// Copyright (C) 2020 Jérôme Leclercq // This file is part of the "Nazara Engine - OpenGL Renderer" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include namespace Nz::GL { inline GLenum Framebuffer::Check() const { assert(m_objectId); const Context& context = EnsureDeviceContext(); context.BindFramebuffer(m_objectId); return context.glCheckFramebufferStatus(GL_FRAMEBUFFER); } inline void Framebuffer::Renderbuffer(GLenum attachment, GLenum renderbuffer) { assert(m_objectId); const Context& context = EnsureDeviceContext(); context.BindFramebuffer(m_objectId); context.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, renderbuffer); } inline void Framebuffer::Texture2D(GLenum attachment, GLenum textarget, GLuint texture, GLint level) { assert(m_objectId); const Context& context = EnsureDeviceContext(); context.BindFramebuffer(m_objectId); context.glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level); } inline GLuint Framebuffer::CreateHelper(OpenGLDevice& /*device*/, const Context& context) { GLuint fbo = 0; context.glGenFramebuffers(1U, &fbo); return fbo; } inline void Framebuffer::DestroyHelper(OpenGLDevice& device, const Context& context, GLuint objectId) { context.glDeleteFramebuffers(1U, &objectId); device.NotifyFramebufferDestruction(objectId); } } #include