pkg/opengl: add Framebuffer APIs

This commit is contained in:
Mitchell Hashimoto
2023-11-16 21:44:02 -08:00
parent 8576acb89e
commit 3aa217ad2e
2 changed files with 84 additions and 0 deletions

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@ -0,0 +1,83 @@
const Framebuffer = @This();
const std = @import("std");
const c = @import("c.zig");
const errors = @import("errors.zig");
const glad = @import("glad.zig");
const Texture = @import("Texture.zig");
id: c.GLuint,
/// Create a single buffer.
pub fn create() !Framebuffer {
var fbo: c.GLuint = undefined;
glad.context.GenFramebuffers.?(1, &fbo);
return .{ .id = fbo };
}
pub fn destroy(v: Framebuffer) void {
glad.context.DeleteFramebuffers.?(1, &v.id);
}
pub fn bind(v: Framebuffer, target: Target) !Binding {
glad.context.BindFramebuffer.?(@intFromEnum(target), v.id);
return .{ .target = target };
}
/// Enum for possible binding targets.
pub const Target = enum(c_uint) {
framebuffer = c.GL_FRAMEBUFFER,
draw = c.GL_DRAW_FRAMEBUFFER,
read = c.GL_READ_FRAMEBUFFER,
_,
};
pub const Attachment = enum(c_uint) {
color0 = c.GL_COLOR_ATTACHMENT0,
depth = c.GL_DEPTH_ATTACHMENT,
stencil = c.GL_STENCIL_ATTACHMENT,
depth_stencil = c.GL_DEPTH_STENCIL_ATTACHMENT,
_,
};
pub const Status = enum(c_uint) {
complete = c.GL_FRAMEBUFFER_COMPLETE,
undefined = c.GL_FRAMEBUFFER_UNDEFINED,
incomplete_attachment = c.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
incomplete_missing_attachment = c.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
incomplete_draw_buffer = c.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER,
incomplete_read_buffer = c.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER,
unsupported = c.GL_FRAMEBUFFER_UNSUPPORTED,
incomplete_multisample = c.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
incomplete_layer_targets = c.GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS,
_,
};
pub const Binding = struct {
target: Target,
pub fn unbind(self: Binding) void {
glad.context.BindFramebuffer.?(@intFromEnum(self.target), 0);
}
pub fn texture2D(
self: Binding,
attachment: Attachment,
textarget: Texture.Target,
texture: Texture,
level: c.GLint,
) !void {
glad.context.FramebufferTexture2D.?(
@intFromEnum(self.target),
@intFromEnum(attachment),
@intFromEnum(textarget),
texture.id,
level,
);
try errors.getError();
}
pub fn checkStatus(self: Binding) Status {
return @enumFromInt(glad.context.CheckFramebufferStatus.?(self.target));
}
};

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@ -17,6 +17,7 @@ pub usingnamespace @import("draw.zig");
pub const ext = @import("extensions.zig");
pub const Buffer = @import("Buffer.zig");
pub const Framebuffer = @import("Framebuffer.zig");
pub const Program = @import("Program.zig");
pub const Shader = @import("Shader.zig");
pub const Texture = @import("Texture.zig");