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diff --git a/src/jogl/classes/com/jogamp/opengl/FBObject.java b/src/jogl/classes/com/jogamp/opengl/FBObject.java
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+/**
+ * Copyright 2012 JogAmp Community. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification, are
+ * permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this list of
+ * conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice, this list
+ * of conditions and the following disclaimer in the documentation and/or other materials
+ * provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are those of the
+ * authors and should not be interpreted as representing official policies, either expressed
+ * or implied, of JogAmp Community.
+ */
+
+package com.jogamp.opengl;
+
+import java.util.Arrays;
+
+import javax.media.opengl.GL;
+import javax.media.opengl.GL2ES2;
+import javax.media.opengl.GL2ES3;
+import javax.media.opengl.GL2GL3;
+import javax.media.opengl.GL3;
+import javax.media.opengl.GLBase;
+import javax.media.opengl.GLCapabilities;
+import javax.media.opengl.GLContext;
+import javax.media.opengl.GLException;
+import javax.media.opengl.GLProfile;
+
+import jogamp.opengl.Debug;
+
+import com.jogamp.opengl.FBObject.Attachment.Type;
+
+/**
+ * Core utility class simplifying usage of framebuffer objects (FBO)
+ * with all {@link GLProfile}s.
+ * <p>
+ * Supports on-the-fly reconfiguration of dimension and multisample buffers via {@link #reset(GL, int, int, int, boolean)}
+ * while preserving the {@link Attachment} references.
+ * </p>
+ * <p>
+ * Integrates default read/write framebuffers via {@link GLContext#getDefaultReadFramebuffer()} and {@link GLContext#getDefaultReadFramebuffer()},
+ * which is being hooked at {@link GL#glBindFramebuffer(int, int)} when the default (<code>zero</code>) framebuffer is selected.
+ * </p>
+ *
+ * <p>FIXME: Implement support for {@link Type#DEPTH_TEXTURE}, {@link Type#STENCIL_TEXTURE} .</p>
+ */
+public class FBObject {
+ protected static final boolean DEBUG = Debug.debug("FBObject");
+ private static final boolean FBOResizeQuirk = false;
+
+ private static enum DetachAction { NONE, DISPOSE, RECREATE };
+
+ /**
+ * Marker interface, denotes a color buffer attachment.
+ * <p>Always an instance of {@link Attachment}.</p>
+ * <p>Either an instance of {@link ColorAttachment} or {@link TextureAttachment}.</b>
+ */
+ public static interface Colorbuffer {
+ /**
+ * Initializes the color buffer and set it's parameter, if uninitialized, i.e. name is <code>zero</code>.
+ * @return <code>true</code> if newly initialized, otherwise <code>false</code>.
+ * @throws GLException if buffer generation or setup fails. The just created buffer name will be deleted in this case.
+ */
+ public boolean initialize(GL gl) throws GLException;
+
+ /**
+ * Releases the color buffer if initialized, i.e. name is not <code>zero</code>.
+ * @throws GLException if buffer release fails.
+ */
+ public void free(GL gl) throws GLException;
+
+ /**
+ * Writes the internal format to the given GLCapabilities object.
+ * @param caps the destination for format bits
+ * @param rgba8Avail whether rgba8 is available
+ */
+ public void formatToGLCapabilities(GLCapabilities caps, boolean rgba8Avail);
+ }
+
+ /** Common super class of all attachments */
+ public static abstract class Attachment {
+ public enum Type {
+ NONE, DEPTH, STENCIL, DEPTH_STENCIL, COLOR, COLOR_TEXTURE, DEPTH_TEXTURE, STENCIL_TEXTURE;
+
+ /**
+ * Returns {@link #COLOR}, {@link #DEPTH}, {@link #STENCIL} or {@link #DEPTH_STENCIL}
+ * @throws IllegalArgumentException if <code>format</code> cannot be handled.
+ */
+ public static Type determine(int format) throws IllegalArgumentException {
+ switch(format) {
+ case GL.GL_RGBA4:
+ case GL.GL_RGB5_A1:
+ case GL.GL_RGB565:
+ case GL.GL_RGB8:
+ case GL.GL_RGBA8:
+ return Type.COLOR;
+ case GL.GL_DEPTH_COMPONENT16:
+ case GL.GL_DEPTH_COMPONENT24:
+ case GL.GL_DEPTH_COMPONENT32:
+ return Type.DEPTH;
+ case GL.GL_STENCIL_INDEX1:
+ case GL.GL_STENCIL_INDEX4:
+ case GL.GL_STENCIL_INDEX8:
+ return Type.STENCIL;
+ case GL.GL_DEPTH24_STENCIL8:
+ return Type.DEPTH_STENCIL;
+ default:
+ throw new IllegalArgumentException("format invalid: "+toHexString(format));
+ }
+ }
+ };
+
+ /** immutable type [{@link #COLOR}, {@link #DEPTH}, {@link #STENCIL}, {@link #COLOR_TEXTURE}, {@link #DEPTH_TEXTURE}, {@link #STENCIL_TEXTURE} ] */
+ public final Type type;
+
+ /** immutable the internal format */
+ public final int format;
+
+ private int width, height;
+
+ private int name;
+
+ protected Attachment(Type type, int iFormat, int width, int height, int name) {
+ this.type = type;
+ this.format = iFormat;
+ this.width = width;
+ this.height = height;
+ this.name = name;
+ }
+
+ /**
+ * Writes the internal format to the given GLCapabilities object.
+ * @param caps the destination for format bits
+ * @param rgba8Avail whether rgba8 is available
+ */
+ public final void formatToGLCapabilities(GLCapabilities caps, boolean rgba8Avail) {
+ final int _format;
+ switch(format) {
+ case GL.GL_RGBA:
+ case 4:
+ _format = rgba8Avail ? GL.GL_RGBA8 : GL.GL_RGBA4;
+ break;
+ case GL.GL_RGB:
+ case 3:
+ _format = rgba8Avail ? GL.GL_RGB8 : GL.GL_RGB565;
+ break;
+ default:
+ _format = format;
+ }
+ switch(_format) {
+ case GL.GL_RGBA4:
+ caps.setRedBits(4);
+ caps.setGreenBits(4);
+ caps.setBlueBits(4);
+ caps.setAlphaBits(4);
+ break;
+ case GL.GL_RGB5_A1:
+ caps.setRedBits(5);
+ caps.setGreenBits(5);
+ caps.setBlueBits(5);
+ caps.setAlphaBits(1);
+ break;
+ case GL.GL_RGB565:
+ caps.setRedBits(5);
+ caps.setGreenBits(6);
+ caps.setBlueBits(5);
+ caps.setAlphaBits(0);
+ break;
+ case GL.GL_RGB8:
+ caps.setRedBits(8);
+ caps.setGreenBits(8);
+ caps.setBlueBits(8);
+ caps.setAlphaBits(0);
+ break;
+ case GL.GL_RGBA8:
+ caps.setRedBits(8);
+ caps.setGreenBits(8);
+ caps.setBlueBits(8);
+ caps.setAlphaBits(8);
+ break;
+ case GL.GL_DEPTH_COMPONENT16:
+ caps.setDepthBits(16);
+ break;
+ case GL.GL_DEPTH_COMPONENT24:
+ caps.setDepthBits(24);
+ break;
+ case GL.GL_DEPTH_COMPONENT32:
+ caps.setDepthBits(32);
+ break;
+ case GL.GL_STENCIL_INDEX1:
+ caps.setStencilBits(1);
+ break;
+ case GL.GL_STENCIL_INDEX4:
+ caps.setStencilBits(4);
+ break;
+ case GL.GL_STENCIL_INDEX8:
+ caps.setStencilBits(8);
+ break;
+ case GL.GL_DEPTH24_STENCIL8:
+ caps.setDepthBits(24);
+ caps.setStencilBits(8);
+ break;
+ default:
+ throw new IllegalArgumentException("format invalid: "+toHexString(format));
+ }
+ }
+
+ /** width of attachment */
+ public final int getWidth() { return width; }
+ /** height of attachment */
+ public final int getHeight() { return height; }
+ /* pp */ final void setSize(int w, int h) { width = w; height = h; }
+
+ /** buffer name [1..max], maybe a texture or renderbuffer name, depending on type. */
+ public final int getName() { return name; }
+ /* pp */ final void setName(int n) { name = n; }
+
+ /**
+ * Initializes the attachment and set it's parameter, if uninitialized, i.e. name is <code>zero</code>.
+ * <pre>
+ final boolean init = 0 == name;
+ if( init ) {
+ do init ..
+ }
+ return init;
+ * </pre>
+ * @return <code>true</code> if newly initialized, otherwise <code>false</code>.
+ * @throws GLException if buffer generation or setup fails. The just created buffer name will be deleted in this case.
+ */
+ public abstract boolean initialize(GL gl) throws GLException;
+
+ /**
+ * Releases the attachment if initialized, i.e. name is not <code>zero</code>.
+ * <pre>
+ if(0 != name) {
+ do free ..
+ name = 0;
+ }
+ * </pre>
+ * @throws GLException if buffer release fails.
+ */
+ public abstract void free(GL gl) throws GLException;
+
+ /**
+ * <p>
+ * Comparison by {@link #type}, {@link #format}, {@link #width}, {@link #height} and {@link #name}.
+ * </p>
+ * {@inheritDoc}
+ */
+ @Override
+ public boolean equals(Object o) {
+ if( this == o ) return true;
+ if( ! ( o instanceof Attachment ) ) return false;
+ final Attachment a = (Attachment)o;
+ return type == a.type &&
+ format == a.format &&
+ width == a.width &&
+ height== a.height &&
+ name == a.name ;
+ }
+
+ /**
+ * <p>
+ * Hashed by {@link #type}, {@link #format}, {@link #width}, {@link #height} and {@link #name}.
+ * </p>
+ * {@inheritDoc}
+ */
+ @Override
+ public int hashCode() {
+ // 31 * x == (x << 5) - x
+ int hash = 31 + type.ordinal();
+ hash = ((hash << 5) - hash) + format;
+ hash = ((hash << 5) - hash) + width;
+ hash = ((hash << 5) - hash) + height;
+ hash = ((hash << 5) - hash) + name;
+ return hash;
+ }
+
+ int objectHashCode() { return super.hashCode(); }
+
+ @Override
+ public String toString() {
+ return getClass().getSimpleName()+"[type "+type+", format "+toHexString(format)+", "+width+"x"+height+
+ "; name "+toHexString(name)+", obj "+toHexString(objectHashCode())+"]";
+ }
+
+ public static Type getType(int attachmentPoint, int maxColorAttachments) {
+ if( GL.GL_COLOR_ATTACHMENT0 <= attachmentPoint && attachmentPoint < GL.GL_COLOR_ATTACHMENT0+maxColorAttachments ) {
+ return Type.COLOR;
+ }
+ switch(attachmentPoint) {
+ case GL.GL_DEPTH_ATTACHMENT:
+ return Type.DEPTH;
+ case GL.GL_STENCIL_ATTACHMENT:
+ return Type.STENCIL;
+ default:
+ throw new IllegalArgumentException("Invalid attachment point "+toHexString(attachmentPoint));
+ }
+ }
+ }
+
+ /** Other renderbuffer attachment which maybe a colorbuffer, depth or stencil. */
+ public static class RenderAttachment extends Attachment {
+ private int samples;
+
+ /**
+ * @param type allowed types are {@link Type#DEPTH_STENCIL} {@link Type#DEPTH}, {@link Type#STENCIL} or {@link Type#COLOR}
+ * @param iFormat
+ * @param samples
+ * @param width
+ * @param height
+ * @param name
+ */
+ public RenderAttachment(Type type, int iFormat, int samples, int width, int height, int name) {
+ super(validateType(type), iFormat, width, height, name);
+ this.samples = samples;
+ }
+
+ /** number of samples, or zero for no multisampling */
+ public final int getSamples() { return samples; }
+ /* pp */ final void setSamples(int s) { samples = s; }
+
+ private static Type validateType(Type type) {
+ switch(type) {
+ case DEPTH_STENCIL:
+ case DEPTH:
+ case STENCIL:
+ case COLOR:
+ return type;
+ default:
+ throw new IllegalArgumentException("Invalid type: "+type);
+ }
+ }
+
+ /**
+ * <p>
+ * Comparison by {@link #type}, {@link #format}, {@link #samples}, {@link #width}, {@link #height} and {@link #name}.
+ * </p>
+ * {@inheritDoc}
+ */
+ @Override
+ public boolean equals(Object o) {
+ if( this == o ) return true;
+ if( ! ( o instanceof RenderAttachment ) ) return false;
+ return super.equals(o) &&
+ samples == ((RenderAttachment)o).samples;
+ }
+
+ /**
+ * <p>
+ * Hashed by {@link #type}, {@link #format}, {@link #samples}, {@link #width}, {@link #height} and {@link #name}.
+ * </p>
+ * {@inheritDoc}
+ */
+ @Override
+ public int hashCode() {
+ // 31 * x == (x << 5) - x
+ int hash = super.hashCode();
+ hash = ((hash << 5) - hash) + samples;
+ return hash;
+ }
+
+ @Override
+ public boolean initialize(GL gl) throws GLException {
+ final boolean init = 0 == getName();
+ if( init ) {
+ checkPreGLError(gl);
+
+ final int[] name = new int[] { -1 };
+ gl.glGenRenderbuffers(1, name, 0);
+ setName(name[0]);
+
+ gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, getName());
+ if( samples > 0 ) {
+ ((GL2ES3)gl).glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, samples, format, getWidth(), getHeight());
+ } else {
+ gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, format, getWidth(), getHeight());
+ }
+ final int glerr = gl.glGetError();
+ if(GL.GL_NO_ERROR != glerr) {
+ gl.glDeleteRenderbuffers(1, name, 0);
+ setName(0);
+ throw new GLException("GL Error "+toHexString(glerr)+" while creating "+this);
+ }
+ if(DEBUG) {
+ System.err.println("Attachment.init.X: "+this);
+ }
+ }
+ return init;
+ }
+
+ @Override
+ public void free(GL gl) {
+ final int[] name = new int[] { getName() };
+ if( 0 != name[0] ) {
+ if(DEBUG) {
+ System.err.println("Attachment.free.0: "+this);
+ }
+ gl.glDeleteRenderbuffers(1, name, 0);
+ setName(0);
+ }
+ }
+
+ @Override
+ public String toString() {
+ return getClass().getSimpleName()+"[type "+type+", format "+toHexString(format)+", samples "+samples+", "+getWidth()+"x"+getHeight()+
+ ", name "+toHexString(getName())+", obj "+toHexString(objectHashCode())+"]";
+ }
+ }
+
+ /** Color render buffer attachment */
+ public static class ColorAttachment extends RenderAttachment implements Colorbuffer {
+ public ColorAttachment(int iFormat, int samples, int width, int height, int name) {
+ super(Type.COLOR, iFormat, samples, width, height, name);
+ }
+ }
+
+ /** Texture attachment */
+ public static class TextureAttachment extends Attachment implements Colorbuffer {
+ /** details of the texture setup */
+ public final int dataFormat, dataType, magFilter, minFilter, wrapS, wrapT;
+
+ /**
+ * @param type allowed types are [ {@link Type#COLOR_TEXTURE}, {@link Type#DEPTH_TEXTURE}, {@link Type#STENCIL_TEXTURE} ]
+ * @param iFormat
+ * @param width
+ * @param height
+ * @param dataFormat
+ * @param dataType
+ * @param magFilter
+ * @param minFilter
+ * @param wrapS
+ * @param wrapT
+ * @param name
+ */
+ public TextureAttachment(Type type, int iFormat, int width, int height, int dataFormat, int dataType,
+ int magFilter, int minFilter, int wrapS, int wrapT, int name) {
+ super(validateType(type), iFormat, width, height, name);
+ this.dataFormat = dataFormat;
+ this.dataType = dataType;
+ this.magFilter = magFilter;
+ this.minFilter = minFilter;
+ this.wrapS = wrapS;
+ this.wrapT = wrapT;
+ }
+
+ private static Type validateType(Type type) {
+ switch(type) {
+ case COLOR_TEXTURE:
+ case DEPTH_TEXTURE:
+ case STENCIL_TEXTURE:
+ return type;
+ default:
+ throw new IllegalArgumentException("Invalid type: "+type);
+ }
+ }
+
+ /**
+ * Initializes the texture and set it's parameter, if uninitialized, i.e. name is <code>zero</code>.
+ * @throws GLException if texture generation and setup fails. The just created texture name will be deleted in this case.
+ */
+ @Override
+ public boolean initialize(GL gl) throws GLException {
+ final boolean init = 0 == getName();
+ if( init ) {
+ checkPreGLError(gl);
+
+ final int[] name = new int[] { -1 };
+ gl.glGenTextures(1, name, 0);
+ if(0 == name[0]) {
+ throw new GLException("null texture, "+this);
+ }
+ setName(name[0]);
+
+ gl.glBindTexture(GL.GL_TEXTURE_2D, name[0]);
+ if( 0 < magFilter ) {
+ gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, magFilter);
+ }
+ if( 0 < minFilter ) {
+ gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, minFilter);
+ }
+ if( 0 < wrapS ) {
+ gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, wrapS);
+ }
+ if( 0 < wrapT ) {
+ gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, wrapT);
+ }
+ boolean preTexImage2D = true;
+ int glerr = gl.glGetError();
+ if(GL.GL_NO_ERROR == glerr) {
+ preTexImage2D = false;
+ gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, format, getWidth(), getHeight(), 0, dataFormat, dataType, null);
+ glerr = gl.glGetError();
+ }
+ if(GL.GL_NO_ERROR != glerr) {
+ gl.glDeleteTextures(1, name, 0);
+ setName(0);
+ throw new GLException("GL Error "+toHexString(glerr)+" while creating (pre TexImage2D "+preTexImage2D+") "+this);
+ }
+ if(DEBUG) {
+ System.err.println("Attachment.init.X: "+this);
+ }
+ }
+ return init;
+ }
+
+ @Override
+ public void free(GL gl) {
+ final int[] name = new int[] { getName() };
+ if( 0 != name[0] ) {
+ if(DEBUG) {
+ System.err.println("Attachment.free.0: "+this);
+ }
+ gl.glDeleteTextures(1, name, 0);
+ setName(0);
+ }
+ }
+ @Override
+ public String toString() {
+ return getClass().getSimpleName()+"[type "+type+", target GL_TEXTURE_2D, level 0, format "+toHexString(format)+
+ ", "+getWidth()+"x"+getHeight()+", border 0, dataFormat "+toHexString(dataFormat)+
+ ", dataType "+toHexString(dataType)+
+ "; min/mag "+toHexString(minFilter)+"/"+toHexString(magFilter)+
+ ", wrap S/T "+toHexString(wrapS)+"/"+toHexString(wrapT)+
+ "; name "+toHexString(getName())+", obj "+toHexString(objectHashCode())+"]";
+ }
+ }
+ static String toHexString(int v) {
+ return "0x"+Integer.toHexString(v);
+ }
+
+ /**
+ * Creates a color {@link TextureAttachment}, i.e. type {@link Type#COLOR_TEXTURE},
+ * selecting the texture data type and format automatically.
+ *
+ * <p>Using default min/mag filter {@link GL#GL_NEAREST} and default wrapS/wrapT {@link GL#GL_CLAMP_TO_EDGE}.</p>
+ *
+ * @param glp the chosen {@link GLProfile}
+ * @param alpha set to <code>true</code> if you request alpha channel, otherwise <code>false</code>;
+ * @param width texture width
+ * @param height texture height
+ * @return the created and uninitialized color {@link TextureAttachment}
+ */
+ public static final TextureAttachment createColorTextureAttachment(GLProfile glp, boolean alpha, int width, int height) {
+ return createColorTextureAttachment(glp, alpha, width, height, GL.GL_NEAREST, GL.GL_NEAREST, GL.GL_CLAMP_TO_EDGE, GL.GL_CLAMP_TO_EDGE);
+ }
+
+ /**
+ * Creates a color {@link TextureAttachment}, i.e. type {@link Type#COLOR_TEXTURE},
+ * selecting the texture data type and format automatically.
+ *
+ * @param glp the chosen {@link GLProfile}
+ * @param alpha set to <code>true</code> if you request alpha channel, otherwise <code>false</code>;
+ * @param width texture width
+ * @param height texture height
+ * @param magFilter if > 0 value for {@link GL#GL_TEXTURE_MAG_FILTER}
+ * @param minFilter if > 0 value for {@link GL#GL_TEXTURE_MIN_FILTER}
+ * @param wrapS if > 0 value for {@link GL#GL_TEXTURE_WRAP_S}
+ * @param wrapT if > 0 value for {@link GL#GL_TEXTURE_WRAP_T}
+ * @return the created and uninitialized color {@link TextureAttachment}
+ */
+ public static final TextureAttachment createColorTextureAttachment(GLProfile glp, boolean alpha, int width, int height,
+ int magFilter, int minFilter, int wrapS, int wrapT) {
+ final int textureInternalFormat, textureDataFormat, textureDataType;
+ if(glp.isGLES()) {
+ textureInternalFormat = alpha ? GL.GL_RGBA : GL.GL_RGB;
+ textureDataFormat = alpha ? GL.GL_RGBA : GL.GL_RGB;
+ textureDataType = GL.GL_UNSIGNED_BYTE;
+ } else {
+ textureInternalFormat = alpha ? GL.GL_RGBA8 : GL.GL_RGB8;
+ // textureInternalFormat = alpha ? GL.GL_RGBA : GL.GL_RGB;
+ // textureInternalFormat = alpha ? 4 : 3;
+ textureDataFormat = alpha ? GL.GL_BGRA : GL.GL_RGB;
+ textureDataType = alpha ? GL2GL3.GL_UNSIGNED_INT_8_8_8_8_REV : GL.GL_UNSIGNED_BYTE;
+ }
+ return createColorTextureAttachment(textureInternalFormat, width, height, textureDataFormat, textureDataType, magFilter, minFilter, wrapS, wrapT);
+ }
+
+ /**
+ * Creates a color {@link TextureAttachment}, i.e. type {@link Type#COLOR_TEXTURE}.
+ *
+ * @param internalFormat internalFormat parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
+ * @param width texture width
+ * @param height texture height
+ * @param dataFormat format parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
+ * @param dataType type parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
+ * @param magFilter if > 0 value for {@link GL#GL_TEXTURE_MAG_FILTER}
+ * @param minFilter if > 0 value for {@link GL#GL_TEXTURE_MIN_FILTER}
+ * @param wrapS if > 0 value for {@link GL#GL_TEXTURE_WRAP_S}
+ * @param wrapT if > 0 value for {@link GL#GL_TEXTURE_WRAP_T}
+ * @return the created and uninitialized color {@link TextureAttachment}
+ */
+ public static final TextureAttachment createColorTextureAttachment(int internalFormat, int width, int height, int dataFormat, int dataType,
+ int magFilter, int minFilter, int wrapS, int wrapT) {
+ return new TextureAttachment(Type.COLOR_TEXTURE, internalFormat, width, height, dataFormat, dataType,
+ magFilter, minFilter, wrapS, wrapT, 0 /* name */);
+ }
+
+ private static boolean hasAlpha(int format) {
+ switch(format) {
+ case GL.GL_RGBA8:
+ case GL.GL_RGBA4:
+ case GL.GL_RGBA:
+ case GL.GL_BGRA:
+ case 4:
+ return true;
+ default:
+ return false;
+ }
+ }
+
+ private boolean initialized;
+ private boolean fullFBOSupport;
+ private boolean rgba8Avail;
+ private boolean depth24Avail;
+ private boolean depth32Avail;
+ private boolean stencil01Avail;
+ private boolean stencil04Avail;
+ private boolean stencil08Avail;
+ private boolean stencil16Avail;
+ private boolean packedDepthStencilAvail;
+ private int maxColorAttachments, maxSamples, maxTextureSize, maxRenderbufferSize;
+
+ private int width, height, samples;
+ private int vStatus;
+ private boolean ignoreStatus;
+ private int fbName;
+ private boolean bound;
+
+ private int colorAttachmentCount;
+ private Colorbuffer[] colorAttachmentPoints; // colorbuffer attachment points
+ private RenderAttachment depth, stencil; // depth and stencil maybe equal in case of packed-depth-stencil
+
+ private FBObject samplingSink; // MSAA sink
+ private TextureAttachment samplingSinkTexture;
+ private boolean samplingSinkDirty;
+
+ //
+ // ColorAttachment helper ..
+ //
+
+ private final void validateColorAttachmentPointRange(int point) {
+ if(!initialized) {
+ throw new GLException("FBO not initialized");
+ }
+ if(maxColorAttachments != colorAttachmentPoints.length) {
+ throw new InternalError("maxColorAttachments "+maxColorAttachments+", array.lenght "+colorAttachmentPoints);
+ }
+ if(0 > point || point >= maxColorAttachments) {
+ throw new IllegalArgumentException("attachment point out of range: "+point+", should be within [0.."+(maxColorAttachments-1)+"], "+this);
+ }
+ }
+
+ private final void validateAddColorAttachment(int point, Colorbuffer ca) {
+ validateColorAttachmentPointRange(point);
+ if( null != colorAttachmentPoints[point] ) {
+ throw new IllegalArgumentException("Cannot attach "+ca+", attachment point already in use by "+colorAttachmentPoints[point]+", "+this);
+ }
+ }
+
+ private final void addColorAttachment(int point, Colorbuffer ca) {
+ validateColorAttachmentPointRange(point);
+ final Colorbuffer c = colorAttachmentPoints[point];
+ if( null != c && c != ca ) {
+ throw new IllegalArgumentException("Add failed: requested to add "+ca+" at "+point+", but slot is holding "+c+"; "+this);
+ }
+ colorAttachmentPoints[point] = ca;
+ colorAttachmentCount++;
+ }
+
+ private final void removeColorAttachment(int point, Colorbuffer ca) {
+ validateColorAttachmentPointRange(point);
+ final Colorbuffer c = colorAttachmentPoints[point];
+ if( null != c && c != ca ) {
+ throw new IllegalArgumentException("Remove failed: requested to removed "+ca+" at "+point+", but slot is holding "+c+"; "+this);
+ }
+ colorAttachmentPoints[point] = null;
+ colorAttachmentCount--;
+ }
+
+ /**
+ * Return the {@link Colorbuffer} attachment at <code>attachmentPoint</code> if it is attached to this FBO, otherwise null.
+ *
+ * @see #attachColorbuffer(GL, boolean)
+ * @see #attachColorbuffer(GL, boolean)
+ * @see #attachTexture2D(GL, int, boolean, int, int, int, int)
+ * @see #attachTexture2D(GL, int, int, int, int, int, int, int, int)
+ */
+ public final Colorbuffer getColorbuffer(int attachmentPoint) {
+ validateColorAttachmentPointRange(attachmentPoint);
+ return colorAttachmentPoints[attachmentPoint];
+ }
+
+ /**
+ * Finds the passed {@link Colorbuffer} within the valid range of attachment points
+ * using <i>reference</i> comparison only.
+ * <p>
+ * Note: Slow. Implementation uses a logN array search to save resources, i.e. not using a HashMap.
+ * </p>
+ * @param ca the {@link Colorbuffer} to look for.
+ * @return -1 if the {@link Colorbuffer} could not be found, otherwise [0..{@link #getMaxColorAttachments()}-1]
+ */
+ public final int getColorbufferAttachmentPoint(Colorbuffer ca) {
+ for(int i=0; i<colorAttachmentPoints.length; i++) {
+ if( colorAttachmentPoints[i] == ca ) {
+ return i;
+ }
+ }
+ return -1;
+ }
+
+ /**
+ * Returns the passed {@link Colorbuffer} if it is attached to this FBO, otherwise null.
+ * Implementation compares the <i>reference</i> only.
+ *
+ * <p>
+ * Note: Slow. Uses {@link #getColorbufferAttachmentPoint(Colorbuffer)} to determine it's attachment point
+ * to be used for {@link #getColorbuffer(int)}
+ * </p>
+ *
+ * @see #attachColorbuffer(GL, boolean)
+ * @see #attachColorbuffer(GL, boolean)
+ * @see #attachTexture2D(GL, int, boolean, int, int, int, int)
+ * @see #attachTexture2D(GL, int, int, int, int, int, int, int, int)
+ */
+ public final Colorbuffer getColorbuffer(Colorbuffer ca) {
+ final int p = getColorbufferAttachmentPoint(ca);
+ return p>=0 ? getColorbuffer(p) : null;
+ }
+
+ /**
+ * Creates an uninitialized FBObject instance.
+ * <p>
+ * Call {@link #init(GL, int, int, int)} .. etc to use it.
+ * </p>
+ */
+ public FBObject() {
+ this.initialized = false;
+
+ // TBD @ init
+ this.fullFBOSupport = false;
+ this.rgba8Avail = false;
+ this.depth24Avail = false;
+ this.depth32Avail = false;
+ this.stencil01Avail = false;
+ this.stencil04Avail = false;
+ this.stencil08Avail = false;
+ this.stencil16Avail = false;
+ this.packedDepthStencilAvail = false;
+ this.maxColorAttachments=-1;
+ this.maxSamples=-1;
+ this.maxTextureSize = 0;
+ this.maxRenderbufferSize = 0;
+
+ this.width = 0;
+ this.height = 0;
+ this.samples = 0;
+ this.vStatus = -1;
+ this.ignoreStatus = false;
+ this.fbName = 0;
+ this.bound = false;
+
+ this.colorAttachmentPoints = null; // at init ..
+ this.colorAttachmentCount = 0;
+ this.depth = null;
+ this.stencil = null;
+
+ this.samplingSink = null;
+ this.samplingSinkTexture = null;
+ this.samplingSinkDirty = true;
+ }
+
+ private void init(GL gl, int width, int height, int samples) throws GLException {
+ if(initialized) {
+ throw new GLException("FBO already initialized");
+ }
+ if( !gl.hasBasicFBOSupport() ) {
+ throw new GLException("FBO not supported w/ context: "+gl.getContext()+", "+this);
+ }
+ fullFBOSupport = gl.hasFullFBOSupport();
+
+ rgba8Avail = gl.isGL2ES3() || gl.isExtensionAvailable(GLExtensions.OES_rgb8_rgba8);
+ depth24Avail = fullFBOSupport || gl.isExtensionAvailable(GLExtensions.OES_depth24);
+ depth32Avail = fullFBOSupport || gl.isExtensionAvailable(GLExtensions.OES_depth32);
+ stencil01Avail = fullFBOSupport || gl.isExtensionAvailable(GLExtensions.OES_stencil1);
+ stencil04Avail = fullFBOSupport || gl.isExtensionAvailable(GLExtensions.OES_stencil4);
+ stencil08Avail = fullFBOSupport || gl.isExtensionAvailable(GLExtensions.OES_stencil8);
+ stencil16Avail = fullFBOSupport;
+
+ packedDepthStencilAvail = fullFBOSupport ||
+ gl.isExtensionAvailable(GLExtensions.OES_packed_depth_stencil) ||
+ gl.isExtensionAvailable(GLExtensions.EXT_packed_depth_stencil) ;
+
+ final boolean NV_fbo_color_attachments = gl.isExtensionAvailable(GLExtensions.NV_fbo_color_attachments);
+
+ int val[] = new int[1];
+
+ checkPreGLError(gl);
+
+ int realMaxColorAttachments = 1;
+ maxColorAttachments = 1;
+ if( fullFBOSupport || NV_fbo_color_attachments ) {
+ try {
+ val[0] = 0;
+ gl.glGetIntegerv(GL2ES2.GL_MAX_COLOR_ATTACHMENTS, val, 0);
+ realMaxColorAttachments = 1 <= val[0] ? val[0] : 1; // cap minimum to 1
+ } catch (GLException gle) { gle.printStackTrace(); }
+ }
+ maxColorAttachments = realMaxColorAttachments <= 8 ? realMaxColorAttachments : 8; // cap to limit array size
+
+ colorAttachmentPoints = new Colorbuffer[maxColorAttachments];
+ colorAttachmentCount = 0;
+
+ maxSamples = gl.getMaxRenderbufferSamples();
+ gl.glGetIntegerv(GL.GL_MAX_TEXTURE_SIZE, val, 0);
+ maxTextureSize = val[0];
+ gl.glGetIntegerv(GL.GL_MAX_RENDERBUFFER_SIZE, val, 0);
+ maxRenderbufferSize = val[0];
+
+ checkPreGLError(gl);
+
+ if( 0 >= width ) { width = 1; }
+ if( 0 >= height ) { height = 1; }
+ this.width = width;
+ this.height = height;
+ this.samples = samples <= maxSamples ? samples : maxSamples;
+
+ if(DEBUG) {
+ System.err.println("FBObject "+width+"x"+height+", "+samples+" -> "+this.samples+" samples");
+ System.err.println("fullFBOSupport: "+fullFBOSupport);
+ System.err.println("maxColorAttachments: "+maxColorAttachments+"/"+realMaxColorAttachments+" [capped/real]");
+ System.err.println("maxSamples: "+maxSamples);
+ System.err.println("maxTextureSize: "+maxTextureSize);
+ System.err.println("maxRenderbufferSize: "+maxRenderbufferSize);
+ System.err.println("rgba8: "+rgba8Avail);
+ System.err.println("depth24: "+depth24Avail);
+ System.err.println("depth32: "+depth32Avail);
+ System.err.println("stencil01: "+stencil01Avail);
+ System.err.println("stencil04: "+stencil04Avail);
+ System.err.println("stencil08: "+stencil08Avail);
+ System.err.println("stencil16: "+stencil16Avail);
+ System.err.println("packedDepthStencil: "+packedDepthStencilAvail);
+ System.err.println("NV_fbo_color_attachments: "+NV_fbo_color_attachments);
+ System.err.println(gl.getContext().getGLVersion());
+ System.err.println(JoglVersion.getGLStrings(gl, null).toString());
+ System.err.println(gl.getContext());
+ }
+
+ checkNoError(null, gl.glGetError(), "FBObject Init.pre"); // throws GLException if error
+
+ if(width > 2 + maxTextureSize || height> 2 + maxTextureSize ||
+ width > maxRenderbufferSize || height> maxRenderbufferSize ) {
+ throw new GLException("size "+width+"x"+height+" exceeds on of the maxima [texture "+maxTextureSize+", renderbuffer "+maxRenderbufferSize+"]");
+ }
+
+ resetSamplingSink(gl);
+
+ // generate fbo ..
+ gl.glGenFramebuffers(1, val, 0);
+ fbName = val[0];
+ if(0 == fbName) {
+ throw new GLException("null framebuffer");
+ }
+
+ // bind fbo ..
+ gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, fbName);
+ checkNoError(gl, gl.glGetError(), "FBObject Init.bindFB"); // throws GLException if error
+ if(!gl.glIsFramebuffer(fbName)) {
+ checkNoError(gl, GL.GL_INVALID_VALUE, "FBObject Init.isFB"); // throws GLException
+ }
+ bound = true;
+ samplingSinkDirty = true;
+ initialized = true;
+
+ vStatus = GL.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; // always incomplete w/o attachments!
+ if(DEBUG) {
+ System.err.println("FBObject.init(): "+this);
+ }
+ }
+
+ /**
+ * Initializes or resets this FBO's instance.
+ * <p>
+ * In case the new parameters are compatible with the current ones
+ * no action will be performed. Otherwise all attachments will be recreated
+ * to match the new given parameters.
+ * </p>
+ * <p>
+ * Incompatibility and hence recreation is forced if
+ * the size or sample count doesn't match for subsequent calls.
+ * </p>
+ *
+ * <p>Leaves the FBO bound state untouched</p>
+ *
+ * @param gl the current GL context
+ * @param newWidth
+ * @param newHeight
+ * @throws GLException in case of an error
+ */
+ public final void reset(GL gl, int newWidth, int newHeight) {
+ reset(gl, newWidth, newHeight, 0, false);
+ }
+
+ /**
+ * Initializes or resets this FBO's instance.
+ * <p>
+ * In case the new parameters are compatible with the current ones
+ * no action will be performed. Otherwise all attachments will be recreated
+ * to match the new given parameters.
+ * </p>
+ * <p>
+ * Currently incompatibility and hence recreation of the attachments will be performed
+ * if the size or sample count doesn't match for subsequent calls.
+ * </p>
+ *
+ * <p>Leaves the FBO bound state untouched</p>
+ *
+ * @param gl the current GL context
+ * @param newWidth the new width, it's minimum is capped to 1
+ * @param newHeight the new height, it's minimum is capped to 1
+ * @param newSamples if > 0, MSAA will be used, otherwise no multisampling. Will be capped to {@link #getMaxSamples()}.
+ * @param resetSamplingSink <code>true</code> calls {@link #resetSamplingSink(GL)} immediatly.
+ * <code>false</code> postpones resetting the sampling sink until {@link #use(GL, TextureAttachment)} or {@link #syncSamplingSink(GL)},
+ * allowing to use the samples sink's FBO and texture until then. The latter is useful to benefit
+ * from implicit double buffering while resetting the sink just before it's being used, eg. at swap-buffer.
+ *
+ * @throws GLException in case of an error, i.e. size too big, etc ..
+ */
+ public final void reset(GL gl, int newWidth, int newHeight, int newSamples, boolean resetSamplingSink) {
+ if( !initialized ) {
+ init(gl, newWidth, newHeight, newSamples);
+ return;
+ }
+
+ newSamples = newSamples <= maxSamples ? newSamples : maxSamples; // clamp
+
+ if( newWidth != width || newHeight != height || newSamples != samples ) {
+ if( 0 >= newWidth ) { newWidth = 1; }
+ if( 0 >= newHeight ) { newHeight = 1; }
+ if( newWidth > 2 + maxTextureSize || newHeight > 2 + maxTextureSize ||
+ newWidth > maxRenderbufferSize || newHeight > maxRenderbufferSize ) {
+ throw new GLException("size "+width+"x"+height+" exceeds on of the maxima [texture "+maxTextureSize+", renderbuffer "+maxRenderbufferSize+"]");
+ }
+
+ if(DEBUG) {
+ System.err.println("FBObject.reset - START - "+width+"x"+height+", "+samples+" -> "+newWidth+"x"+newHeight+", "+newSamples+"; "+this);
+ }
+
+ final boolean wasBound = isBound();
+
+ width = newWidth;
+ height = newHeight;
+ samples = newSamples;
+
+ if(0 < samples && null == samplingSink ) {
+ // needs valid samplingSink for detach*() -> bind()
+ samplingSink = new FBObject();
+ samplingSink.init(gl, width, height, 0);
+ }
+ detachAllImpl(gl, true , true);
+ if(resetSamplingSink) {
+ resetSamplingSink(gl);
+ }
+
+ samplingSinkDirty = true;
+
+ if(!wasBound) {
+ unbind(gl);
+ }
+
+ if(DEBUG) {
+ System.err.println("FBObject.reset - END - "+this);
+ }
+ }
+ }
+
+ /**
+ * Writes the internal format of the attachments to the given GLCapabilities object.
+ * @param caps the destination for format bits
+ */
+ public final void formatToGLCapabilities(GLCapabilities caps) {
+ caps.setSampleBuffers(samples > 0);
+ caps.setNumSamples(samples);
+ caps.setDepthBits(0);
+ caps.setStencilBits(0);
+
+ final Colorbuffer cb = samples > 0 ? getSamplingSink() : getColorbuffer(0);
+ if(null != cb) {
+ cb.formatToGLCapabilities(caps, rgba8Avail);
+ }
+ if(null != depth) {
+ depth.formatToGLCapabilities(caps, rgba8Avail);
+ }
+ if(null != stencil && stencil != depth) {
+ stencil.formatToGLCapabilities(caps, rgba8Avail);
+ }
+ }
+
+ /**
+ * Note that the status may reflect an incomplete state during transition of attachments.
+ * @return The FB status. {@link GL.GL_FRAMEBUFFER_COMPLETE} if ok, otherwise return GL FBO error state or -1
+ * @see #validateStatus()
+ */
+ public final int getStatus() {
+ return vStatus;
+ }
+
+ /** return the {@link #getStatus()} as a string. */
+ public final String getStatusString() {
+ return getStatusString(vStatus);
+ }
+
+ public static final String getStatusString(int fbStatus) {
+ switch(fbStatus) {
+ case -1:
+ return "NOT A FBO";
+
+ case GL.GL_FRAMEBUFFER_COMPLETE:
+ return "OK";
+
+ case GL.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
+ return("FBO incomplete attachment\n");
+ case GL.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
+ return("FBO missing attachment");
+ case GL.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
+ return("FBO attached images must have same dimensions");
+ case GL.GL_FRAMEBUFFER_INCOMPLETE_FORMATS:
+ return("FBO attached images must have same format");
+ case GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
+ return("FBO missing draw buffer");
+ case GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
+ return("FBO missing read buffer");
+ case GL2ES3.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
+ return("FBO missing multisample buffer");
+ case GL3.GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
+ return("FBO missing layer targets");
+
+ case GL.GL_FRAMEBUFFER_UNSUPPORTED:
+ return("Unsupported FBO format");
+ case GL2ES3.GL_FRAMEBUFFER_UNDEFINED:
+ return("FBO undefined");
+
+ case 0:
+ return("FBO implementation fault");
+ default:
+ return("FBO incomplete, implementation ERROR "+toHexString(fbStatus));
+ }
+ }
+
+ /**
+ * The status may even be valid if incomplete during transition of attachments.
+ * @see #getStatus()
+ */
+ public final boolean isStatusValid() {
+ switch(vStatus) {
+ case GL.GL_FRAMEBUFFER_COMPLETE:
+ return true;
+
+ case GL.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
+ case GL.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
+ case GL.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
+ case GL.GL_FRAMEBUFFER_INCOMPLETE_FORMATS:
+ case GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
+ case GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
+ case GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
+ case GL3.GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
+ if(0 == colorAttachmentCount || null == depth) {
+ // we are in transition
+ return true;
+ }
+
+ case GL.GL_FRAMEBUFFER_UNSUPPORTED:
+ case GL2ES3.GL_FRAMEBUFFER_UNDEFINED:
+
+ case 0:
+ default:
+ if(DEBUG) {
+ System.err.println("Framebuffer " + fbName + " is incomplete, status = " + toHexString(vStatus) +
+ " : " + getStatusString(vStatus));
+ }
+ return false;
+ }
+ }
+
+ private static int checkPreGLError(GL gl) {
+ int glerr = gl.glGetError();
+ if(DEBUG && GL.GL_NO_ERROR != glerr) {
+ System.err.println("Pre-existing GL error: "+toHexString(glerr));
+ Thread.dumpStack();
+ }
+ return glerr;
+ }
+
+ private final boolean checkNoError(GL gl, int err, String exceptionMessage) throws GLException {
+ if(GL.GL_NO_ERROR != err) {
+ if(null != gl) {
+ destroy(gl);
+ }
+ if(null != exceptionMessage) {
+ throw new GLException(exceptionMessage+" GL Error "+toHexString(err)+" of "+this.toString());
+ }
+ return false;
+ }
+ return true;
+ }
+
+ private final void checkInitialized() throws GLException {
+ if(!initialized) {
+ throw new GLException("FBO not initialized, call init(GL) first.");
+ }
+ }
+
+ /**
+ * Attaches a {@link Colorbuffer}, i.e. {@link TextureAttachment}, to this FBO's instance at the given attachment point,
+ * selecting the texture data type and format automatically.
+ *
+ * <p>Using default min/mag filter {@link GL#GL_NEAREST} and default wrapS/wrapT {@link GL#GL_CLAMP_TO_EDGE}.</p>
+ *
+ * <p>Leaves the FBO bound.</p>
+ *
+ * @param gl the current GL context
+ * @param attachmentPoint the color attachment point ranging from [0..{@link #getMaxColorAttachments()}-1]
+ * @param alpha set to <code>true</code> if you request alpha channel, otherwise <code>false</code>;
+ * @return TextureAttachment instance describing the new attached texture colorbuffer if bound and configured successfully, otherwise GLException is thrown
+ * @throws GLException in case the texture colorbuffer couldn't be allocated or MSAA has been chosen
+ * @see #createColorTextureAttachment(GLProfile, boolean, int, int)
+ */
+ public final TextureAttachment attachTexture2D(GL gl, int attachmentPoint, boolean alpha) throws GLException {
+ return (TextureAttachment)attachColorbuffer(gl, attachmentPoint,
+ createColorTextureAttachment(gl.getGLProfile(), alpha, width, height));
+ }
+
+ /**
+ * Attaches a {@link Colorbuffer}, i.e. {@link TextureAttachment}, to this FBO's instance at the given attachment point,
+ * selecting the texture data type and format automatically.
+ *
+ * <p>Leaves the FBO bound.</p>
+ *
+ * @param gl the current GL context
+ * @param attachmentPoint the color attachment point ranging from [0..{@link #getMaxColorAttachments()}-1]
+ * @param alpha set to <code>true</code> if you request alpha channel, otherwise <code>false</code>;
+ * @param magFilter if > 0 value for {@link GL#GL_TEXTURE_MAG_FILTER}
+ * @param minFilter if > 0 value for {@link GL#GL_TEXTURE_MIN_FILTER}
+ * @param wrapS if > 0 value for {@link GL#GL_TEXTURE_WRAP_S}
+ * @param wrapT if > 0 value for {@link GL#GL_TEXTURE_WRAP_T}
+ * @return TextureAttachment instance describing the new attached texture colorbuffer if bound and configured successfully, otherwise GLException is thrown
+ * @throws GLException in case the texture colorbuffer couldn't be allocated or MSAA has been chosen
+ * @see #createColorTextureAttachment(GLProfile, boolean, int, int, int, int, int, int)
+ */
+ public final TextureAttachment attachTexture2D(GL gl, int attachmentPoint, boolean alpha, int magFilter, int minFilter, int wrapS, int wrapT) throws GLException {
+ return (TextureAttachment)attachColorbuffer(gl, attachmentPoint,
+ createColorTextureAttachment(gl.getGLProfile(), alpha, width, height, magFilter, minFilter, wrapS, wrapT));
+ }
+
+ /**
+ * Attaches a {@link Colorbuffer}, i.e. {@link TextureAttachment}, to this FBO's instance at the given attachment point.
+ *
+ * <p>Leaves the FBO bound.</p>
+ *
+ * @param gl the current GL context
+ * @param attachmentPoint the color attachment point ranging from [0..{@link #getMaxColorAttachments()}-1]
+ * @param internalFormat internalFormat parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
+ * @param dataFormat format parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
+ * @param dataType type parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
+ * @param magFilter if > 0 value for {@link GL#GL_TEXTURE_MAG_FILTER}
+ * @param minFilter if > 0 value for {@link GL#GL_TEXTURE_MIN_FILTER}
+ * @param wrapS if > 0 value for {@link GL#GL_TEXTURE_WRAP_S}
+ * @param wrapT if > 0 value for {@link GL#GL_TEXTURE_WRAP_T}
+ * @return TextureAttachment instance describing the new attached texture colorbuffer if bound and configured successfully, otherwise GLException is thrown
+ * @throws GLException in case the texture colorbuffer couldn't be allocated or MSAA has been chosen
+ * @see #createColorTextureAttachment(int, int, int, int, int, int, int, int, int)
+ */
+ public final TextureAttachment attachTexture2D(GL gl, int attachmentPoint,
+ int internalFormat, int dataFormat, int dataType,
+ int magFilter, int minFilter, int wrapS, int wrapT) throws GLException {
+ return (TextureAttachment)attachColorbuffer(gl, attachmentPoint,
+ createColorTextureAttachment(internalFormat, width, height, dataFormat, dataType, magFilter, minFilter, wrapS, wrapT));
+ }
+
+ /**
+ * Creates a {@link ColorAttachment}, selecting the format automatically.
+ *
+ * @param alpha set to <code>true</code> if you request alpha channel, otherwise <code>false</code>;
+ * @return uninitialized ColorAttachment instance describing the new attached colorbuffer
+ */
+ public final ColorAttachment createColorAttachment(boolean alpha) {
+ final int internalFormat;
+ if( rgba8Avail ) {
+ internalFormat = alpha ? GL.GL_RGBA8 : GL.GL_RGB8 ;
+ } else {
+ internalFormat = alpha ? GL.GL_RGBA4 : GL.GL_RGB565;
+ }
+ return new ColorAttachment(internalFormat, samples, width, height, 0);
+ }
+
+ /**
+ * Attaches a {@link Colorbuffer}, i.e. {@link ColorAttachment}, to this FBO's instance at the given attachment point,
+ * selecting the format automatically.
+ *
+ * <p>Leaves the FBO bound.</p>
+ *
+ * @param gl the current GL context
+ * @param attachmentPoint the color attachment point ranging from [0..{@link #getMaxColorAttachments()}-1]
+ * @param alpha set to <code>true</code> if you request alpha channel, otherwise <code>false</code>;
+ * @return ColorAttachment instance describing the new attached colorbuffer if bound and configured successfully, otherwise GLException is thrown
+ * @throws GLException in case the colorbuffer couldn't be allocated
+ * @see #createColorAttachment(boolean)
+ */
+ public final ColorAttachment attachColorbuffer(GL gl, int attachmentPoint, boolean alpha) throws GLException {
+ return (ColorAttachment) attachColorbuffer(gl, attachmentPoint, createColorAttachment(alpha));
+ }
+
+ /**
+ * Attaches a {@link Colorbuffer}, i.e. {@link ColorAttachment}, to this FBO's instance at the given attachment point.
+ *
+ * <p>Leaves the FBO bound.</p>
+ *
+ * @param gl the current GL context
+ * @param attachmentPoint the color attachment point ranging from [0..{@link #getMaxColorAttachments()}-1]
+ * @param internalFormat usually {@link GL#GL_RGBA4}, {@link GL#GL_RGB5_A1}, {@link GL#GL_RGB565}, {@link GL#GL_RGB8} or {@link GL#GL_RGBA8}
+ * @return ColorAttachment instance describing the new attached colorbuffer if bound and configured successfully, otherwise GLException is thrown
+ * @throws GLException in case the colorbuffer couldn't be allocated
+ * @throws IllegalArgumentException if <code>internalFormat</code> doesn't reflect a colorbuffer
+ */
+ public final ColorAttachment attachColorbuffer(GL gl, int attachmentPoint, int internalFormat) throws GLException, IllegalArgumentException {
+ final Attachment.Type atype = Attachment.Type.determine(internalFormat);
+ if( Attachment.Type.COLOR != atype ) {
+ throw new IllegalArgumentException("colorformat invalid: "+toHexString(internalFormat)+", "+this);
+ }
+
+ return (ColorAttachment) attachColorbuffer(gl, attachmentPoint, new ColorAttachment(internalFormat, samples, width, height, 0));
+ }
+
+ /**
+ * Attaches a {@link Colorbuffer}, i.e. {@link ColorAttachment} or {@link TextureAttachment},
+ * to this FBO's instance at the given attachment point.
+ *
+ * <p>
+ * If {@link Colorbuffer} is a {@link TextureAttachment} and is uninitialized, i.e. it's texture name is <code>zero</code>,
+ * a new texture name is generated and setup w/ the texture parameter.<br/>
+ * Otherwise, i.e. texture name is not <code>zero</code>, the passed TextureAttachment <code>texA</code> is
+ * considered complete and assumed matching this FBO requirement. A GL error may occur is the latter is untrue.
+ * </p>
+ *
+ * <p>Leaves the FBO bound.</p>
+ *
+ * @param gl
+ * @param attachmentPoint the color attachment point ranging from [0..{@link #getMaxColorAttachments()}-1]
+ * @param colbuf the to be attached {@link Colorbuffer}
+ * @return newly attached {@link Colorbuffer} instance if bound and configured successfully, otherwise GLException is thrown
+ * @throws GLException in case the colorbuffer couldn't be allocated or MSAA has been chosen in case of a {@link TextureAttachment}
+ */
+ public final Colorbuffer attachColorbuffer(GL gl, int attachmentPoint, Colorbuffer colbuf) throws GLException {
+ bind(gl);
+ return attachColorbufferImpl(gl, attachmentPoint, colbuf);
+ }
+
+ private final Colorbuffer attachColorbufferImpl(GL gl, int attachmentPoint, Colorbuffer colbuf) throws GLException {
+ validateAddColorAttachment(attachmentPoint, colbuf);
+
+ final boolean initializedColorbuf = colbuf.initialize(gl);
+ addColorAttachment(attachmentPoint, colbuf);
+
+ if(colbuf instanceof TextureAttachment) {
+ final TextureAttachment texA = (TextureAttachment) colbuf;
+
+ if(samples>0) {
+ removeColorAttachment(attachmentPoint, texA);
+ if(initializedColorbuf) {
+ texA.free(gl);
+ }
+ throw new GLException("Texture2D not supported w/ MSAA. If you have enabled MSAA with exisiting texture attachments, you may want to detach them via detachAllTexturebuffer(gl).");
+ }
+
+ // Set up the color buffer for use as a renderable texture:
+ gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
+ GL.GL_COLOR_ATTACHMENT0 + attachmentPoint,
+ GL.GL_TEXTURE_2D, texA.getName(), 0);
+
+ if(!ignoreStatus) {
+ updateStatus(gl);
+ if(!isStatusValid()) {
+ detachColorbuffer(gl, attachmentPoint, true);
+ throw new GLException("attachTexture2D "+texA+" at "+attachmentPoint+" failed "+getStatusString()+", "+this);
+ }
+ }
+ } else if(colbuf instanceof ColorAttachment) {
+ final ColorAttachment colA = (ColorAttachment) colbuf;
+
+ // Attach the color buffer
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
+ GL.GL_COLOR_ATTACHMENT0 + attachmentPoint,
+ GL.GL_RENDERBUFFER, colA.getName());
+
+ if(!ignoreStatus) {
+ updateStatus(gl);
+ if(!isStatusValid()) {
+ detachColorbuffer(gl, attachmentPoint, true);
+ throw new GLException("attachColorbuffer "+colA+" at "+attachmentPoint+" failed "+getStatusString()+", "+this);
+ }
+ }
+ }
+ if(DEBUG) {
+ System.err.println("FBObject.attachColorbuffer.X: [attachmentPoint "+attachmentPoint+", colbuf "+colbuf+"]: "+this);
+ }
+ return colbuf;
+ }
+
+ /**
+ * Attaches one depth, stencil or packed-depth-stencil buffer to this FBO's instance,
+ * selecting the internalFormat automatically.
+ * <p>
+ * Stencil and depth buffer can be attached only once.
+ * </p>
+ * <p>
+ * In case the desired type or bit-number is not supported, the next available one is chosen.
+ * </p>
+ * <p>
+ * Use {@link #getDepthAttachment()} and/or {@link #getStencilAttachment()} to retrieve details
+ * about the attached buffer. The details cannot be returned, since it's possible 2 buffers
+ * are being created, depth and stencil.
+ * </p>
+ *
+ * <p>Leaves the FBO bound.</p>
+ *
+ * @param gl
+ * @param atype either {@link Type#DEPTH}, {@link Type#STENCIL} or {@link Type#DEPTH_STENCIL}
+ * @param reqBits desired bits for depth or -1 for default (24 bits)
+ * @throws GLException in case the renderbuffer couldn't be allocated or one is already attached.
+ * @throws IllegalArgumentException
+ * @see #getDepthAttachment()
+ * @see #getStencilAttachment()
+ */
+ public final void attachRenderbuffer(GL gl, Attachment.Type atype, int reqBits) throws GLException, IllegalArgumentException {
+ if( 0 > reqBits ) {
+ reqBits = 24;
+ }
+ final int internalFormat;
+ int internalStencilFormat = -1;
+
+ switch ( atype ) {
+ case DEPTH:
+ if( 32 <= reqBits && depth32Avail ) {
+ internalFormat = GL.GL_DEPTH_COMPONENT32;
+ } else if( 24 <= reqBits && depth24Avail ) {
+ internalFormat = GL.GL_DEPTH_COMPONENT24;
+ } else {
+ internalFormat = GL.GL_DEPTH_COMPONENT16;
+ }
+ break;
+
+ case STENCIL:
+ if( 16 <= reqBits && stencil16Avail ) {
+ internalFormat = GL2GL3.GL_STENCIL_INDEX16;
+ } else if( 8 <= reqBits && stencil08Avail ) {
+ internalFormat = GL.GL_STENCIL_INDEX8;
+ } else if( 4 <= reqBits && stencil04Avail ) {
+ internalFormat = GL.GL_STENCIL_INDEX4;
+ } else if( 1 <= reqBits && stencil01Avail ) {
+ internalFormat = GL.GL_STENCIL_INDEX1;
+ } else {
+ throw new GLException("stencil buffer n/a");
+ }
+ break;
+
+ case DEPTH_STENCIL:
+ if( packedDepthStencilAvail ) {
+ internalFormat = GL.GL_DEPTH24_STENCIL8;
+ } else {
+ if( 24 <= reqBits && depth24Avail ) {
+ internalFormat = GL.GL_DEPTH_COMPONENT24;
+ } else {
+ internalFormat = GL.GL_DEPTH_COMPONENT16;
+ }
+ if( stencil08Avail ) {
+ internalStencilFormat = GL.GL_STENCIL_INDEX8;
+ } else if( stencil04Avail ) {
+ internalStencilFormat = GL.GL_STENCIL_INDEX4;
+ } else if( stencil01Avail ) {
+ internalStencilFormat = GL.GL_STENCIL_INDEX1;
+ } else {
+ throw new GLException("stencil buffer n/a");
+ }
+ }
+ break;
+ default:
+ throw new IllegalArgumentException("only depth/stencil types allowed, was "+atype+", "+this);
+ }
+
+ attachRenderbufferImpl(gl, atype, internalFormat);
+
+ if(0<=internalStencilFormat) {
+ attachRenderbufferImpl(gl, Attachment.Type.STENCIL, internalStencilFormat);
+ }
+ }
+
+ /**
+ * Attaches one depth, stencil or packed-depth-stencil buffer to this FBO's instance,
+ * depending on the <code>internalFormat</code>.
+ * <p>
+ * Stencil and depth buffer can be attached only once.
+ * </p>
+ * <p>
+ * Use {@link #getDepthAttachment()} and/or {@link #getStencilAttachment()} to retrieve details
+ * about the attached buffer. The details cannot be returned, since it's possible 2 buffers
+ * are being created, depth and stencil.
+ * </p>
+ *
+ * <p>Leaves the FBO bound.</p>
+ *
+ * @param gl the current GL context
+ * @param internalFormat {@link GL#GL_DEPTH_COMPONENT16}, {@link GL#GL_DEPTH_COMPONENT24}, {@link GL#GL_DEPTH_COMPONENT32},
+ * {@link GL#GL_STENCIL_INDEX1}, {@link GL#GL_STENCIL_INDEX4}, {@link GL#GL_STENCIL_INDEX8}
+ * or {@link GL#GL_DEPTH24_STENCIL8}
+ * @throws GLException in case the renderbuffer couldn't be allocated or one is already attached.
+ * @throws IllegalArgumentException
+ * @see #getDepthAttachment()
+ * @see #getStencilAttachment()
+ */
+ public final void attachRenderbuffer(GL gl, int internalFormat) throws GLException, IllegalArgumentException {
+ final Attachment.Type atype = Attachment.Type.determine(internalFormat);
+ if( Attachment.Type.DEPTH != atype && Attachment.Type.STENCIL != atype && Attachment.Type.DEPTH_STENCIL != atype ) {
+ throw new IllegalArgumentException("renderformat invalid: "+toHexString(internalFormat)+", "+this);
+ }
+ attachRenderbufferImpl(gl, atype, internalFormat);
+ }
+
+ protected final void attachRenderbufferImpl(GL gl, Attachment.Type atype, int internalFormat) throws GLException {
+ if( null != depth && ( Attachment.Type.DEPTH == atype || Attachment.Type.DEPTH_STENCIL == atype ) ) {
+ throw new GLException("FBO depth buffer already attached (rb "+depth+"), type is "+atype+", "+toHexString(internalFormat)+", "+this);
+ }
+ if( null != stencil && ( Attachment.Type.STENCIL== atype || Attachment.Type.DEPTH_STENCIL == atype ) ) {
+ throw new GLException("FBO stencil buffer already attached (rb "+stencil+"), type is "+atype+", "+toHexString(internalFormat)+", "+this);
+ }
+ bind(gl);
+
+ attachRenderbufferImpl2(gl, atype, internalFormat);
+ }
+
+ private final void attachRenderbufferImpl2(GL gl, Attachment.Type atype, int internalFormat) throws GLException {
+ if( Attachment.Type.DEPTH == atype ) {
+ if(null == depth) {
+ depth = new RenderAttachment(Type.DEPTH, internalFormat, samples, width, height, 0);
+ } else {
+ depth.setSize(width, height);
+ depth.setSamples(samples);
+ }
+ depth.initialize(gl);
+ } else if( Attachment.Type.STENCIL == atype ) {
+ if(null == stencil) {
+ stencil = new RenderAttachment(Type.STENCIL, internalFormat, samples, width, height, 0);
+ } else {
+ stencil.setSize(width, height);
+ stencil.setSamples(samples);
+ }
+ stencil.initialize(gl);
+ } else if( Attachment.Type.DEPTH_STENCIL == atype ) {
+ if(null == depth) {
+ if(null != stencil) {
+ throw new InternalError("XXX: DEPTH_STENCIL, depth was null, stencil not: "+this.toString());
+ }
+ depth = new RenderAttachment(Type.DEPTH_STENCIL, internalFormat, samples, width, height, 0);
+ } else {
+ depth.setSize(width, height);
+ depth.setSamples(samples);
+ }
+ depth.initialize(gl);
+ // DEPTH_STENCIL shares buffer w/ depth and stencil
+ stencil = depth;
+ }
+
+ // Attach the buffer
+ if( Attachment.Type.DEPTH == atype ) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, depth.getName());
+ } else if( Attachment.Type.STENCIL == atype ) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, stencil.getName());
+ } else if( Attachment.Type.DEPTH_STENCIL == atype ) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, depth.getName());
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, stencil.getName());
+ }
+
+ if(!ignoreStatus) {
+ updateStatus(gl);
+ if( !isStatusValid() ) {
+ detachRenderbuffer(gl, atype, true);
+ throw new GLException("renderbuffer [attachmentType "+atype+", iformat "+toHexString(internalFormat)+"] failed: "+this.getStatusString()+": "+this.toString());
+ }
+ }
+
+ if(DEBUG) {
+ System.err.println("FBObject.attachRenderbuffer.X: [attachmentType "+atype+", iformat "+toHexString(internalFormat)+"]: "+this);
+ }
+ }
+
+ /**
+ * Detaches a {@link Colorbuffer}, i.e. {@link ColorAttachment} or {@link TextureAttachment}.
+ * <p>Leaves the FBO bound!</p>
+ *
+ * @param gl
+ * @param attachmentPoint
+ * @param dispose true if the Colorbuffer shall be disposed
+ * @return the detached Colorbuffer
+ * @throws IllegalArgumentException
+ */
+ public final Colorbuffer detachColorbuffer(GL gl, int attachmentPoint, boolean dispose) throws IllegalArgumentException {
+ bind(gl);
+
+ final Colorbuffer res = detachColorbufferImpl(gl, attachmentPoint, dispose ? DetachAction.DISPOSE : DetachAction.NONE);
+ if(null == res) {
+ throw new IllegalArgumentException("ColorAttachment at "+attachmentPoint+", not attached, "+this);
+ }
+ if(DEBUG) {
+ System.err.println("FBObject.detachColorbuffer.X: [attachmentPoint "+attachmentPoint+", dispose "+dispose+"]: "+res+", "+this);
+ }
+ return res;
+ }
+
+ private final Colorbuffer detachColorbufferImpl(GL gl, int attachmentPoint, DetachAction detachAction) {
+ Colorbuffer colbuf = colorAttachmentPoints[attachmentPoint]; // shortcut, don't validate here
+
+ if(null == colbuf) {
+ return null;
+ }
+
+ removeColorAttachment(attachmentPoint, colbuf);
+
+ if(colbuf instanceof TextureAttachment) {
+ final TextureAttachment texA = (TextureAttachment) colbuf;
+ if( 0 != texA.getName() ) {
+ gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
+ GL.GL_COLOR_ATTACHMENT0 + attachmentPoint,
+ GL.GL_TEXTURE_2D, 0, 0);
+ gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
+ switch(detachAction) {
+ case DISPOSE:
+ case RECREATE:
+ texA.free(gl);
+ break;
+ default:
+ }
+ }
+ if(DetachAction.RECREATE == detachAction) {
+ if(samples == 0) {
+ // stay non MSAA
+ texA.setSize(width, height);
+ } else {
+ // switch to MSAA
+ colbuf = createColorAttachment(hasAlpha(texA.format));
+ }
+ attachColorbufferImpl(gl, attachmentPoint, colbuf);
+ }
+ } else if(colbuf instanceof ColorAttachment) {
+ final ColorAttachment colA = (ColorAttachment) colbuf;
+ if( 0 != colA.getName() ) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
+ GL.GL_COLOR_ATTACHMENT0+attachmentPoint,
+ GL.GL_RENDERBUFFER, 0);
+ switch(detachAction) {
+ case DISPOSE:
+ case RECREATE:
+ colA.free(gl);
+ break;
+ default:
+ }
+ }
+ if(DetachAction.RECREATE == detachAction) {
+ if(samples > 0) {
+ // stay MSAA
+ colA.setSize(width, height);
+ colA.setSamples(samples);
+ } else {
+ // switch to non MSAA
+ if(null != samplingSinkTexture) {
+ colbuf = createColorTextureAttachment(samplingSinkTexture.format, width, height,
+ samplingSinkTexture.dataFormat, samplingSinkTexture.dataType,
+ samplingSinkTexture.magFilter, samplingSinkTexture.minFilter,
+ samplingSinkTexture.wrapS, samplingSinkTexture.wrapT);
+ } else {
+ colbuf = createColorTextureAttachment(gl.getGLProfile(), true, width, height);
+ }
+ }
+ attachColorbuffer(gl, attachmentPoint, colbuf);
+ }
+ }
+ return colbuf;
+ }
+
+ private final void freeAllColorbufferImpl(GL gl) {
+ for(int i=0; i<maxColorAttachments; i++) {
+ final Colorbuffer colbuf = colorAttachmentPoints[i]; // shortcut, don't validate here
+
+ if(null == colbuf) {
+ return;
+ }
+
+ if(colbuf instanceof TextureAttachment) {
+ final TextureAttachment texA = (TextureAttachment) colbuf;
+ if( 0 != texA.getName() ) {
+ gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
+ GL.GL_COLOR_ATTACHMENT0 + i,
+ GL.GL_TEXTURE_2D, 0, 0);
+ gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
+ }
+ texA.free(gl);
+ } else if(colbuf instanceof ColorAttachment) {
+ final ColorAttachment colA = (ColorAttachment) colbuf;
+ if( 0 != colA.getName() ) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
+ GL.GL_COLOR_ATTACHMENT0 + i,
+ GL.GL_RENDERBUFFER, 0);
+ }
+ colA.free(gl);
+ }
+ }
+ }
+
+ /**
+ *
+ * @param gl
+ * @param dispose true if the Colorbuffer shall be disposed
+ * @param reqAType {@link Type#DEPTH}, {@link Type#DEPTH} or {@link Type#DEPTH_STENCIL}
+ */
+ public final void detachRenderbuffer(GL gl, Attachment.Type atype, boolean dispose) throws IllegalArgumentException {
+ bind(gl);
+ detachRenderbufferImpl(gl, atype, dispose ? DetachAction.DISPOSE : DetachAction.NONE);
+ if(DEBUG) {
+ System.err.println("FBObject.detachRenderbuffer.X: [attachmentType "+atype+", dispose "+dispose+"]: "+this);
+ }
+ }
+
+ public final boolean isDepthStencilPackedFormat() {
+ final boolean res = null != depth && null != stencil &&
+ depth.format == stencil.format ;
+ if(res) {
+ if(depth.getName() != stencil.getName() ) {
+ throw new InternalError("depth/stencil packed format not sharing: depth "+depth+", stencil "+stencil);
+ }
+ if(depth != stencil) {
+ throw new InternalError("depth/stencil packed format not a shared reference: depth "+depth+", stencil "+stencil);
+ }
+ }
+ return res;
+ }
+
+ private final void detachRenderbufferImpl(GL gl, Attachment.Type atype, DetachAction detachAction) throws IllegalArgumentException {
+ switch ( atype ) {
+ case DEPTH:
+ case STENCIL:
+ case DEPTH_STENCIL:
+ break;
+ default:
+ throw new IllegalArgumentException("only depth/stencil types allowed, was "+atype+", "+this);
+ }
+ if( null == depth && null == stencil ) {
+ return ; // nop
+ }
+ final boolean packed = isDepthStencilPackedFormat();
+ if( packed ) {
+ // Note: DEPTH_STENCIL shares buffer w/ depth and stencil
+ atype = Attachment.Type.DEPTH_STENCIL;
+ }
+ switch ( atype ) {
+ case DEPTH:
+ if( null != depth ) {
+ final int format = depth.format;
+ if( 0 != depth.getName() ) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, 0);
+ switch(detachAction) {
+ case DISPOSE:
+ case RECREATE:
+ depth.free(gl);
+ break;
+ default:
+ }
+ }
+ if(DetachAction.RECREATE == detachAction) {
+ attachRenderbufferImpl2(gl, atype, format);
+ } else {
+ depth = null;
+ }
+ }
+ break;
+ case STENCIL:
+ if( null != stencil ) {
+ final int format = stencil.format;
+ if(0 != stencil.getName()) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, 0);
+ switch(detachAction) {
+ case DISPOSE:
+ case RECREATE:
+ stencil.free(gl);
+ break;
+ default:
+ }
+ }
+ if(DetachAction.RECREATE == detachAction) {
+ attachRenderbufferImpl2(gl, atype, format);
+ } else {
+ stencil = null;
+ }
+ }
+ break;
+ case DEPTH_STENCIL:
+ if( null != depth ) {
+ final int format = depth.format;
+ if(0 != depth.getName()) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, 0);
+ if(packed) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, 0);
+ }
+ switch(detachAction) {
+ case DISPOSE:
+ case RECREATE:
+ depth.free(gl);
+ break;
+ default:
+ }
+ }
+ if(DetachAction.RECREATE == detachAction) {
+ attachRenderbufferImpl2(gl, packed ? Attachment.Type.DEPTH_STENCIL : Attachment.Type.DEPTH, format);
+ } else {
+ depth = null;
+ if(packed) {
+ stencil = null;
+ }
+ }
+ }
+ if( !packed && null != stencil ) {
+ final int format = stencil.format;
+ if(0 != stencil.getName()) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, 0);
+ switch(detachAction) {
+ case DISPOSE:
+ case RECREATE:
+ stencil.free(gl);
+ break;
+ default:
+ }
+ }
+ if(DetachAction.RECREATE == detachAction) {
+ attachRenderbufferImpl2(gl, Attachment.Type.STENCIL, format);
+ } else {
+ stencil = null;
+ }
+ }
+ break;
+ default: // handled
+ }
+ }
+
+ private final void freeAllRenderbufferImpl(GL gl) throws IllegalArgumentException {
+ // Note: DEPTH_STENCIL shares buffer w/ depth and stencil
+ final boolean packed = isDepthStencilPackedFormat();
+ if( null != depth ) {
+ if(0 != depth.getName()) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, 0);
+ if(packed) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, 0);
+ }
+ depth.free(gl);
+ }
+ }
+ if( !packed && null != stencil ) {
+ if(0 != stencil.getName()) {
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, 0);
+ stencil.free(gl);
+ }
+ }
+ }
+
+ /**
+ * Detaches all {@link ColorAttachment}s, {@link TextureAttachment}s and {@link RenderAttachment}s
+ * and disposes them.
+ * <p>Leaves the FBO bound, if initialized!</p>
+ * <p>
+ * An attached sampling sink texture will be detached as well, see {@link #getSamplingSink()}.
+ * </p>
+ * @param gl the current GL context
+ */
+ public final void detachAll(GL gl) {
+ if(null != samplingSink) {
+ samplingSink.detachAll(gl);
+ }
+ detachAllImpl(gl, true/* detachNonColorbuffer */, false /* recreate */);
+ }
+
+ /**
+ * Detaches all {@link ColorAttachment}s and {@link TextureAttachment}s
+ * and disposes them.
+ * <p>Leaves the FBO bound, if initialized!</p>
+ * <p>
+ * An attached sampling sink texture will be detached as well, see {@link #getSamplingSink()}.
+ * </p>
+ * @param gl the current GL context
+ */
+ public final void detachAllColorbuffer(GL gl) {
+ if(null != samplingSink) {
+ samplingSink.detachAllColorbuffer(gl);
+ }
+ detachAllImpl(gl, false/* detachNonColorbuffer */, false /* recreate */);
+ }
+
+ /**
+ * Detaches all {@link TextureAttachment}s and disposes them.
+ * <p>Leaves the FBO bound, if initialized!</p>
+ * <p>
+ * An attached sampling sink texture will be detached as well, see {@link #getSamplingSink()}.
+ * </p>
+ * @param gl the current GL context
+ */
+ public final void detachAllTexturebuffer(GL gl) {
+ if( !isInitialized() ) {
+ return;
+ }
+ if(null != samplingSink) {
+ samplingSink.detachAllTexturebuffer(gl);
+ }
+ bind(gl);
+ for(int i=0; i<maxColorAttachments; i++) {
+ if(colorAttachmentPoints[i] instanceof TextureAttachment) {
+ detachColorbufferImpl(gl, i, DetachAction.DISPOSE);
+ }
+ }
+ if(DEBUG) {
+ System.err.println("FBObject.detachAllTexturebuffer.X: "+this);
+ }
+ }
+
+ public final void detachAllRenderbuffer(GL gl) {
+ if( !isInitialized() ) {
+ return;
+ }
+ if(null != samplingSink) {
+ samplingSink.detachAllRenderbuffer(gl);
+ }
+ bind(gl);
+ detachRenderbufferImpl(gl, Attachment.Type.DEPTH_STENCIL, DetachAction.DISPOSE);
+ }
+
+ private final void detachAllImpl(GL gl, boolean detachNonColorbuffer, boolean recreate) {
+ if( !isInitialized() ) {
+ return;
+ }
+ ignoreStatus = recreate; // ignore status on single calls only if recreate -> reset
+ try {
+ bind(gl);
+ if(FBOResizeQuirk) {
+ if(detachNonColorbuffer && recreate) {
+ // free all colorbuffer & renderbuffer 1st
+ freeAllColorbufferImpl(gl);
+ freeAllRenderbufferImpl(gl);
+ }
+ }
+ for(int i=0; i<maxColorAttachments; i++) {
+ detachColorbufferImpl(gl, i, recreate ? DetachAction.RECREATE : DetachAction.DISPOSE);
+ }
+ if( !recreate && colorAttachmentCount>0 ) {
+ throw new InternalError("Non zero ColorAttachments "+this);
+ }
+
+ if(detachNonColorbuffer) {
+ detachRenderbufferImpl(gl, Attachment.Type.DEPTH_STENCIL, recreate ? DetachAction.RECREATE : DetachAction.DISPOSE);
+ }
+ if(ignoreStatus) { // post validate
+ /* if(true) {
+ throw new GLException("Simulating bug 617, reset FBO failure");
+ } */
+ updateStatus(gl);
+ if(!isStatusValid()) {
+ throw new GLException("detachAllImpl failed "+getStatusString()+", "+this);
+ }
+ }
+ } finally {
+ ignoreStatus = false;
+ }
+ if(DEBUG) {
+ System.err.println("FBObject.detachAll.X: [resetNonColorbuffer "+detachNonColorbuffer+", recreate "+recreate+"]: "+this);
+ }
+ }
+
+ /**
+ * @param gl the current GL context
+ */
+ public final void destroy(GL gl) {
+ if(!initialized) {
+ return;
+ }
+ if(DEBUG) {
+ System.err.println("FBObject.destroy.0: "+this);
+ // Thread.dumpStack();
+ }
+ if( null != samplingSink && samplingSink.isInitialized() ) {
+ samplingSink.destroy(gl);
+ }
+
+ detachAllImpl(gl, true /* detachNonColorbuffer */, false /* recreate */);
+
+ // cache FB names, preset exposed to zero,
+ // braking ties w/ GL/GLContext link to getReadFramebuffer()/getWriteFramebuffer()
+ final int fb_cache = fbName;
+ fbName = 0;
+
+ int name[] = new int[1];
+ if(0!=fb_cache) {
+ name[0] = fb_cache;
+ gl.glDeleteFramebuffers(1, name, 0);
+ }
+ initialized = false;
+ bound = false;
+ if(DEBUG) {
+ System.err.println("FBObject.destroy.X: "+this);
+ }
+ }
+
+ private final boolean sampleSinkSizeMismatch() {
+ return samplingSink.getWidth() != width || samplingSink.getHeight() != height ;
+ }
+ private final boolean sampleSinkTexMismatch() {
+ return null == samplingSinkTexture || 0 == samplingSinkTexture.getName() ;
+ }
+ private final boolean sampleSinkDepthStencilMismatch() {
+ final boolean depthMismatch = ( null != depth && null == samplingSink.depth ) ||
+ ( null != depth && null != samplingSink.depth &&
+ depth.format != samplingSink.depth.format );
+
+ final boolean stencilMismatch = ( null != stencil && null == samplingSink.stencil ) ||
+ ( null != stencil && null != samplingSink.stencil &&
+ stencil.format != samplingSink.stencil.format );
+
+ return depthMismatch || stencilMismatch;
+ }
+
+ /**
+ * Manually reset the MSAA sampling sink, if used.
+ * <p>
+ * If MSAA is being used and no sampling sink is attached via {@link #setSamplingSink(FBObject)}
+ * a new sampling sink is being created.
+ * </p>
+ * <p>
+ * Automatically called by {@link #reset(GL, int, int, int, boolean)}
+ * and {@link #syncSamplingSink(GL)}.
+ * </p>
+ * <p>
+ * It is recommended to call this method after initializing the FBO and attaching renderbuffer etc for the 1st time
+ * if access to sampling sink resources is required.
+ * </p>
+ * @param gl the current GL context
+ * @throws GLException in case of an error, i.e. size too big, etc ..
+ */
+ public final void resetSamplingSink(GL gl) throws GLException {
+ if(0 == samples) {
+ // MSAA off
+ if(null != samplingSink && samplingSink.initialized) {
+ // cleanup
+ samplingSink.detachAll(gl);
+ }
+ return;
+ }
+
+ if(null == samplingSink ) {
+ samplingSink = new FBObject();
+ }
+
+ if(!samplingSink.initialized) {
+ samplingSink.init(gl, width, height, 0);
+ }
+
+ boolean sampleSinkSizeMismatch = sampleSinkSizeMismatch();
+ boolean sampleSinkTexMismatch = sampleSinkTexMismatch();
+ boolean sampleSinkDepthStencilMismatch = sampleSinkDepthStencilMismatch();
+
+ /** if(DEBUG) {
+ System.err.println("FBObject.resetSamplingSink.0: \n\tTHIS "+this+",\n\tSINK "+samplesSink+
+ "\n\t size "+sampleSinkSizeMismatch +", tex "+sampleSinkTexMismatch +", depthStencil "+sampleSinkDepthStencilMismatch);
+ } */
+
+ if(!sampleSinkSizeMismatch && !sampleSinkTexMismatch && !sampleSinkDepthStencilMismatch) {
+ // all properties match ..
+ return;
+ }
+
+ unbind(gl);
+
+ if(DEBUG) {
+ System.err.println("FBObject.resetSamplingSink: BEGIN\n\tTHIS "+this+",\n\tSINK "+samplingSink+
+ "\n\t size "+sampleSinkSizeMismatch +", tex "+sampleSinkTexMismatch +", depthStencil "+sampleSinkDepthStencilMismatch);
+ }
+
+ if( sampleSinkDepthStencilMismatch ) {
+ samplingSink.detachAllRenderbuffer(gl);
+ }
+
+ if( sampleSinkSizeMismatch ) {
+ samplingSink.reset(gl, width, height);
+ }
+
+ if(null == samplingSinkTexture) {
+ samplingSinkTexture = samplingSink.attachTexture2D(gl, 0, true);
+ } else if( 0 == samplingSinkTexture.getName() ) {
+ samplingSinkTexture.setSize(width, height);
+ samplingSink.attachColorbuffer(gl, 0, samplingSinkTexture);
+ }
+
+ if( sampleSinkDepthStencilMismatch ) {
+ samplingSink.attachRenderbuffer(gl, depth.format);
+ if( null != stencil && !isDepthStencilPackedFormat() ) {
+ samplingSink.attachRenderbuffer(gl, stencil.format);
+ }
+ }
+
+ sampleSinkSizeMismatch = sampleSinkSizeMismatch();
+ sampleSinkTexMismatch = sampleSinkTexMismatch();
+ sampleSinkDepthStencilMismatch = sampleSinkDepthStencilMismatch();
+ if(sampleSinkSizeMismatch || sampleSinkTexMismatch || sampleSinkDepthStencilMismatch) {
+ throw new InternalError("Samples sink mismatch after reset: \n\tTHIS "+this+",\n\t SINK "+samplingSink+
+ "\n\t size "+sampleSinkSizeMismatch +", tex "+sampleSinkTexMismatch +", depthStencil "+sampleSinkDepthStencilMismatch);
+ }
+
+ if(DEBUG) {
+ System.err.println("FBObject.resetSamplingSink: END\n\tTHIS "+this+",\n\tSINK "+samplingSink+
+ "\n\t size "+sampleSinkSizeMismatch +", tex "+sampleSinkTexMismatch +", depthStencil "+sampleSinkDepthStencilMismatch);
+ }
+ }
+
+ /**
+ * Setting this FBO sampling sink.
+ * @param newSamplingSink the new FBO sampling sink to use, or null to remove current sampling sink
+ * @return the previous sampling sink or null if none was attached
+ * @throws GLException if this FBO doesn't use MSAA or the given sink uses MSAA itself
+ */
+ public FBObject setSamplingSink(FBObject newSamplingSink) throws GLException {
+ final FBObject prev = samplingSink;
+ if( null == newSamplingSink) {
+ samplingSink = null;
+ samplingSinkTexture = null;
+ } else if( samples > 0 ) {
+ if( newSamplingSink.getNumSamples() > 0 ) {
+ throw new GLException("SamplingSink FBO cannot use MSAA itself: "+newSamplingSink);
+ }
+ samplingSink = newSamplingSink;
+ samplingSinkTexture = (TextureAttachment) newSamplingSink.getColorbuffer(0);
+ } else {
+ throw new GLException("Setting SamplingSink for non MSAA FBO not allowed: "+this);
+ }
+ samplingSinkDirty = true;
+ return prev;
+ }
+
+ /**
+ * Bind this FBO, i.e. bind write framebuffer to {@link #getWriteFramebuffer()}.
+ *
+ * <p>If multisampling is used, it sets the read framebuffer to the sampling sink {@link #getWriteFramebuffer()},
+ * if full FBO is supported.</p>
+ *
+ * <p>
+ * In case you have attached more than one color buffer,
+ * you may want to setup {@link GL2ES3#glDrawBuffers(int, int[], int)}.
+ * </p>
+ * @param gl the current GL context
+ * @throws GLException
+ */
+ public final void bind(GL gl) throws GLException {
+ if(!bound || fbName != gl.getBoundFramebuffer(GL.GL_FRAMEBUFFER)) {
+ checkInitialized();
+ if(samples > 0 && fullFBOSupport) {
+ // draw to multisampling - read from samplesSink
+ gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, getWriteFramebuffer());
+ gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, getReadFramebuffer());
+ } else {
+ // one for all
+ gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, getWriteFramebuffer());
+ }
+
+ bound = true;
+ samplingSinkDirty = true;
+ }
+ }
+
+ /**
+ * Unbind this FBO, i.e. bind read and write framebuffer to default, see {@link GLBase#getDefaultDrawFramebuffer()}.
+ *
+ * <p>If full FBO is supported, sets the read and write framebuffer individually to default, hence not disturbing
+ * an optional operating MSAA FBO, see {@link GLBase#getDefaultReadFramebuffer()} and {@link GLBase#getDefaultDrawFramebuffer()}</p>
+ *
+ * @param gl the current GL context
+ * @throws GLException
+ */
+ public final void unbind(GL gl) throws GLException {
+ if(bound) {
+ if(fullFBOSupport) {
+ // default read/draw buffers, may utilize GLContext/GLDrawable override of
+ // GLContext.getDefaultDrawFramebuffer() and GLContext.getDefaultReadFramebuffer()
+ gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, 0);
+ gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, 0);
+ } else {
+ gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0); // default draw buffer
+ }
+ bound = false;
+ }
+ }
+
+ /**
+ * Method simply marks this FBO unbound w/o interfering w/ the bound framebuffer as perfomed by {@link #unbind(GL)}.
+ * <p>
+ * Only use this method if a subsequent {@link #unbind(GL)}, {@link #use(GL, TextureAttachment)} or {@link #bind(GL)}
+ * follows on <i>any</i> FBO.
+ * </p>
+ */
+ public final void markUnbound() {
+ bound = false;
+ }
+
+ /**
+ * Returns <code>true</code> if framebuffer object is bound via {@link #bind(GL)}, otherwise <code>false</code>.
+ * <p>
+ * Method verifies the bound state via {@link GL#getBoundFramebuffer(int)}.
+ * </p>
+ * @param gl the current GL context
+ */
+ public final boolean isBound(GL gl) {
+ bound = bound && fbName != gl.getBoundFramebuffer(GL.GL_FRAMEBUFFER) ;
+ return bound;
+ }
+
+ /** Returns <code>true</code> if framebuffer object is bound via {@link #bind(GL)}, otherwise <code>false</code>. */
+ public final boolean isBound() { return bound; }
+
+ /**
+ * If multisampling is being used and flagged dirty by a previous call of {@link #bind(GL)} or after initialization,
+ * the msaa-buffers are sampled to it's sink {@link #getSamplingSink()}.
+ * <p>
+ * Method also resets the sampling sink configuration via {@link #resetSamplingSink(GL)} if used and required.
+ * </p>
+ * <p>
+ * Method is called automatically by {@link #use(GL, TextureAttachment)}.
+ * </p>
+ * <p>
+ * Method always resets the framebuffer binding to default in the end.
+ * If full FBO is supported, sets the read and write framebuffer individually to default after sampling, hence not disturbing
+ * an optional operating MSAA FBO, see {@link GLBase#getDefaultReadFramebuffer()} and {@link GLBase#getDefaultDrawFramebuffer()}
+ * </p>
+ * <p>
+ * In case you use this FBO w/o the {@link GLFBODrawable} and intend to employ {@link GL#glReadPixels(int, int, int, int, int, int, java.nio.Buffer) glReadPixels(..)}
+ * you may want to call {@link GL#glBindFramebuffer(int, int) glBindFramebuffer}({@link GL2ES3#GL_READ_FRAMEBUFFER}, {@link #getReadFramebuffer()});
+ * </p>
+ * <p>Leaves the FBO unbound.</p>
+ *
+ * @param gl the current GL context
+ * @param ta {@link TextureAttachment} to use, prev. attached w/ {@link #attachTexture2D(GL, int, boolean, int, int, int, int) attachTexture2D(..)}
+ * @throws IllegalArgumentException
+ */
+ public final void syncSamplingSink(GL gl) {
+ markUnbound();
+ if(samples>0 && samplingSinkDirty) {
+ samplingSinkDirty = false;
+ resetSamplingSink(gl);
+ checkPreGLError(gl);
+ gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, fbName);
+ gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, samplingSink.getWriteFramebuffer());
+ ((GL2ES3)gl).glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, // since MSAA is supported, casting to GL2ES3 is OK
+ GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST);
+ checkNoError(null, gl.glGetError(), "FBObject syncSampleSink"); // throws GLException if error
+ }
+ if(fullFBOSupport) {
+ // default read/draw buffers, may utilize GLContext/GLDrawable override of
+ // GLContext.getDefaultDrawFramebuffer() and GLContext.getDefaultReadFramebuffer()
+ gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, 0);
+ gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, 0);
+ } else {
+ gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0); // default draw buffer
+ }
+ }
+
+ /**
+ * Bind the given texture colorbuffer.
+ *
+ * <p>If using multiple texture units, ensure you call {@link GL#glActiveTexture(int)} first!</p>
+ *
+ * <p>{@link #syncSamplingSink(GL)} is being called</p>
+ *
+ * <p>Leaves the FBO unbound!</p>
+ *
+ * @param gl the current GL context
+ * @param ta {@link TextureAttachment} to use, prev. attached w/ {@link #attachTexture2D(GL, int, boolean, int, int, int, int) attachTexture2D(..)}
+ * @throws IllegalArgumentException
+ */
+ public final void use(GL gl, TextureAttachment ta) throws IllegalArgumentException {
+ if(null == ta) { throw new IllegalArgumentException("Null TextureAttachment, this: "+toString()); }
+ syncSamplingSink(gl);
+ gl.glBindTexture(GL.GL_TEXTURE_2D, ta.getName()); // use it ..
+ }
+
+ /**
+ * Unbind texture, ie bind 'non' texture 0
+ *
+ * <p>Leaves the FBO unbound.</p>
+ */
+ public final void unuse(GL gl) {
+ unbind(gl);
+ gl.glBindTexture(GL.GL_TEXTURE_2D, 0); // don't use it
+ }
+
+ /** @see GL#hasFullFBOSupport() */
+ public final boolean hasFullFBOSupport() throws GLException { checkInitialized(); return this.fullFBOSupport; }
+
+ /**
+ * Returns <code>true</code> if renderbuffer accepts internal format {@link GL#GL_RGB8} and {@link GL#GL_RGBA8}, otherwise <code>false</code>.
+ * @throws GLException if {@link #init(GL)} hasn't been called.
+ */
+ public final boolean supportsRGBA8() throws GLException { checkInitialized(); return rgba8Avail; }
+
+ /**
+ * Returns <code>true</code> if {@link GL#GL_DEPTH_COMPONENT16}, {@link GL#GL_DEPTH_COMPONENT24} or {@link GL#GL_DEPTH_COMPONENT32} is supported, otherwise <code>false</code>.
+ * @param bits 16, 24 or 32 bits
+ * @throws GLException if {@link #init(GL)} hasn't been called.
+ */
+ public final boolean supportsDepth(int bits) throws GLException {
+ checkInitialized();
+ switch(bits) {
+ case 16: return true;
+ case 24: return depth24Avail;
+ case 32: return depth32Avail;
+ default: return false;
+ }
+ }
+
+ /**
+ * Returns <code>true</code> if {@link GL#GL_STENCIL_INDEX1}, {@link GL#GL_STENCIL_INDEX4}, {@link GL#GL_STENCIL_INDEX8} or {@link GL2GL3#GL_STENCIL_INDEX16} is supported, otherwise <code>false</code>.
+ * @param bits 1, 4, 8 or 16 bits
+ * @throws GLException if {@link #init(GL)} hasn't been called.
+ */
+ public final boolean supportsStencil(int bits) throws GLException {
+ checkInitialized();
+ switch(bits) {
+ case 1: return stencil01Avail;
+ case 4: return stencil04Avail;
+ case 8: return stencil08Avail;
+ case 16: return stencil16Avail;
+ default: return false;
+ }
+ }
+
+ /**
+ * Returns <code>true</code> if {@link GL#GL_DEPTH24_STENCIL8} is supported, otherwise <code>false</code>.
+ * @throws GLException if {@link #init(GL)} hasn't been called.
+ */
+ public final boolean supportsPackedDepthStencil() throws GLException { checkInitialized(); return packedDepthStencilAvail; }
+
+ /**
+ * Returns the maximum number of colorbuffer attachments.
+ * @throws GLException if {@link #init(GL)} hasn't been called.
+ */
+ public final int getMaxColorAttachments() throws GLException { checkInitialized(); return maxColorAttachments; }
+
+ public final int getMaxTextureSize() throws GLException { checkInitialized(); return this.maxTextureSize; }
+ public final int getMaxRenderbufferSize() throws GLException { checkInitialized(); return this.maxRenderbufferSize; }
+
+ /** @see GL#getMaxRenderbufferSamples() */
+ public final int getMaxSamples() throws GLException { checkInitialized(); return this.maxSamples; }
+
+ /**
+ * Returns <code>true</code> if this instance has been initialized with {@link #reset(GL, int, int)}
+ * or {@link #reset(GL, int, int, int, boolean)}, otherwise <code>false</code>
+ */
+ public final boolean isInitialized() { return initialized; }
+ /** Returns the width */
+ public final int getWidth() { return width; }
+ /** Returns the height */
+ public final int getHeight() { return height; }
+ /** Returns the number of samples for multisampling (MSAA). zero if no multisampling is used. */
+ public final int getNumSamples() { return samples; }
+ /** Returns the framebuffer name to render to. */
+ public final int getWriteFramebuffer() { return fbName; }
+ /** Returns the framebuffer name to read from. Depending on multisampling, this may be a different framebuffer. */
+ public final int getReadFramebuffer() { return ( samples > 0 ) ? samplingSink.getReadFramebuffer() : fbName; }
+ public final int getDefaultReadBuffer() { return GL.GL_COLOR_ATTACHMENT0; }
+ /** Return the number of color/texture attachments */
+ public final int getColorAttachmentCount() { return colorAttachmentCount; }
+ /** Return the stencil {@link RenderAttachment} attachment, if exist. Maybe share the same {@link Attachment#getName()} as {@link #getDepthAttachment()}, if packed depth-stencil is being used. */
+ public final RenderAttachment getStencilAttachment() { return stencil; }
+ /** Return the depth {@link RenderAttachment} attachment. Maybe share the same {@link Attachment#getName()} as {@link #getStencilAttachment()}, if packed depth-stencil is being used. */
+ public final RenderAttachment getDepthAttachment() { return depth; }
+
+ /** Return the complete multisampling {@link FBObject} sink, if using multisampling. */
+ public final FBObject getSamplingSinkFBO() { return samplingSink; }
+
+ /** Return the multisampling {@link TextureAttachment} sink, if using multisampling. */
+ public final TextureAttachment getSamplingSink() { return samplingSinkTexture; }
+ /**
+ * Returns <code>true</code> if the multisampling colorbuffer (msaa-buffer)
+ * has been flagged dirty by a previous call of {@link #bind(GL)},
+ * otherwise <code>false</code>.
+ */
+ public final boolean isSamplingBufferDirty() { return samplingSinkDirty; }
+
+ int objectHashCode() { return super.hashCode(); }
+
+ @Override
+ public final String toString() {
+ final String caps = null != colorAttachmentPoints ? Arrays.asList(colorAttachmentPoints).toString() : null ;
+ return "FBO[name r/w "+fbName+"/"+getReadFramebuffer()+", init "+initialized+", bound "+bound+", size "+width+"x"+height+
+ ", samples "+samples+"/"+maxSamples+", depth "+depth+", stencil "+stencil+
+ ", color attachments: "+colorAttachmentCount+"/"+maxColorAttachments+
+ ": "+caps+", msaa-sink "+samplingSinkTexture+", hasSamplesSink "+(null != samplingSink)+
+ ", state "+getStatusString()+", obj "+toHexString(objectHashCode())+"]";
+ }
+
+ private final void updateStatus(GL gl) {
+ if( 0 == fbName ) {
+ vStatus = -1;
+ } else {
+ vStatus = gl.glCheckFramebufferStatus(GL.GL_FRAMEBUFFER);
+ }
+ }
+}