// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com) // This file is part of the "Nazara Engine - OpenGL renderer" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include namespace Nz::GL { inline GLenum Framebuffer::Check() const { assert(m_objectId); const Context& context = EnsureContext(); GLenum target = context.BindFramebuffer(m_objectId); return context.glCheckFramebufferStatus(target); } inline void Framebuffer::DrawBuffers(GLsizei n, const GLenum* bufs) { assert(m_objectId); const Context& context = EnsureContext(); context.BindFramebuffer(FramebufferTarget::Draw, m_objectId); context.glDrawBuffers(n, bufs); } inline void Framebuffer::Renderbuffer(GLenum attachment, GLenum renderbuffer) { assert(m_objectId); const Context& context = EnsureContext(); GLenum target = context.BindFramebuffer(m_objectId); context.glFramebufferRenderbuffer(target, attachment, GL_RENDERBUFFER, renderbuffer); } inline void Framebuffer::Texture2D(GLenum attachment, GLenum textarget, GLuint texture, GLint level) { assert(m_objectId); const Context& context = EnsureContext(); GLenum target = context.BindFramebuffer(m_objectId); context.glFramebufferTexture2D(target, attachment, textarget, texture, level); } inline void Framebuffer::TextureLayer(GLenum attachment, GLuint texture, GLint level, GLint layer) { assert(m_objectId); const Context& context = EnsureContext(); GLenum target = context.BindFramebuffer(m_objectId); context.glFramebufferTextureLayer(target, attachment, texture, level, layer); } inline GLuint Framebuffer::CreateHelper(const Context& context) { GLuint fbo = 0; context.glGenFramebuffers(1U, &fbo); return fbo; } inline void Framebuffer::DestroyHelper(const Context& context, GLuint objectId) { context.glDeleteFramebuffers(1U, &objectId); context.NotifyFramebufferDestruction(objectId); } } #include