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-rwxr-xr-xsrc/demos/es1/cubefbo/FBObject.java151
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diff --git a/src/demos/es1/cubefbo/FBObject.java b/src/demos/es1/cubefbo/FBObject.java
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--- a/src/demos/es1/cubefbo/FBObject.java
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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;
- }
-}