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path: root/src/render/Framebuffer.cpp
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#include "Framebuffer.hpp"
#include "OpenGL.hpp"

bool CFramebuffer::alloc(int w, int h) {
     bool firstAlloc = false;
    if (m_iFb == (uint32_t)-1)
    {
        firstAlloc = true;
        glGenFramebuffers(1, &m_iFb);
    }

    if (m_cTex.m_iTexID == 0)
    {
        firstAlloc = true;
        glGenTextures(1, &m_cTex.m_iTexID);
        glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    }

    if (firstAlloc || m_Size != Vector2D(w, h))
    {
        glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);

        glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
        glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex.m_iTexID, 0);


        // TODO: Allow this with gles2
        #ifndef GLES2
        if (m_pStencilTex) {
            glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);

            glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
            glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);

            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_pStencilTex->m_iTexID, 0);
        }
        #endif

        auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Framebuffer incomplete, couldn't create! (FB status: %i)", status);

        Debug::log(LOG, "Framebuffer created, status %i", status);
    }

    glBindTexture(GL_TEXTURE_2D, 0);
    glBindFramebuffer(GL_FRAMEBUFFER, g_pHyprOpenGL->m_iCurrentOutputFb);

    m_Size = Vector2D(w, h);

    return true;
}

void CFramebuffer::bind() {
    #ifndef GLES2
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iFb);
    #else
    glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
    #endif
    glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.y);
}

void CFramebuffer::release() {
    if (m_iFb != (uint32_t)-1 && m_iFb) {
        glDeleteFramebuffers(1, &m_iFb);
    }

    if (m_cTex.m_iTexID) {
        glDeleteTextures(1, &m_cTex.m_iTexID);
    }

    m_cTex.m_iTexID = 0;
    m_iFb = -1;
}