Example #1
0
func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
	var framebuffer Framebuffer
	var f uint32
	if err := c.runOnContextThread(func() error {
		gl.GenFramebuffers(1, &f)
		// TODO: Use gl.IsFramebuffer
		if f <= 0 {
			return errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
		}
		return nil
	}); err != nil {
		return 0, err
	}
	if err := c.bindFramebuffer(Framebuffer(f)); err != nil {
		return 0, err
	}
	if err := c.runOnContextThread(func() error {
		gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
		s := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
		if s != gl.FRAMEBUFFER_COMPLETE {
			if s != 0 {
				return fmt.Errorf("opengl: creating framebuffer failed: %v", s)
			}
			if e := gl.GetError(); e != gl.NO_ERROR {
				return fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
			}
			return fmt.Errorf("opengl: creating framebuffer failed: unknown error")
		}
		framebuffer = Framebuffer(f)
		return nil
	}); err != nil {
		return 0, err
	}
	return framebuffer, nil
}
Example #2
0
func (c *Context) SetViewport(f Framebuffer, width, height int) error {
	gl.Flush()
	gl.BindFramebuffer(gl.FRAMEBUFFER, uint32(f))
	if err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER); err != gl.FRAMEBUFFER_COMPLETE {
		if e := gl.GetError(); e != 0 {
			return errors.New(fmt.Sprintf("glBindFramebuffer failed: %d", e))
		}
		return errors.New("glBindFramebuffer failed: the context is different?")
	}
	gl.Viewport(0, 0, int32(width), int32(height))
	return nil
}
Example #3
0
func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
	var f uint32
	gl.GenFramebuffers(1, &f)
	gl.BindFramebuffer(gl.FRAMEBUFFER, f)

	gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
	if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
		return 0, errors.New("creating framebuffer failed")
	}

	return Framebuffer(f), nil
}
Example #4
0
// CheckFramebufferStatus reports the completeness status of the
// active framebuffer.
//
// http://www.khronos.org/opengles/sdk/docs/man3/html/glCheckFramebufferStatus.xhtml
func CheckFramebufferStatus(target Enum) Enum {
	return Enum(gl.CheckFramebufferStatus(uint32(target)))
}