1 /*
2  * The MIT License (MIT)
3  *
4  * Copyright (c) 2014 Devisualization (Richard Andrew Cattermole)
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a copy
7  * of this software and associated documentation files (the "Software"), to deal
8  * in the Software without restriction, including without limitation the rights
9  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
10  * copies of the Software, and to permit persons to whom the Software is
11  * furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included in all
14  * copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22  * SOFTWARE.
23  */
24 module devisualization.util.opengl.framebuffer;
25 import devisualization.util.opengl.function_wrappers;
26 import devisualization.util.opengl.texture;
27 import devisualization.util.opengl.renderbuffer;
28 import glINCOMPLETE = derelict.opengl3.gl3;
29 deprecated("de_util:opengl is going to die"):
30 
31 class FrameBuffer {
32 	private {
33 		uint id_;
34 	}
35 	
36 	this() {
37 		glINCOMPLETE.glGenFramebuffers(1, &id_);
38 	}
39 	
40 	~this() {
41 		glINCOMPLETE.glDeleteFramebuffers(1, &id_);
42 	}
43 
44 	void bind() {
45 		glINCOMPLETE.glBindFramebuffer(glINCOMPLETE.GL_FRAMEBUFFER, id_);
46 	}
47 
48 	void attach(TextureImage texture, ubyte colorI = 0) {
49 		glINCOMPLETE.glFramebufferTexture2D(glINCOMPLETE.GL_FRAMEBUFFER, glINCOMPLETE.GL_COLOR_ATTACHMENT0 + colorI, glINCOMPLETE.GL_TEXTURE_2D, texture.id, 0);
50 	}
51 
52 	void attach(RenderBuffer buffer) {
53 		glINCOMPLETE.glFramebufferRenderbuffer(glINCOMPLETE.GL_FRAMEBUFFER, glINCOMPLETE.GL_DEPTH_STENCIL_ATTACHMENT, glINCOMPLETE.GL_RENDERBUFFER, buffer.id);
54 	}
55 
56 	bool isComplete() {
57 		return glINCOMPLETE.glCheckFramebufferStatus(glINCOMPLETE.GL_FRAMEBUFFER) != glINCOMPLETE.GL_FRAMEBUFFER_COMPLETE;
58 	}
59 	
60 	@property uint id() {
61 		return id_;
62 	}
63 
64 	static {
65 		void unbind() {
66 			glINCOMPLETE.glBindFramebuffer(glINCOMPLETE.GL_FRAMEBUFFER, 0);
67 		}
68 	}
69 }