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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.*;
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;
}
}
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