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authorSven Gothel <[email protected]>2011-04-05 01:30:12 +0200
committerSven Gothel <[email protected]>2011-04-05 01:30:12 +0200
commit2f2879256fe999c5019bd800f564e9cb2a83a0b6 (patch)
tree01282d1d058455f621bd30a69a746e70e8c733bc
parent2d22d9a880fee84af422505e69c1642c7a505b0f (diff)
Fix: Use new FBObject; Use shaderProgram.program() instead of shaderProgram.id()
The new FBObject handles state transition more easily and it's usage is less complex to the caller - compared to inline usage. Use shaderProgram.program() instead of shaderProgram.id() - the id() is just a unique sequence name.
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java95
1 files changed, 30 insertions, 65 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java b/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java
index c7c370f6d..075a65ec9 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java
@@ -34,7 +34,7 @@ import java.util.ArrayList;
import javax.media.opengl.GL2ES2;
// FIXME: Subsume GL2GL3.GL_DRAW_FRAMEBUFFER -> GL2ES2.GL_DRAW_FRAMEBUFFER !
-import javax.media.opengl.GL2GL3;
+import javax.media.opengl.GL;
import javax.media.opengl.GLContext;
import javax.media.opengl.GLUniformData;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
@@ -46,6 +46,7 @@ import com.jogamp.graph.geom.Triangle;
import com.jogamp.graph.geom.Vertex;
import com.jogamp.graph.curve.Region;
+import com.jogamp.opengl.util.FBObject;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.opengl.util.glsl.ShaderState;
@@ -66,10 +67,7 @@ public class VBORegion2PES2 implements Region{
private boolean dirty = false;
private AABBox box = null;
- private int[] texture = { 0 } ;
- private int[] fbo = { 0 } ;
- private int[] rbo_depth = { 0 } ;
- private boolean texInitialized = false;
+ private FBObject fbo = null;
private int tex_width_c = 0;
private int tex_height_c = 0;
@@ -164,12 +162,7 @@ public class VBORegion2PES2 implements Region{
}
else {
if(width != tex_width_c){
- texInitialized = false;
- tex_width_c = width;
- }
- if(!texInitialized){
- initFBOTexture(matrix,vp_width, vp_height);
- texInitialized = true;
+ initFBOTexture(matrix, width);
}
// System.out.println("Scale: " + matrix.glGetMatrixf().get(1+4*3) +" " + matrix.glGetMatrixf().get(2+4*3));
renderTexture(matrix, vp_width, vp_height);
@@ -184,10 +177,10 @@ public class VBORegion2PES2 implements Region{
}
gl.glEnable(GL2ES2.GL_TEXTURE_2D);
gl.glActiveTexture(GL2ES2.GL_TEXTURE0);
- gl.glBindTexture(GL2ES2.GL_TEXTURE_2D, texture[0]);
+ fbo.use(gl);
- st.glUniform(gl, new GLUniformData("texture", texture[0]));
- int loc = gl.glGetUniformLocation(st.shaderProgram().id(), "texture");
+ st.glUniform(gl, new GLUniformData("texture", fbo.getTextureName()));
+ int loc = gl.glGetUniformLocation(st.shaderProgram().program(), "texture");
gl.glUniform1i(loc, 0);
@@ -262,53 +255,28 @@ public class VBORegion2PES2 implements Region{
gl.glBindBuffer(GL2ES2.GL_ELEMENT_ARRAY_BUFFER, 0);
}
- private void initFBOTexture(PMVMatrix m, int width, int hight){
- tex_height_c = (int)(tex_width_c*box.getHeight()/box.getWidth());
- // tex_height_c = tex_width_c;
- System.out.println("FBO Size: "+tex_height_c+"x"+tex_width_c);
- System.out.println("FBO Scale: " + m.glGetMatrixf().get(0) +" " + m.glGetMatrixf().get(5));
- GL2ES2 gl = context.getGL().getGL2ES2();
-
- if(fbo[0] > 0) {
- gl.glDeleteFramebuffers(1, fbo, 0);
- fbo[0] = 0;
- }
- if(texture[0]>0) {
- gl.glDeleteTextures(1, texture, 0);
- texture[0] = 0;
- }
-
- gl.glGenFramebuffers(1, fbo, 0);
- gl.glGenTextures(1, texture, 0);
- gl.glGenRenderbuffers(1,rbo_depth, 0);
- System.out.println("FBO: fbo " + fbo[0] + ", tex " + texture[0] + ", depth " + rbo_depth[0]);
-
- gl.glBindFramebuffer(GL2GL3.GL_DRAW_FRAMEBUFFER, fbo[0]);
- gl.glBindTexture(GL2ES2.GL_TEXTURE_2D, texture[0]);
- gl.glTexImage2D(GL2ES2.GL_TEXTURE_2D, 0, GL2ES2.GL_RGBA, tex_width_c,
- tex_height_c, 0, GL2ES2.GL_RGBA, GL2ES2.GL_UNSIGNED_BYTE, null);
-
- gl.glTexParameterf(GL2ES2.GL_TEXTURE_2D, GL2ES2.GL_TEXTURE_MIN_FILTER, GL2ES2.GL_LINEAR);
- gl.glTexParameterf(GL2ES2.GL_TEXTURE_2D, GL2ES2.GL_TEXTURE_MAG_FILTER, GL2ES2.GL_LINEAR);
- gl.glTexParameterf(GL2ES2.GL_TEXTURE_2D, GL2ES2.GL_TEXTURE_WRAP_S, GL2ES2.GL_CLAMP_TO_EDGE);
- gl.glTexParameterf(GL2ES2.GL_TEXTURE_2D, GL2ES2.GL_TEXTURE_WRAP_T, GL2ES2.GL_CLAMP_TO_EDGE);
-
- gl.glFramebufferTexture2D(GL2GL3.GL_DRAW_FRAMEBUFFER, GL2ES2.GL_COLOR_ATTACHMENT0,
- GL2ES2.GL_TEXTURE_2D, texture[0], 0);
-
- // Set up the depth buffer
- gl.glBindRenderbuffer(GL2ES2.GL_RENDERBUFFER, rbo_depth[0]);
- gl.glRenderbufferStorage(GL2ES2.GL_RENDERBUFFER, GL2ES2.GL_DEPTH_COMPONENT, tex_width_c, tex_height_c);
- gl.glFramebufferRenderbuffer(GL2ES2.GL_FRAMEBUFFER, GL2ES2.GL_DEPTH_COMPONENT, GL2ES2.GL_RENDERBUFFER, rbo_depth[0]);
+ private void initFBOTexture(PMVMatrix m, int tex_width){
+ tex_width_c = tex_width;
+ tex_height_c = (int)(tex_width_c*box.getHeight()/box.getWidth());
+
+ System.out.println("FBO Size: "+tex_height_c+"x"+tex_width_c);
+ System.out.println("FBO Scale: " + m.glGetMatrixf().get(0) +" " + m.glGetMatrixf().get(5));
- int status = gl.glCheckFramebufferStatus(GL2ES2.GL_FRAMEBUFFER);
- if(status != GL2ES2.GL_FRAMEBUFFER_COMPLETE){
- System.err.println("Cant Create R2T pass!");
- }
+ GL2ES2 gl = context.getGL().getGL2ES2();
+ if(null != fbo) {
+ fbo.destroy(gl);
+ fbo = null;
+ }
+
+ fbo = new FBObject(tex_width_c, tex_height_c);
+ // FIXME: shall not use bilinear, due to own AA ? However, w/o bilinear result is not smooth
+ fbo.init(gl, GL2ES2.GL_LINEAR, GL2ES2.GL_LINEAR, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE);
+ // fbo.init(gl, GL2ES2.GL_NEAREST, GL2ES2.GL_NEAREST, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE);
+ fbo.attachDepthBuffer(gl, GL.GL_DEPTH_COMPONENT16); // FIXME: or shall we use 24 or 32 bit depth ?
+
//render texture
PMVMatrix tex_matrix = new PMVMatrix();
- gl.glBindFramebuffer(GL2GL3.GL_DRAW_FRAMEBUFFER, fbo[0]);
gl.glViewport(0, 0, tex_width_c, tex_height_c);
tex_matrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
tex_matrix.glLoadIdentity();
@@ -322,8 +290,7 @@ public class VBORegion2PES2 implements Region{
gl.glClear(GL2ES2.GL_COLOR_BUFFER_BIT | GL2ES2.GL_DEPTH_BUFFER_BIT);
renderRegion();
- gl.glBindFramebuffer(GL2ES2.GL_FRAMEBUFFER, 0);
- gl.glBindTexture(GL2ES2.GL_TEXTURE_2D, 0);
+ fbo.unbind(gl);
setupBoundingBuffers();
}
@@ -367,12 +334,10 @@ public class VBORegion2PES2 implements Region{
public void destroy() {
GL2ES2 gl = context.getGL().getGL2ES2();
gl.glDeleteBuffers(numBuffers, vboIds);
- gl.glDeleteFramebuffers(1, fbo, 0);
- fbo[0] = 0;
- gl.glDeleteTextures(1, texture, 0);
- texture[0] = 0;
- gl.glDeleteRenderbuffers(1, rbo_depth, 0);
- rbo_depth[0] = 0;
+ if(null != fbo) {
+ fbo.destroy(gl);
+ fbo = null;
+ }
}
public boolean isFlipped() {