/* * 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.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, width, height, 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, null); gl.glGenRenderbuffersEXT(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.glGenRenderbuffersEXT(1, name, 0); // stencil_rb = name[0]; stencil_rb = 0; System.out.println("stencil_rb: "+stencil_rb); gl.glGenFramebuffersEXT(1, name, 0); fb = name[0]; System.out.println("fb: "+fb); // bind fbo .. gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 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); // Set up the depth buffer attachment: gl.glFramebufferRenderbufferEXT(GL.GL_FRAMEBUFFER_EXT, GL.GL_DEPTH_ATTACHMENT_EXT, GL.GL_RENDERBUFFER_EXT, depth_rb); if(stencil_rb!=0) { // Initialize the stencil buffer: gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, stencil_rb); gl.glRenderbufferStorageEXT(GL.GL_RENDERBUFFER_EXT, GL.GL_STENCIL_INDEX8_EXT, width, height); gl.glFramebufferRenderbufferEXT(GL.GL_FRAMEBUFFER_EXT, GL.GL_STENCIL_ATTACHMENT_EXT, GL.GL_RENDERBUFFER_EXT, stencil_rb); } unbind(gl); } public void bind(GL gl) { gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 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 int getFBName() { return fb; } public int getTextureName() { return fbo_tex; } }