diff options
author | Kenneth Russel <[email protected]> | 2003-08-17 19:10:38 +0000 |
---|---|---|
committer | Kenneth Russel <[email protected]> | 2003-08-17 19:10:38 +0000 |
commit | d4647dc1d9020f9c7bec2fac06dbb0424cb11c29 (patch) | |
tree | a6bb294af67093c63d9cb7c585f2f6a599923c0c /src/net/java/games | |
parent | 2abf3966ca86db4eafef3555b80937b35d576a60 (diff) |
GKW on the community.java.net forums pointed out that the
render-to-texture support doesn't need to copy back the pixels if
WGL_ARB_texture_rectangle is supported. Fixed logic to handle this
case.
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@56 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/net/java/games')
-rw-r--r-- | src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java | 68 |
1 files changed, 38 insertions, 30 deletions
diff --git a/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java b/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java index 60b986b05..dad9cec84 100644 --- a/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java +++ b/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java @@ -62,6 +62,7 @@ public class WindowsPbufferGLContext extends WindowsGLContext { // State for render-to-texture and render-to-texture-rectangle support private boolean created; private boolean rtt; // render-to-texture? + private boolean hasRTT; // render-to-texture extension available? private boolean rect; // render-to-texture-rectangle? private int textureTarget; // e.g. GL_TEXTURE_2D, GL_TEXTURE_RECTANGLE_NV private int texture; // actual texture object @@ -93,15 +94,13 @@ public class WindowsPbufferGLContext extends WindowsGLContext { } GL gl = getGL(); gl.glBindTexture(textureTarget, texture); - // Note: this test was on the rtt variable in NVidia's code but I - // think it doesn't make sense written that way - if (rect) { + if (rtt && hasRTT) { if (!gl.wglBindTexImageARB(buffer, GL.WGL_FRONT_LEFT_ARB)) { throw new GLException("Binding of pbuffer to texture failed: " + wglGetLastError()); } } - // Note that if the render-to-texture-rectangle extension is not - // specified, we perform a glCopyTexImage2D in swapBuffers(). + // Note that if the render-to-texture extension is not supported, + // we perform a glCopyTexImage2D in swapBuffers(). } public void releasePbufferFromTexture() { @@ -109,7 +108,7 @@ public class WindowsPbufferGLContext extends WindowsGLContext { throw new GLException("Shouldn't try to bind a pbuffer to a texture if render-to-texture hasn't been " + "specified in its GLCapabilities"); } - if (rect) { + if (rtt && hasRTT) { GL gl = getGL(); if (!gl.wglReleaseTexImageARB(buffer, GL.WGL_FRONT_LEFT_ARB)) { throw new GLException("Releasing of pbuffer from texture failed: " + wglGetLastError()); @@ -182,6 +181,8 @@ public class WindowsPbufferGLContext extends WindowsGLContext { iattributes[niattribs++] = GL.GL_TRUE; } + // FIXME: using NVidia-specific extensions and enums, as well as + // confusing render-to-texture with render-to-texture-rectangle if (useFloat) { iattributes[niattribs++] = GL.WGL_FLOAT_COMPONENTS_NV; iattributes[niattribs++] = GL.GL_TRUE; @@ -321,32 +322,39 @@ public class WindowsPbufferGLContext extends WindowsGLContext { System.err.println("Initializing render-to-texture support"); } - GL gl = getGL(); - if (rect && !gl.isExtensionAvailable("GL_NV_texture_rectangle")) { - System.err.println("WindowsPbufferGLContext: WARNING: GL_NV_texture_rectangle extension not " + - "supported; skipping requested render_to_texture_rectangle support for pbuffer"); - rect = false; - } - if (rect) { - if (DEBUG) { - System.err.println(" Using render-to-texture-rectangle"); - } - textureTarget = GL.GL_TEXTURE_RECTANGLE_NV; + if (!gl.isExtensionAvailable("WGL_ARB_render_texture")) { + System.err.println("WindowsPbufferGLContext: WARNING: WGL_ARB_render_texture extension not " + + "supported; implementing render_to_texture support using slow texture readback"); } else { - if (DEBUG) { - System.err.println(" Using vanilla render-to-texture"); + hasRTT = true; + GL gl = getGL(); + + if (rect && !gl.isExtensionAvailable("GL_NV_texture_rectangle")) { + System.err.println("WindowsPbufferGLContext: WARNING: GL_NV_texture_rectangle extension not " + + "supported; skipping requested render_to_texture_rectangle support for pbuffer"); + rect = false; + } + if (rect) { + if (DEBUG) { + System.err.println(" Using render-to-texture-rectangle"); + } + textureTarget = GL.GL_TEXTURE_RECTANGLE_NV; + } else { + if (DEBUG) { + System.err.println(" Using vanilla render-to-texture"); + } + textureTarget = GL.GL_TEXTURE_2D; } - textureTarget = GL.GL_TEXTURE_2D; + int[] tmp = new int[1]; + gl.glGenTextures(1, tmp); + texture = tmp[0]; + gl.glBindTexture(textureTarget, texture); + gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST); + gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); + gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE); + gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE); + gl.glCopyTexImage2D(textureTarget, 0, GL.GL_RGB, 0, 0, width, height, 0); } - int[] tmp = new int[1]; - gl.glGenTextures(1, tmp); - texture = tmp[0]; - gl.glBindTexture(textureTarget, texture); - gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST); - gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); - gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE); - gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE); - gl.glCopyTexImage2D(textureTarget, 0, GL.GL_RGB, 0, 0, width, height, 0); } } return res; @@ -391,7 +399,7 @@ public class WindowsPbufferGLContext extends WindowsGLContext { protected void swapBuffers() throws GLException { // FIXME: do we need to do anything if the pbuffer is double-buffered? // For now, just grab the pixels for the render-to-texture support. - if (rtt && !rect) { + if (rtt && !hasRTT) { if (DEBUG) { System.err.println("Copying pbuffer data to GL_TEXTURE_2D state"); } |