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-rw-r--r--src/classes/javax/media/opengl/GLJPanel.java142
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);