diff options
author | Kenneth Russel <[email protected]> | 2006-02-11 09:10:53 +0000 |
---|---|---|
committer | Kenneth Russel <[email protected]> | 2006-02-11 09:10:53 +0000 |
commit | a94644036bfcf0792aece52910dc32dda556d002 (patch) | |
tree | 0e5ae031bc4fbd1f025d39a42e1bba4144c9e2f6 /src/classes/javax/media/opengl/GLJPanel.java | |
parent | f94cb4c86f3d136364aa722514865caa85824da3 (diff) |
Completion of initial work on FBO support in Java2D/JOGL bridge.
Discovered it was necessary to re-attach the color and depth
renderbuffers to the FBO in JOGL's context, even though it shared
textures and display lists with Java2D's context; this may be a driver
problem and merits further investigation. Found it was also necessary
to create a new depth renderbuffer; apparently could not use Java2D's.
This is almost certainly a driver bug. At this point, with the
forthcoming planned changes to Mustang, JOGL works when
-Dsun.java2d.opengl.fbobject=true is specified. Problems remain with
the HWShadowmapsSimple (extremely slow performance) and
InfiniteShadowVolumes (throws exception because of inability to share
textures and display lists between pbuffer's context with stencil
buffer and Java2D's context) demos. Worked around earlier exceptions
with InfiniteShadowvolumes demo by avoiding sharing textures and
display lists with dummy GLContexts. Changed build to produce DebugGL
and TraceGL earlier so they can be used in e.g. GLJPanel.
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@599 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/classes/javax/media/opengl/GLJPanel.java')
-rw-r--r-- | src/classes/javax/media/opengl/GLJPanel.java | 142 |
1 files changed, 110 insertions, 32 deletions
diff --git a/src/classes/javax/media/opengl/GLJPanel.java b/src/classes/javax/media/opengl/GLJPanel.java index 929975f13..6d4d1af2b 100644 --- a/src/classes/javax/media/opengl/GLJPanel.java +++ b/src/classes/javax/media/opengl/GLJPanel.java @@ -82,10 +82,6 @@ public class GLJPanel extends JPanel implements GLAutoDrawable { private static final boolean DEBUG = Debug.debug("GLJPanel"); private static final boolean VERBOSE = Debug.verbose(); - // FIXME: remove these once debugging is done - private static final boolean HACK1 = Debug.debug("GLJPanel.hack1"); - private static final boolean HACK2 = Debug.debug("GLJPanel.hack2"); - private GLDrawableHelper drawableHelper = new GLDrawableHelper(); private volatile boolean isInitialized; private volatile boolean shouldInitialize = false; @@ -168,6 +164,16 @@ public class GLJPanel extends JPanel implements GLAutoDrawable { // This is required when the FBO option of the Java2D / OpenGL // pipeline is active private int[] frameBuffer = new int[1]; + // We apparently also need to track the attachment points of the + // framebuffer + // Because it looks like this might be just a bug, controlling it + // under a flag for now + private boolean frameBufferAttachmentWorkaround = !Debug.isPropertyDefined("jogl.gljpanel.fbobject.noworkaround"); + private boolean frameBufferDepthBufferWorkaround = !Debug.isPropertyDefined("jogl.gljpanel.fbobject.nodepthworkaround"); + private int[] frameBufferDepthBuffer = new int[1]; + private int[] frameBufferTexture = new int[1]; + private boolean createNewDepthBuffer = false; + // These are always set to (0, 0) except when the Java2D / OpenGL // pipeline is active private int viewportX; @@ -244,13 +250,30 @@ public class GLJPanel extends JPanel implements GLAutoDrawable { if (Java2D.isFBOEnabled() && Java2D.getOGLSurfaceType(g) == Java2D.FBOBJECT) { if (DEBUG && VERBOSE) { - System.err.println("-- Fetching GL_FRAMEBUFFER_BINDING_EXT"); + System.err.println("GLJPanel: Fetching GL_FRAMEBUFFER_BINDING_EXT"); } gl.glGetIntegerv(GL.GL_FRAMEBUFFER_BINDING_EXT, frameBuffer, 0); - // Unbind the framebuffer from this context before attempting to - // bind it to ours (may not be necessary) - // gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0); + if (frameBufferAttachmentWorkaround) { + // Query the framebuffer for its color and depth buffers so we + // can hook them up (unclear how this is supposed to work + // according to the spec -- hope we don't damage Java2D's + // attachments) + gl.glGetFramebufferAttachmentParameterivEXT(GL.GL_FRAMEBUFFER_EXT, + GL.GL_COLOR_ATTACHMENT0_EXT, + GL.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, + frameBufferTexture, 0); + if (!frameBufferDepthBufferWorkaround) { + gl.glGetFramebufferAttachmentParameterivEXT(GL.GL_FRAMEBUFFER_EXT, + GL.GL_DEPTH_ATTACHMENT_EXT, + GL.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, + frameBufferDepthBuffer, 0); + } + if (DEBUG && VERBOSE) { + System.err.println("GLJPanel: FBO COLOR_ATTACHMENT0: " + frameBufferTexture[0]); + System.err.println("GLJPanel: FBO DEPTH_ATTACHMENT : " + frameBufferDepthBuffer[0]); + } + } } } @@ -260,8 +283,15 @@ public class GLJPanel extends JPanel implements GLAutoDrawable { gl.glEnable(GL.GL_SCISSOR_TEST); Rectangle r = Java2D.getOGLScissorBox(g); if (r == null) { + if (DEBUG && VERBOSE) { + System.err.println("Java2D.getOGLScissorBox() returned null"); + } return false; } + if (DEBUG && VERBOSE) { + System.err.println("GLJPanel: gl.glScissor(" + r.x + ", " + r.y + ", " + r.width + ", " + r.height + ")"); + } + gl.glScissor(r.x, r.y, r.width, r.height); Rectangle oglViewport = Java2D.getOGLViewport(g, panelWidth, panelHeight); // If the viewport X or Y changes, in addition to the panel's @@ -286,16 +316,72 @@ public class GLJPanel extends JPanel implements GLAutoDrawable { if (Java2D.isFBOEnabled() && Java2D.getOGLSurfaceType(g) == Java2D.FBOBJECT) { if (DEBUG && VERBOSE) { - System.err.println("Binding to framebuffer object " + frameBuffer[0]); + System.err.println("GLJPanel: Binding to framebuffer object " + frameBuffer[0]); + } + + if (frameBufferAttachmentWorkaround && + frameBufferDepthBufferWorkaround && + createNewDepthBuffer) { + // Create our own depth renderbuffer and associated storage + // If we have an old one, delete it + if (frameBufferDepthBuffer[0] != 0) { + gl.glDeleteRenderbuffersEXT(1, frameBufferDepthBuffer, 0); + frameBufferDepthBuffer[0] = 0; + } + + gl.glBindTexture(GL.GL_TEXTURE_2D, frameBufferTexture[0]); + int[] width = new int[1]; + int[] height = new int[1]; + gl.glGetTexLevelParameteriv(GL.GL_TEXTURE_2D, 0, GL.GL_TEXTURE_WIDTH, width, 0); + gl.glGetTexLevelParameteriv(GL.GL_TEXTURE_2D, 0, GL.GL_TEXTURE_HEIGHT, height, 0); + + gl.glGenRenderbuffersEXT(1, frameBufferDepthBuffer, 0); + if (DEBUG) { + System.err.println("GLJPanel: Generated frameBufferDepthBuffer " + frameBufferDepthBuffer[0] + + " with width " + width[0] + ", height " + height[0]); + } + + gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, frameBufferDepthBuffer[0]); + // FIXME: may need a loop here like in Java2D + gl.glRenderbufferStorageEXT(GL.GL_RENDERBUFFER_EXT, GL.GL_DEPTH_COMPONENT24, width[0], height[0]); + + gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, 0); + createNewDepthBuffer = false; } gl.glBindTexture(GL.GL_TEXTURE_2D, 0); gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, frameBuffer[0]); - // FIXME: do we need to do anything else? Bind Texture2D state - // or something else? + + if (frameBufferAttachmentWorkaround) { + // Hook up the color and depth buffer attachment points for this framebuffer + + // (FIXME: thought this would be automatic due to the fact that + // the framebuffer is shared between contexts, but apparently not -- + // hope we don't damage Java2D's notion of the attachment points) + gl.glFramebufferTexture2DEXT(GL.GL_FRAMEBUFFER_EXT, + GL.GL_COLOR_ATTACHMENT0_EXT, + GL.GL_TEXTURE_2D, + frameBufferTexture[0], + 0); + if (DEBUG && VERBOSE) { + System.err.println("GLJPanel: frameBufferDepthBuffer: " + frameBufferDepthBuffer[0]); + } + gl.glFramebufferRenderbufferEXT(GL.GL_FRAMEBUFFER_EXT, + GL.GL_DEPTH_ATTACHMENT_EXT, + GL.GL_RENDERBUFFER_EXT, + frameBufferDepthBuffer[0]); + } + + if (DEBUG) { + int status = gl.glCheckFramebufferStatusEXT(GL.GL_FRAMEBUFFER_EXT); + if (status != GL.GL_FRAMEBUFFER_COMPLETE_EXT) { + throw new GLException("Error: framebuffer was incomplete: status = 0x" + + Integer.toHexString(status)); + } + } } else { if (DEBUG && VERBOSE) { - System.err.println("Setting up drawBuffer " + drawBuffer[0] + + System.err.println("GLJPanel: Setting up drawBuffer " + drawBuffer[0] + " and readBuffer " + readBuffer[0]); } @@ -338,6 +424,9 @@ public class GLJPanel extends JPanel implements GLAutoDrawable { // Create no-op context representing Java2D context if (j2dContext == null) { j2dContext = GLDrawableFactory.getFactory().createExternalGLContext(); + if (DEBUG) { + j2dContext.setGL(new DebugGL(j2dContext.getGL())); + } // Check to see whether we can support the requested // capabilities or need to fall back to a pbuffer @@ -399,27 +488,16 @@ public class GLJPanel extends JPanel implements GLAutoDrawable { if (joglContext == null) { joglDrawable = GLDrawableFactory.getFactory().createExternalGLDrawable(); joglContext = joglDrawable.createContext(shareWith); - } + if (DEBUG) { + joglContext.setGL(new DebugGL(joglContext.getGL())); + } - // FIXME: remove these once debugging is done - if (HACK1) { - // Skip all GLContext manipulation This fixes the - // display of the icons and text (done with Java2D) - // in the JGears demo when FBO is active - return; - } - if (HACK2) { - // Do a little GLContext manipulation but skip all - // FBO-related manipulation and other stuff (as well - // as the user rendering). - - // Note that the icons and text in the JGears demo - // disappear when this flag is used, so clearly any - // OpenGL context manipulation is messing up the - // Java2D context state when FBO is active. - joglContext.makeCurrent(); - joglContext.release(); - return; + if (Java2D.isFBOEnabled() && + Java2D.getOGLSurfaceType(g) == Java2D.FBOBJECT && + frameBufferAttachmentWorkaround && + frameBufferDepthBufferWorkaround) { + createNewDepthBuffer = true; + } } drawableHelper.invokeGL(joglDrawable, joglContext, displayAction, initAction); |