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+/*
+ * Copyright (c) 2008 Sun Microsystems, Inc. All Rights Reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * - Redistribution of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * - Redistribution in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * Neither the name of Sun Microsystems, Inc. or the names of
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * This software is provided "AS IS," without a warranty of any kind. ALL
+ * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
+ * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
+ * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
+ * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
+ * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
+ * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
+ * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
+ * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
+ * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+ *
+ */
+
+package demos.es1.cubefbo;
+
+import javax.media.opengl.*;
+import com.sun.opengl.util.*;
+import java.nio.*;
+
+class FBObject {
+ private int fb, fbo_tex, depth_rb, stencil_rb, width, height;
+
+ public FBObject(int width, int height) {
+ this.width = width;
+ this.height = height;
+ }
+
+ public void init(GL gl) {
+ // generate fbo ..
+ int name[] = new int[1];
+
+ gl.glGenTextures(1, name, 0);
+ 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_OES, width, height, 0,
+ GL.GL_RGB, GL.GL_UNSIGNED_BYTE, null);
+
+ gl.glGenRenderbuffersOES(1, name, 0);
+ depth_rb = name[0];
+ System.out.println("depth_rb: "+depth_rb);
+
+ // Initialize the depth buffer:
+ gl.glBindRenderbufferOES(GL.GL_RENDERBUFFER_OES, depth_rb);
+ gl.glRenderbufferStorageOES(GL.GL_RENDERBUFFER_OES,
+ GL.GL_DEPTH_COMPONENT16_OES, width, height);
+
+ // gl.glGenRenderbuffersOES(1, name, 0);
+ // stencil_rb = name[0];
+ stencil_rb = 0;
+ System.out.println("stencil_rb: "+stencil_rb);
+
+ gl.glGenFramebuffersOES(1, name, 0);
+ fb = name[0];
+ System.out.println("fb: "+fb);
+
+ // bind fbo ..
+ gl.glBindFramebufferOES(GL.GL_FRAMEBUFFER_OES, fb);
+
+ // Set up the color buffer for use as a renderable texture:
+ gl.glFramebufferTexture2DOES(GL.GL_FRAMEBUFFER_OES,
+ GL.GL_COLOR_ATTACHMENT0_OES,
+ GL.GL_TEXTURE_2D, fbo_tex, 0);
+
+ // Set up the depth buffer attachment:
+ gl.glFramebufferRenderbufferOES(GL.GL_FRAMEBUFFER_OES,
+ GL.GL_DEPTH_ATTACHMENT_OES,
+ GL.GL_RENDERBUFFER_OES, depth_rb);
+
+ // bind fbo ..
+ gl.glBindFramebufferOES(GL.GL_FRAMEBUFFER_OES, fb);
+
+ // Setup the color buffer for use as a renderable texture:
+ gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex);
+
+ gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8_OES, width, height, 0,
+ GL.GL_RGB, GL.GL_UNSIGNED_BYTE, null);
+
+ gl.glFramebufferTexture2DOES(GL.GL_FRAMEBUFFER_OES,
+ GL.GL_COLOR_ATTACHMENT0_OES,
+ GL.GL_TEXTURE_2D, fbo_tex, 0);
+
+ // Initialize the depth buffer:
+ gl.glBindRenderbufferOES(GL.GL_RENDERBUFFER_OES, depth_rb);
+
+ gl.glRenderbufferStorageOES(GL.GL_RENDERBUFFER_OES,
+ GL.GL_DEPTH_COMPONENT16_OES, width, height);
+
+ gl.glFramebufferRenderbufferOES(GL.GL_FRAMEBUFFER_OES,
+ GL.GL_DEPTH_ATTACHMENT_OES,
+ GL.GL_RENDERBUFFER_OES, depth_rb);
+
+ if(stencil_rb!=0) {
+ // Initialize the stencil buffer:
+ gl.glBindRenderbufferOES(GL.GL_RENDERBUFFER_OES, stencil_rb);
+
+ gl.glRenderbufferStorageOES(GL.GL_RENDERBUFFER_OES,
+ GL.GL_STENCIL_INDEX8_OES, width, height);
+
+ gl.glFramebufferRenderbufferOES(GL.GL_FRAMEBUFFER_OES,
+ GL.GL_STENCIL_ATTACHMENT_OES,
+ GL.GL_RENDERBUFFER_OES, stencil_rb);
+ }
+
+ // Check the FBO for completeness
+ int res = gl.glCheckFramebufferStatusOES(fb);
+ if (res == GL.GL_FRAMEBUFFER_COMPLETE_OES) {
+ System.out.println("Framebuffer " + fb + " is complete");
+ } else {
+ System.out.println("Framebuffer " + fb + " is incomplete: status = 0x" + Integer.toHexString(res));
+ }
+ }
+
+ public void bind(GL gl) {
+ gl.glBindFramebufferOES(GL.GL_FRAMEBUFFER_OES, fb);
+ }
+
+ public void unbind(GL gl) {
+ gl.glBindFramebufferOES(GL.GL_FRAMEBUFFER_OES, 0);
+ }
+
+ public int getFBName() {
+ return fb;
+ }
+ public int getTextureName() {
+ return fbo_tex;
+ }
+}