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Diffstat (limited to 'src/demos/cubefbo/FBObject.java')
-rwxr-xr-xsrc/demos/cubefbo/FBObject.java65
1 files changed, 32 insertions, 33 deletions
diff --git a/src/demos/cubefbo/FBObject.java b/src/demos/cubefbo/FBObject.java
index a55096f..76e0ed9 100755
--- a/src/demos/cubefbo/FBObject.java
+++ b/src/demos/cubefbo/FBObject.java
@@ -33,9 +33,8 @@
package demos.cubefbo;
-import javax.media.opengl.*;
-import com.sun.opengl.util.*;
-import java.nio.*;
+import javax.media.opengl.GL2;
+
class FBObject {
private int fb, fbo_tex, depth_rb, stencil_rb, width, height;
@@ -46,7 +45,7 @@ class FBObject {
this.height = height;
}
- public void init(GL gl) {
+ public void init(GL2 gl) {
// generate fbo ..
int name[] = new int[1];
@@ -54,65 +53,65 @@ class FBObject {
fbo_tex = name[0];
System.out.println("fbo_tex: "+fbo_tex);
- gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
- gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, width, height, 0,
- GL.GL_RGB, GL.GL_UNSIGNED_BYTE, null);
+ gl.glBindTexture(GL2.GL_TEXTURE_2D, fbo_tex);
+ gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
+ gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);
+ gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGB8, width, height, 0,
+ GL2.GL_RGB, GL2.GL_UNSIGNED_BYTE, null);
- gl.glGenRenderbuffersEXT(1, name, 0);
+ gl.glGenRenderbuffers(1, name, 0);
depth_rb = name[0];
System.out.println("depth_rb: "+depth_rb);
// Initialize the depth buffer:
- gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, depth_rb);
- gl.glRenderbufferStorageEXT(GL.GL_RENDERBUFFER_EXT,
- GL.GL_DEPTH_COMPONENT24, width, height);
+ gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, depth_rb);
+ gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER,
+ GL2.GL_DEPTH_COMPONENT24, width, height);
// gl.glGenRenderbuffersEXT(1, name, 0);
// stencil_rb = name[0];
stencil_rb = 0;
System.out.println("stencil_rb: "+stencil_rb);
- gl.glGenFramebuffersEXT(1, name, 0);
+ gl.glGenFramebuffers(1, name, 0);
fb = name[0];
System.out.println("fb: "+fb);
// bind fbo ..
- gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, fb);
+ gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, fb);
// Set up the color buffer for use as a renderable texture:
- gl.glFramebufferTexture2DEXT(GL.GL_FRAMEBUFFER_EXT,
- GL.GL_COLOR_ATTACHMENT0_EXT,
- GL.GL_TEXTURE_2D, fbo_tex, 0);
+ gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER,
+ GL2.GL_COLOR_ATTACHMENT0,
+ GL2.GL_TEXTURE_2D, fbo_tex, 0);
// Set up the depth buffer attachment:
- gl.glFramebufferRenderbufferEXT(GL.GL_FRAMEBUFFER_EXT,
- GL.GL_DEPTH_ATTACHMENT_EXT,
- GL.GL_RENDERBUFFER_EXT, depth_rb);
+ gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER,
+ GL2.GL_DEPTH_ATTACHMENT,
+ GL2.GL_RENDERBUFFER, depth_rb);
if(stencil_rb!=0) {
// Initialize the stencil buffer:
- gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, stencil_rb);
+ gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, stencil_rb);
- gl.glRenderbufferStorageEXT(GL.GL_RENDERBUFFER_EXT,
- GL.GL_STENCIL_INDEX8_EXT, width, height);
+ gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER,
+ GL2.GL_STENCIL_INDEX8, width, height);
- gl.glFramebufferRenderbufferEXT(GL.GL_FRAMEBUFFER_EXT,
- GL.GL_STENCIL_ATTACHMENT_EXT,
- GL.GL_RENDERBUFFER_EXT, stencil_rb);
+ gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER,
+ GL2.GL_STENCIL_ATTACHMENT,
+ GL2.GL_RENDERBUFFER, stencil_rb);
}
unbind(gl);
}
- public void bind(GL gl) {
- gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, fb);
+ public void bind(GL2 gl) {
+ gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, fb);
}
- public void unbind(GL gl) {
- // gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
- // gl.glDisable (GL.GL_TEXTURE_2D);
- gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0);
+ public void unbind(GL2 gl) {
+ // gl.glBindTexture(GL2.GL_TEXTURE_2D, 0);
+ // gl.glDisable (GL2.GL_TEXTURE_2D);
+ gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, 0);
}
public int getFBName() {