diff options
author | Sven Gothel <[email protected]> | 2013-07-03 16:58:45 +0200 |
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committer | Sven Gothel <[email protected]> | 2013-07-03 16:58:45 +0200 |
commit | de2905a6fce37e7caf69b148ef4cf7f347559530 (patch) | |
tree | 2a274904e2586687c0cbb0e26b2391cc283fb33c /src/jogl/classes | |
parent | 92bd50ffee67d14566ffacacad3f9a3227025d21 (diff) |
GLJPanel: Add remark about FBO / GLSL texture-unit usage in API doc; Add API entry to set/get texture unit (default 0).
Allowing a user to set a specific texture-unit and to query the used texture-unit,
allows one to avoid a collision w/ own texture programming .. i.e. removes the burden to setup all params etc.
Diffstat (limited to 'src/jogl/classes')
-rw-r--r-- | src/jogl/classes/javax/media/opengl/awt/GLJPanel.java | 65 |
1 files changed, 61 insertions, 4 deletions
diff --git a/src/jogl/classes/javax/media/opengl/awt/GLJPanel.java b/src/jogl/classes/javax/media/opengl/awt/GLJPanel.java index b11f359be..d3f20b2e5 100644 --- a/src/jogl/classes/javax/media/opengl/awt/GLJPanel.java +++ b/src/jogl/classes/javax/media/opengl/awt/GLJPanel.java @@ -110,6 +110,7 @@ import com.jogamp.opengl.util.awt.AWTGLPixelBuffer.SingleAWTGLPixelBufferProvide <P> In case FBO is used and GLSL is available, a fragment shader is utilized to flip the FBO texture vertically. This hardware-accelerated step can be disabled via system property <code>jogl.gljpanel.noglsl</code>. + See <a href="#fboGLSLVerticalFlip">details here</a>. </P> <P> The OpenGL path is concluded by copying the rendered pixels an {@link BufferedImage} via {@link GL#glReadPixels(int, int, int, int, int, int, java.nio.Buffer) glReadPixels(..)} @@ -125,8 +126,14 @@ import com.jogamp.opengl.util.awt.AWTGLPixelBuffer.SingleAWTGLPixelBufferProvide on the prepared {@link BufferedImage} as described above. </p> <P> - * Please read <A HREF="GLCanvas.html#java2dgl">Java2D OpenGL Remarks</A>. + * Please read <a href="GLCanvas.html#java2dgl">Java2D OpenGL Remarks</a>. * </P> + * + <a name="fboGLSLVerticalFlip"><h5>FBO / GLSL Vertical Flip</h5></a> + The FBO / GLSL code path uses one texture-unit and binds the FBO texture to it's active texture-target, + see {@link #setTextureUnit(int)} and {@link #getTextureUnit()}. + If the application uses the same texture-unit, ensure it setup their texture properly, i.e. texture-unit bind, enable and then it's parameters, + see {@link Texture#textureCallOrder Order of Texture Commands}. */ @SuppressWarnings("serial") @@ -212,6 +219,8 @@ public class GLJPanel extends JPanel implements AWTGLAutoDrawable, WindowClosing private int viewportX; private int viewportY; + private int requestedTextureUnit = 0; // default + // The backend in use private volatile Backend backend; @@ -731,6 +740,40 @@ public class GLJPanel extends JPanel implements AWTGLAutoDrawable, WindowClosing return factory; } + /** + * Returns the used texture unit, i.e. a value of [0..n], or -1 if non used. + * <p> + * If implementation uses a texture-unit, it will be known only after the first initialization, i.e. display call. + * </p> + * <p> + * See <a href="#fboGLSLVerticalFlip">FBO / GLSL Vertical Flip</a>. + * </p> + */ + public final int getTextureUnit() { + final Backend b = backend; + if ( null == b ) { + return -1; + } + return b.getTextureUnit(); + } + + /** + * Allows user to request a texture unit to be used, + * must be called before the first initialization, i.e. {@link #display()} call. + * <p> + * Defaults to <code>0</code>. + * </p> + * <p> + * See <a href="#fboGLSLVerticalFlip">FBO / GLSL Vertical Flip</a>. + * </p> + * + * @param v requested texture unit + * @see #getTextureUnit() + */ + public final void setTextureUnit(int v) { + requestedTextureUnit = v; + } + //---------------------------------------------------------------------- // Internals only below this point // @@ -947,6 +990,9 @@ public class GLJPanel extends JPanel implements AWTGLAutoDrawable, WindowClosing // Called to get the current backend's GLDrawable public GLDrawable getDrawable(); + /** Returns the used texture unit, i.e. a value of [0..n], or -1 if non used. */ + public int getTextureUnit(); + // Called to fetch the "real" GLCapabilities for the backend public GLCapabilitiesImmutable getChosenGLCapabilities(); @@ -987,7 +1033,6 @@ public class GLJPanel extends JPanel implements AWTGLAutoDrawable, WindowClosing private GLDrawableImpl offscreenDrawable; private FBObject fboFlipped; private GLSLTextureRaster glslTextureRaster; - private final int fboTextureUnit = 0; private GLContextImpl offscreenContext; private boolean flipVertical; @@ -1035,12 +1080,13 @@ public class GLJPanel extends JPanel implements AWTGLAutoDrawable, WindowClosing final boolean _autoSwapBufferMode = helper.getAutoSwapBufferMode(); helper.setAutoSwapBufferMode(false); final GLFBODrawable fboDrawable = (GLFBODrawable) offscreenDrawable; + fboDrawable.setTextureUnit( GLJPanel.this.requestedTextureUnit ); try { fboFlipped = new FBObject(); fboFlipped.reset(gl, fboDrawable.getWidth(), fboDrawable.getHeight(), 0, false); fboFlipped.attachTexture2D(gl, 0, chosenCaps.getAlphaBits()>0); // fboFlipped.attachRenderbuffer(gl, Attachment.Type.DEPTH, 24); - glslTextureRaster = new GLSLTextureRaster(fboTextureUnit, true); + glslTextureRaster = new GLSLTextureRaster(fboDrawable.getTextureUnit(), true); glslTextureRaster.init(gl.getGL2ES2()); glslTextureRaster.reshape(gl.getGL2ES2(), 0, 0, fboDrawable.getWidth(), fboDrawable.getHeight()); } catch (Exception ex) { @@ -1210,7 +1256,7 @@ public class GLJPanel extends JPanel implements AWTGLAutoDrawable, WindowClosing fboDrawable.swapBuffers(); fboFlipped.bind(gl); - // gl.glActiveTexture(fboDrawable.getTextureUnit()); // implicit! + // gl.glActiveTexture(GL.GL_TEXTURE0 + fboDrawable.getTextureUnit()); // implicit by GLFBODrawableImpl: swapBuffers/contextMadeCurent -> swapFBOImpl gl.glBindTexture(GL.GL_TEXTURE_2D, fboTex.getName()); // gl.glClear(GL.GL_DEPTH_BUFFER_BIT); // fboFlipped runs w/o DEPTH! glslTextureRaster.display(gl.getGL2ES2()); @@ -1244,6 +1290,14 @@ public class GLJPanel extends JPanel implements AWTGLAutoDrawable, WindowClosing // correctness on all platforms } } + + @Override + public int getTextureUnit() { + if(null != glslTextureRaster && null != offscreenDrawable) { // implies flippedVertical + return ((GLFBODrawable)offscreenDrawable).getTextureUnit(); + } + return -1; + } @Override public void doPaintComponent(Graphics g) { @@ -1446,6 +1500,9 @@ public class GLJPanel extends JPanel implements AWTGLAutoDrawable, WindowClosing } @Override + public int getTextureUnit() { return -1; } + + @Override public GLCapabilitiesImmutable getChosenGLCapabilities() { // FIXME: should do better than this; is it possible to using only platform-independent code? return new GLCapabilities(null); |