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#include "GLRenderbuffer.h"
#include "GLDebug.h"
namespace nCine
{
GLuint GLRenderbuffer::boundBuffer_ = 0;
GLRenderbuffer::GLRenderbuffer(GLenum internalFormat, GLsizei width, GLsizei height)
: glHandle_(0), attachment_(GL_NONE)
{
glGenRenderbuffers(1, &glHandle_);
Storage(internalFormat, width, height);
GL_LOG_ERRORS();
}
GLRenderbuffer::~GLRenderbuffer()
{
if (boundBuffer_ == glHandle_) {
Unbind();
}
glDeleteRenderbuffers(1, &glHandle_);
GL_LOG_ERRORS();
}
bool GLRenderbuffer::Bind() const
{
if (boundBuffer_ != glHandle_) {
glBindRenderbuffer(GL_RENDERBUFFER, glHandle_);
GL_LOG_ERRORS();
boundBuffer_ = glHandle_;
return true;
}
return false;
}
bool GLRenderbuffer::Unbind()
{
if (boundBuffer_ != 0) {
glBindRenderbuffer(GL_RENDERBUFFER, 0);
GL_LOG_ERRORS();
boundBuffer_ = 0;
return true;
}
return false;
}
void GLRenderbuffer::SetObjectLabel(StringView label)
{
GLDebug::SetObjectLabel(GLDebug::LabelTypes::RenderBuffer, glHandle_, label);
}
void GLRenderbuffer::Storage(GLenum internalFormat, GLsizei width, GLsizei height)
{
Bind();
glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, width, height);
Unbind();
GL_LOG_ERRORS();
}
}
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