/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2019 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ package com.watabou.glwrap; import com.badlogic.gdx.Gdx; public class Framebuffer { public static final int COLOR = Gdx.gl.GL_COLOR_ATTACHMENT0; public static final int DEPTH = Gdx.gl.GL_DEPTH_ATTACHMENT; public static final int STENCIL = Gdx.gl.GL_STENCIL_ATTACHMENT; public static final Framebuffer system = new Framebuffer( 0 ); private int id; public Framebuffer() { id = Gdx.gl.glGenBuffer(); } private Framebuffer( int n ) { } public void bind() { Gdx.gl.glBindFramebuffer( Gdx.gl.GL_FRAMEBUFFER, id ); } public void delete() { Gdx.gl.glDeleteBuffer(id); } public void attach( int point, Texture tex ) { bind(); Gdx.gl.glFramebufferTexture2D( Gdx.gl.GL_FRAMEBUFFER, point, Gdx.gl.GL_TEXTURE_2D, tex.id, 0 ); } public void attach( int point, Renderbuffer buffer ) { bind(); Gdx.gl.glFramebufferRenderbuffer( Gdx.gl.GL_RENDERBUFFER, point, Gdx.gl.GL_TEXTURE_2D, buffer.id() ); } public boolean status() { bind(); return Gdx.gl.glCheckFramebufferStatus( Gdx.gl.GL_FRAMEBUFFER ) == Gdx.gl.GL_FRAMEBUFFER_COMPLETE; } }