETE {
panic!("Check framebuffer status failed");
}
}
}
}
impl Drop for GLFramebuffer {
#[inline]
fn drop(&mut self) {
if self.id != 0 {
unsafe { gl::DeleteFramebuffers(1, &self.id); }
}
}
}