diff options
author | Sven Gothel <[email protected]> | 2012-07-19 21:15:10 +0200 |
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committer | Sven Gothel <[email protected]> | 2012-07-19 21:15:10 +0200 |
commit | 20bf031db719f7baa4c6e74734fc999061e08fe2 (patch) | |
tree | a5957e2bb4a75ac28513f430bf458a65bf866fe0 /src/jogl/classes/jogamp/graph/curve/opengl | |
parent | 3988e3d7df9b80e9b7058f64758b34a5389f38b0 (diff) |
Bug 599 - FBObject / Offscreen Support - Part 1
- New FBObject implementation handling FBO and it's attachments *** API CHANGE: Util -> Core ***
while it's size and sample-count can be reconfigured on the fly.
- com.jogamp.opengl.util.FBObject -> com.jogamp.opengl.FBObject
- agnostic to texture unit
- separate attachments using OO hierarchy reflecting FBO
- handling MSAA and blitting
- no FBO destruction for reconfig (attach/detach)
- New GLFBODrawableImpl impl. an FBObject based GLDrawable
- Instantiated by a dummy native surface (onscreen and invisible)
hooked up to a dummy GLDrawable, which is the delegation for context creation.
- Utilizies ProxySurface.UpstreamSurfaceHook for dummy surface
avoiding specialization for native platforms.
- TODO: Allow to utilize common surface interface as a
dummy-surface to supporting API seperation of
windowing/GL. The latter allows impl. of createGLDrawable(NativeSurface)
with FBO.
- New OffscreenAutoDrawable (extends GLAutoDrawableDelegate)
for all offscreen drawables. Shall replace GLPbuffer.
- New GLCapabilities*.isFBO() / setFBO(boolean) to request FBO offscreen,
similar to isPBuffer(). Rule: if both are requested, FBO shall be favored.
- GLContext adds raw FBO availability query (min. FBO avail),
FBObject contains fine grained queries (TODO: Move parts to GLContext for efficiency).
- Add framebuffer tracking, allowing fast querying:
- GLBase/GLContext:
public int getBoundFramebuffer(int target);
public int getDefaultDrawFramebuffer();
public int getDefaultReadFramebuffer();
- GLContextImpl
public final void setBoundFramebuffer(int target, int framebufferName)
.. called by GL impl bind framebuffer
- GL: getDefaultDrawFramebuffer(), getDefaultReadFramebuffer()
Adding default framebuffer queries being issued by
GL.glBindFramebuffer(target, 0) w/ a default framebuffer, o.e. zero.
This allows a transparent use of a custom FBO even in case the applications
attempts to reset FBO to zero.
Value flow: GL <- GLContext <- GLDrawable,
- GLCapabilities handle fbo/pbuffer seperate, don't disable the other
- GLContext/GL track read/write framebuffer to be queried by FBObject
to determine whether to bind/unbind a framebuffer
- Test cases for multiple FBO w/ and w/o MSAA
Other Features:
- New interface ProxySurface.UpstreamSurfaceHook,
allowing to hook an upstream surface of unknown type
providing lifecycle and information (size, ..) callbacks.
Used for all new dummy NativeSurface impl and SWT GLCanvas.
- GLContext -> GLDrawable propagation context/drawable lifecycle
via ProxySurface.UpstreamSurfaceHook allowing dynamic resources
to react (create, init, ..)
- contextRealized()
- contextMadeCurrent()
- SurfaceChangeable -> MutableSurface
currently only contains setting the surface handle.
TODO: May need to move ProxySurface.UpstreamSurfaceHook -> MutableSurface.UpstreamSurfaceHook,
allowing other impl. classes (NEWT OffscreenWindow) to utilize the new
upstream hookup mechanism - will allow FBO/Dummy window to work.
- SWT GLCanvas using ProxySurface.UpstreamSurfaceHook for proper size
propagation.
- New GLAutoDrawable::getUpstreamWidget(), allowing GLEventListener
to fetch the owning Java side UI element (NEWT, SWT, AWT, ..).
- GLDrawableFactory: Removed createOffscreenSurface() - unused and not GL related
- EGLDrawableFactory handles device/profile avail. mapping
while actually creating context/drawable.
This allows us to learn whether the ES context is software/hardware as well as FBO avail.
- EGLDrawable: Removed secret buckets of EGL configs :)
Employ native surface (X11, WGL, ..) to EGL 'mapping' in
EGLDrawableFactory utilizing new EGLUpstreamSurfaceHook (implements ProxySurface.UpstreamSurfaceHook).
Other Bugs:
- Add CTX_OPTION_DEBUG to ctx/extension cache key since only a debug ctx
may expose the ARB debug capability.
This bug caused lack of ARB/AMD debug functionality.
- Fix GLProfile deadlock (debug mode, w/ EGL/ES, no X11),
dump availability information _after_ lock.
- ImmModeSink draw(): Use GL's glDrawElements(..), don't cast for GL2ES1.
Fixes use for GL2ES2.
- Fix KeyEvent.getKeyChar() comment (-> only stable for keyTyped(..))
Misc:
- Refined alot of API doc
- New GLExtensions holds commonly used GL extension strings,
allows better referencing and usage lookup.
- Move GL (interface) decl. to GLBase
- GLBuffers: Cleanup API doc (format, types)
- TextureIO: Add PAM and PPM static suffix identifier
- GLCapabilities getNumSamples() returns 0 if sampleBuffers is disabled, this seems to be more natural.
- finalized a lot
Diffstat (limited to 'src/jogl/classes/jogamp/graph/curve/opengl')
-rw-r--r-- | src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java b/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java index 804e9ee14..aabef29b0 100644 --- a/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java +++ b/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java @@ -32,7 +32,6 @@ import java.nio.FloatBuffer; import javax.media.opengl.GL2ES2; // FIXME: Subsume GL2GL3.GL_DRAW_FRAMEBUFFER -> GL2ES2.GL_DRAW_FRAMEBUFFER ! import javax.media.opengl.GL; -import javax.media.opengl.GLException; import javax.media.opengl.GLUniformData; import javax.media.opengl.fixedfunc.GLMatrixFunc; @@ -45,7 +44,9 @@ import com.jogamp.graph.geom.Vertex; import com.jogamp.graph.curve.opengl.GLRegion; import com.jogamp.graph.curve.opengl.RenderState; -import com.jogamp.opengl.util.FBObject; +import com.jogamp.opengl.FBObject; +import com.jogamp.opengl.FBObject.Attachment; +import com.jogamp.opengl.FBObject.TextureAttachment; import com.jogamp.opengl.util.GLArrayDataServer; import com.jogamp.opengl.util.PMVMatrix; import com.jogamp.opengl.util.glsl.ShaderState; @@ -60,6 +61,7 @@ public class VBORegion2PES2 extends GLRegion { private FBObject fbo; + private TextureAttachment texA; private PMVMatrix fboPMVMatrix; GLUniformData mgl_fboPMVMatrix; @@ -72,7 +74,7 @@ public class VBORegion2PES2 extends GLRegion { super(renderModes); fboPMVMatrix = new PMVMatrix(); mgl_fboPMVMatrix = new GLUniformData(UniformNames.gcu_PMVMatrix, 4, 4, fboPMVMatrix.glGetPMvMatrixf()); - mgl_ActiveTexture = new GLUniformData(UniformNames.gcu_TextureUnit, textureEngine); + mgl_ActiveTexture = new GLUniformData(UniformNames.gcu_TextureUnit, textureEngine); } public void update(GL2ES2 gl, RenderState rs) { @@ -214,8 +216,9 @@ public class VBORegion2PES2 extends GLRegion { final ShaderState st = rs.getShaderState(); gl.glViewport(0, 0, width, hight); - st.uniform(gl, mgl_ActiveTexture); - fbo.use(gl, 0); + st.uniform(gl, mgl_ActiveTexture); + gl.glActiveTexture(GL.GL_TEXTURE0 + mgl_ActiveTexture.intValue()); + fbo.use(gl, texA); verticeFboAttr.enableBuffer(gl, true); texCoordFboAttr.enableBuffer(gl, true); indicesFbo.enableBuffer(gl, true); @@ -244,20 +247,16 @@ public class VBORegion2PES2 extends GLRegion { // System.out.println("FBO Scale: " + m.glGetMatrixf().get(0) +" " + m.glGetMatrixf().get(5)); if(null != fbo && fbo.getWidth() != tex_width_c && fbo.getHeight() != tex_height_c ) { - fbo.destroy(gl); - fbo = null; + fbo.reset(gl, tex_width_c, tex_height_c); } - if(null == fbo) { - fbo = new FBObject(tex_width_c, tex_height_c); - fbo.init(gl); + if(null == fbo) { + fbo = new FBObject(); + fbo.reset(gl, tex_width_c, tex_height_c); // FIXME: shall not use bilinear, due to own AA ? However, w/o bilinear result is not smooth - fbo.attachTexture2D(gl, mgl_ActiveTexture.intValue(), GL2ES2.GL_LINEAR, GL2ES2.GL_LINEAR, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE); - // fbo.attachTexture2D(gl, mgl_ActiveTexture.intValue(), 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 ? - if(!fbo.isStatusValid()) { - throw new GLException("FBO invalid: "+fbo); - } + texA = fbo.attachTexture2D(gl, 0, true, GL2ES2.GL_LINEAR, GL2ES2.GL_LINEAR, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE); + // texA = fbo.attachTexture2D(gl, 0, GL2ES2.GL_NEAREST, GL2ES2.GL_NEAREST, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE); + fbo.attachRenderbuffer(gl, Attachment.Type.DEPTH, 24); } else { fbo.bind(gl); } @@ -305,6 +304,7 @@ public class VBORegion2PES2 extends GLRegion { if(null != fbo) { fbo.destroy(gl); fbo = null; + texA = null; } if(null != verticeTxtAttr) { st.ownAttribute(verticeTxtAttr, false); |