use gl;
use gl::types::*;
use super::{Attachment, GLTexture};
#[derive(Debug, Hash)]
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].into());
}
unsafe {
gl::BindFramebuffer(gl::FRAMEBUFFER, self.id);
gl::BindTexture(gl_texture.kind().into(), gl_texture_id);
for i in 0..gl_enums.len() {
gl::FramebufferTexture2D(
gl::FRAMEBUFFER,
gl_enums[i],
gl::TEXTURE_2D,
gl_texture_id,
level as GLint,
);
}
gl::DrawBuffers(buffers.len() as GLint, gl_enums.as_ptr());
match gl::CheckFramebufferStatus(gl::FRAMEBUFFER) {
gl::FRAMEBUFFER_UNDEFINED => panic!("Check framebuffer status failed undefined"),
gl::FRAMEBUFFER_INCOMPLETE_ATTACHMENT => {
panic!("Check framebuffer status failed incomplete attachment")
}
gl::FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT => {
panic!("Check framebuffer status failed incomplete missing attachment")
}
gl::FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER => {
panic!("Check framebuffer status failed incomplete draw buffer")
}
gl::FRAMEBUFFER_INCOMPLETE_READ_BUFFER => {
panic!("Check framebuffer status failed incomplete read buffer")
}
gl::FRAMEBUFFER_UNSUPPORTED => {
panic!("Check framebuffer status failed unsupported")
}
gl::FRAMEBUFFER_INCOMPLETE_MULTISAMPLE => {
panic!("Check framebuffer status failed incomplete multisample")
}
gl::FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS => {
panic!("Check framebuffer status failed incomplete layer targets")
}
_ => (),
}
}
}
}
impl Drop for GLFramebuffer {
#[inline]
fn drop(&mut self) {
if self.id != 0 {
unsafe {
gl::DeleteFramebuffers(1, &self.id);
}
}
}
}