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authorSven Gothel <[email protected]>2013-07-03 16:58:45 +0200
committerSven Gothel <[email protected]>2013-07-03 16:58:45 +0200
commitde2905a6fce37e7caf69b148ef4cf7f347559530 (patch)
tree2a274904e2586687c0cbb0e26b2391cc283fb33c /src/jogl/classes
parent92bd50ffee67d14566ffacacad3f9a3227025d21 (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.java65
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);