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use gl;
use log::{debug, error};
use std::ptr;
pub(crate) struct FrameBuffer {
fbo: u32,
rbo: u32,
pub color_buffer: u32,
width: i32,
height: i32,
}
impl FrameBuffer {
pub(crate) fn new(width: i32, height: i32) -> FrameBuffer {
debug!("FrameBuffer::new({}, {})", width, height);
let mut frame_buffer: FrameBuffer = Default::default();
frame_buffer.width = width;
frame_buffer.height = height;
frame_buffer.init();
frame_buffer
}
fn init(&mut self) {
unsafe {
gl::GenFramebuffers(1, &mut self.fbo);
gl::BindFramebuffer(gl::FRAMEBUFFER, self.fbo);
gl::GenTextures(1, &mut self.color_buffer);
gl::BindTexture(gl::TEXTURE_2D, self.color_buffer);
gl::TexImage2D(
gl::TEXTURE_2D,
0,
gl::SRGB as i32,
self.width,
self.height,
0,
gl::RGB,
gl::UNSIGNED_BYTE,
ptr::null(),
);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
gl::FramebufferTexture2D(gl::FRAMEBUFFER, gl::COLOR_ATTACHMENT0, gl::TEXTURE_2D, self.color_buffer, 0);
gl::GenRenderbuffers(1, &mut self.rbo);
gl::BindRenderbuffer(gl::RENDERBUFFER, self.rbo);
gl::RenderbufferStorage(gl::RENDERBUFFER, gl::DEPTH24_STENCIL8, self.width, self.height);
gl::FramebufferRenderbuffer(gl::FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, gl::RENDERBUFFER, self.rbo);
if gl::CheckFramebufferStatus(gl::FRAMEBUFFER) != gl::FRAMEBUFFER_COMPLETE {
error!("Framebuffer not complete!");
}
gl::BindFramebuffer(gl::FRAMEBUFFER, 0);
}
}
pub unsafe fn bind(&self) {
gl::BindFramebuffer(gl::FRAMEBUFFER, self.fbo);
}
pub unsafe fn unbind(&self) {
gl::BindFramebuffer(gl::FRAMEBUFFER, 0);
}
pub unsafe fn resize(&mut self, width: i32, height: i32) {
debug!("Framebuffer::resize({}, {})", width, height);
self.width = width;
self.height = height;
gl::BindFramebuffer(gl::FRAMEBUFFER, self.fbo);
gl::BindTexture(gl::TEXTURE_2D, self.color_buffer);
gl::TexImage2D(
gl::TEXTURE_2D,
0,
gl::SRGB as i32,
self.width,
self.height,
0,
gl::RGB,
gl::UNSIGNED_BYTE,
ptr::null(),
);
gl::BindRenderbuffer(gl::RENDERBUFFER, self.rbo);
gl::RenderbufferStorage(gl::RENDERBUFFER, gl::DEPTH24_STENCIL8, self.width, self.height);
gl::BindFramebuffer(gl::FRAMEBUFFER, 0);
}
}
impl Drop for FrameBuffer {
fn drop(&mut self) {
unsafe {
gl::DeleteBuffers(1, self.fbo as *const u32);
gl::DeleteBuffers(1, self.rbo as *const u32);
gl::DeleteTextures(1, self.color_buffer as *const u32);
}
}
}
impl Default for FrameBuffer {
fn default() -> FrameBuffer {
FrameBuffer {
fbo: 0,
rbo: 0,
color_buffer: 0,
width: 0,
height: 0,
}
}
}