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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.cubefbo;

import javax.media.opengl.GL2ES1;
import javax.media.opengl.GL2;


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(GL2 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(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.glGenRenderbuffers(1, name, 0);
        depth_rb = name[0];
        System.out.println("depth_rb: "+depth_rb);

        // Initialize the depth buffer:
        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.glGenFramebuffers(1, name, 0);
        fb = name[0];
        System.out.println("fb: "+fb);

        // bind fbo ..
        gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, fb);

        // Set up the color buffer for use as a renderable texture:
        gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER,
                                  GL2.GL_COLOR_ATTACHMENT0,
                                  GL2.GL_TEXTURE_2D, fbo_tex, 0);

        // Set up the depth buffer attachment:
        gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER,
                                        GL2.GL_DEPTH_ATTACHMENT,
                                        GL2.GL_RENDERBUFFER, depth_rb);

        if(stencil_rb!=0) {
            // Initialize the stencil buffer:
            gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, stencil_rb);

            gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER,
                                        GL2.GL_STENCIL_INDEX8, width, height);

            gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER,
                                            GL2.GL_STENCIL_ATTACHMENT,
                                            GL2.GL_RENDERBUFFER, stencil_rb);
        }
        unbind(gl);
    }

    public void bind(GL2 gl) {
        gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, fb);
    }

    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() {
        return fb;
    }
    public int getTextureName() {
        return fbo_tex;
    }
}