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-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/FBObject.java313
1 files changed, 197 insertions, 116 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/FBObject.java b/src/jogl/classes/com/jogamp/opengl/util/FBObject.java
index c57d4b057..0b6094128 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/FBObject.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/FBObject.java
@@ -37,16 +37,26 @@ package com.jogamp.opengl.util;
import javax.media.opengl.*;
public class FBObject {
+ static final int MAX_FBO_TEXTURES = 32; // just for our impl .. not the real 'max' FBO color attachments
+ private int[] fbo_tex_names;
+ private int[] fbo_tex_units;
+ private int fbo_tex_num;
+ private int colorattachment_num;
+
+ private boolean initialized;
private int width, height;
- private int fb, fbo_tex, depth_rb, stencil_rb, vStatus;
- private int texInternalFormat, texDataFormat, texDataType;
+ private int fb, depth_rb, stencil_rb, vStatus;
private boolean bound;
-
+
public FBObject(int width, int height) {
+ this.fbo_tex_names = new int[MAX_FBO_TEXTURES];
+ this.fbo_tex_units = new int[MAX_FBO_TEXTURES];
+ this.fbo_tex_num = 0;
+ this.colorattachment_num = 0;
+ this.initialized = false;
this.width = width;
this.height = height;
this.fb = 0;
- this.fbo_tex = 0;
this.depth_rb = 0;
this.stencil_rb = 0;
this.bound = false;
@@ -117,38 +127,6 @@ public class FBObject {
}
}
- /**
- * Initializes this FBO's instance with it's texture,
- * selecting the texture data type and format automatically.
- *
- * Leaves the FBO bound!
- *
- * @param gl the current GL context
- * @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
- */
- public boolean init(GL gl, int magFilter, int minFilter, int wrapS, int wrapT) {
- int textureInternalFormat, textureDataFormat, textureDataType;
-
- if(gl.isGL2()) {
- textureInternalFormat=GL.GL_RGBA8;
- textureDataFormat=GL2.GL_BGRA;
- textureDataType=GL2.GL_UNSIGNED_INT_8_8_8_8_REV;
- } else if(gl.isGLES()) {
- textureInternalFormat=GL.GL_RGBA;
- textureDataFormat=GL.GL_RGBA;
- textureDataType=GL.GL_UNSIGNED_BYTE;
- } else {
- textureInternalFormat=GL.GL_RGB;
- textureDataFormat=GL.GL_RGB;
- textureDataType=GL.GL_UNSIGNED_BYTE;
- }
- return init(gl, textureInternalFormat, textureDataFormat, textureDataType, magFilter, minFilter, wrapS, wrapT);
- }
-
private boolean checkNoError(GL gl, int err, String exceptionMessage) {
if(GL.GL_NO_ERROR != err) {
if(null != gl) {
@@ -161,35 +139,36 @@ public class FBObject {
}
return true;
}
-
+
+ private final void checkInitialized() {
+ if(!initialized) {
+ throw new GLException("FBO not initialized, call init(GL) first.");
+ }
+ }
+
+ private final void checkBound(GL gl, boolean shallBeBound) {
+ checkInitialized();
+ if(bound != shallBeBound) {
+ final String s0 = shallBeBound ? "not" : "already" ;
+ throw new GLException("FBO "+s0+" bound "+toString());
+ }
+ checkNoError(null, gl.glGetError(), "FBObject pre"); // throws GLException if error
+ }
+
/**
* Initializes this FBO's instance with it's texture.
*
- * Leaves the FBO bound!
+ * <p>Leaves the FBO bound!</p>
*
* @param gl the current GL context
- * @param textureInternalFormat internalFormat parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
- * @param textureDataFormat format parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
- * @param textureDataType 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 true if successful otherwise false
+ * @throws GLException in case of an error
*/
- public boolean init(GL gl, int textureInternalFormat, int textureDataFormat, int textureDataType,
- int magFilter, int minFilter, int wrapS, int wrapT) {
- checkBound(false);
- if(0<fb || 0<fbo_tex) {
- throw new GLException("FBO already initialized (fb "+fb+", tex "+fbo_tex+")");
- }
-
+ public void init(GL gl) throws GLException {
+ if(initialized) {
+ throw new GLException("FBO already initialized");
+ }
checkNoError(null, gl.glGetError(), "FBObject Init.pre"); // throws GLException if error
-
- texInternalFormat=textureInternalFormat;
- texDataFormat=textureDataFormat;
- texDataType=textureDataType;
-
+
// generate fbo ..
int name[] = new int[1];
@@ -206,16 +185,86 @@ public class FBObject {
checkNoError(gl, GL.GL_INVALID_VALUE, "FBObject Init.isFB"); // throws GLException
}
bound = true;
+ initialized = true;
+
+ updateStatus(gl);
+ }
- gl.glGenTextures(1, name, 0);
- fbo_tex = name[0];
- if(fbo_tex==0) {
+ /**
+ * Attaches a[nother] Texture2D Color Buffer to this FBO's instance,
+ * selecting the texture data type and format automatically.
+ * <p>This may be done as many times as many color attachments are supported,
+ * see {@link GL2GL3#GL_MAX_COLOR_ATTACHMENTS}.</p>
+ *
+ * <p>Assumes a bound FBO</p>
+ * <p>Leaves the FBO bound!</p>
+ *
+ * @param gl the current GL context
+ * @param texUnit the desired texture unit ranging from [0..{@link GL2#GL_MAX_TEXTURE_UNITS}-1], or -1 if no unit shall be activate at {@link #use(GL, int)}
+ * @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 idx of the new attached texture, otherwise -1
+ * @throws GLException in case of an error
+ */
+ public int attachTexture2D(GL gl, int texUnit, int magFilter, int minFilter, int wrapS, int wrapT) throws GLException {
+ final int textureInternalFormat, textureDataFormat, textureDataType;
+ if(gl.isGL2()) {
+ textureInternalFormat=GL.GL_RGBA8;
+ textureDataFormat=GL2.GL_BGRA;
+ textureDataType=GL2.GL_UNSIGNED_INT_8_8_8_8_REV;
+ } else if(gl.isGLES()) {
+ textureInternalFormat=GL.GL_RGBA;
+ textureDataFormat=GL.GL_RGBA;
+ textureDataType=GL.GL_UNSIGNED_BYTE;
+ } else {
+ textureInternalFormat=GL.GL_RGB;
+ textureDataFormat=GL.GL_RGB;
+ textureDataType=GL.GL_UNSIGNED_BYTE;
+ }
+ return attachTexture2D(gl, texUnit, textureInternalFormat, textureDataFormat, textureDataType, magFilter, minFilter, wrapS, wrapT);
+ }
+
+ /**
+ * Attaches a[nother] Texture2D Color Buffer to this FBO's instance,
+ * selecting the texture data type and format automatically.
+ * <p>This may be done as many times as many color attachments are supported,
+ * see {@link GL2GL3#GL_MAX_COLOR_ATTACHMENTS}.</p>
+ *
+ * <p>Assumes a bound FBO</p>
+ * <p>Leaves the FBO bound!</p>
+ *
+ * @param gl the current GL context
+ * @param texUnit the desired texture unit ranging from [0..{@link GL2#GL_MAX_TEXTURE_UNITS}-1], or -1 if no unit shall be activate at {@link #use(GL, int)}
+ * @param textureInternalFormat internalFormat parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
+ * @param textureDataFormat format parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
+ * @param textureDataType 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 index of the texture colorbuffer if bound and configured successfully, otherwise -1
+ * @throws GLException in case the texture colorbuffer couldn't be allocated
+ */
+ public int attachTexture2D(GL gl, int texUnit,
+ int textureInternalFormat, int textureDataFormat, int textureDataType,
+ int magFilter, int minFilter, int wrapS, int wrapT) throws GLException {
+ checkBound(gl, true);
+ final int fbo_tex_idx = fbo_tex_num;
+ gl.glGenTextures(1, fbo_tex_names, fbo_tex_num);
+ if(fbo_tex_names[fbo_tex_idx]==0) {
throw new GLException("null generated texture");
}
- gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex);
+ fbo_tex_units[fbo_tex_idx] = texUnit;
+ fbo_tex_num++;
+ if(0<=texUnit) {
+ gl.glActiveTexture(GL.GL_TEXTURE0 + texUnit);
+ }
+ gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex_names[fbo_tex_idx]);
checkNoError(gl, gl.glGetError(), "FBObject Init.bindTex"); // throws GLException if error
- gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, texInternalFormat, width, height, 0,
- texDataFormat, texDataType, null);
+ gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, textureInternalFormat, width, height, 0,
+ textureDataFormat, textureDataType, null);
checkNoError(gl, gl.glGetError(), "FBObject Init.texImage2D"); // throws GLException if error
if( 0 < magFilter ) {
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, magFilter);
@@ -232,31 +281,32 @@ public class FBObject {
// Set up the color buffer for use as a renderable texture:
gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
- GL.GL_COLOR_ATTACHMENT0,
- GL.GL_TEXTURE_2D, fbo_tex, 0);
+ GL.GL_COLOR_ATTACHMENT0 + colorattachment_num++,
+ GL.GL_TEXTURE_2D, fbo_tex_names[fbo_tex_idx], 0);
- updateStatus(gl);
- return isStatusValid();
+ updateStatus(gl);
+ return isStatusValid() ? fbo_tex_idx : -1;
}
-
+
/**
- * Assumes a bound FBO
- * Leaves the FBO bound!
+ * Attaches one Depth Buffer to this FBO's instance.
+ * <p>This may be done only one time.</p>
+ *
+ * <p>Assumes a bound FBO</p>
+ * <p>Leaves the FBO bound!</p>
+ * @param gl the current GL context
* @param depthComponentType {@link GL#GL_DEPTH_COMPONENT16}, {@link GL#GL_DEPTH_COMPONENT24} or {@link GL#GL_DEPTH_COMPONENT32}
- * @return true if successful otherwise false
+ * @return true if the depth renderbuffer could be bound and configured, otherwise false
+ * @throws GLException in case the depth renderbuffer couldn't be allocated or one is already attached.
*/
- public boolean attachDepthBuffer(GL gl, int depthComponentType) {
- if(0>=fb || 0>=fbo_tex) {
- throw new GLException("FBO not initialized (fb "+fb+", tex "+fbo_tex+")");
- }
+ public boolean attachDepthBuffer(GL gl, int depthComponentType) throws GLException {
+ checkBound(gl, true);
if(depth_rb != 0) {
throw new GLException("FBO depth buffer already attached (rb "+depth_rb+")");
- }
- checkBound(true);
+ }
int name[] = new int[1];
gl.glGenRenderbuffers(1, name, 0);
- depth_rb = name[0];
-
+ depth_rb = name[0];
if(depth_rb==0) {
throw new GLException("null generated renderbuffer");
}
@@ -273,26 +323,28 @@ public class FBObject {
gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, depthComponentType, width, height);
// Set up the depth buffer attachment:
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
- GL.GL_DEPTH_ATTACHMENT,
- GL.GL_RENDERBUFFER, depth_rb);
+ GL.GL_DEPTH_ATTACHMENT,
+ GL.GL_RENDERBUFFER, depth_rb);
updateStatus(gl);
return isStatusValid();
}
/**
- * Assumes a bound FBO
- * Leaves the FBO bound!
+ * Attaches one Stencil Buffer to this FBO's instance.
+ * <p>This may be done only one time.</p>
+ *
+ * <p>Assumes a bound FBO</p>
+ * <p>Leaves the FBO bound!</p>
+ * @param gl the current GL context
* @param stencilComponentType {@link GL#GL_STENCIL_INDEX1}, {@link GL#GL_STENCIL_INDEX4} or {@link GL#GL_STENCIL_INDEX8}
- * @return true if successful otherwise false
+ * @return true if the stencil renderbuffer could be bound and configured, otherwise false
+ * @throws GLException in case the stencil renderbuffer couldn't be allocated or one is already attached.
*/
- public boolean attachStencilBuffer(GL gl, int stencilComponentType) {
- if(0>=fb || 0>=fbo_tex) {
- throw new GLException("FBO not initialized (fb "+fb+", tex "+fbo_tex+")");
- }
+ public boolean attachStencilBuffer(GL gl, int stencilComponentType) throws GLException {
+ checkBound(gl, true);
if(stencil_rb != 0) {
throw new GLException("FBO stencil buffer already attached (rb "+stencil_rb+")");
}
- checkBound(true);
int name[] = new int[1];
gl.glGenRenderbuffers(1, name, 0);
stencil_rb = name[0];
@@ -302,18 +354,23 @@ public class FBObject {
// Initialize the stencil buffer:
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, stencil_rb);
if(!gl.glIsRenderbuffer(stencil_rb)) {
- destroy(gl);
- System.err.println("not a stencilbuffer: "+ depth_rb);
- return false;
+ System.err.println("not a stencilbuffer: "+ stencil_rb);
+ name[0] = stencil_rb;
+ gl.glDeleteRenderbuffers(1, name, 0);
+ stencil_rb=0;
+ return false;
}
gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, stencilComponentType, width, height);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
- GL.GL_STENCIL_ATTACHMENT,
- GL.GL_RENDERBUFFER, stencil_rb);
+ GL.GL_STENCIL_ATTACHMENT,
+ GL.GL_RENDERBUFFER, stencil_rb);
updateStatus(gl);
return isStatusValid();
}
+ /**
+ * @param gl the current GL context
+ */
public void destroy(GL gl) {
if(bound) {
unbind(gl);
@@ -331,46 +388,65 @@ public class FBObject {
gl.glDeleteRenderbuffers(1, name, 0);
depth_rb=0;
}
- if(0!=fbo_tex) {
- name[0] = fbo_tex;
- gl.glDeleteTextures(1, name, 0);
- fbo_tex = 0;
+ if(null!=fbo_tex_names && fbo_tex_num>0) {
+ gl.glDeleteTextures(1, fbo_tex_names, fbo_tex_num);
+ fbo_tex_names = new int[MAX_FBO_TEXTURES];
+ fbo_tex_units = new int[MAX_FBO_TEXTURES];
+ fbo_tex_num = 0;
}
+ colorattachment_num = 0;
if(0!=fb) {
name[0] = fb;
gl.glDeleteFramebuffers(1, name, 0);
fb = 0;
}
+ initialized = false;
}
- private final void checkBound(boolean shallBeBound) {
- if(bound != shallBeBound) {
- final String s0 = shallBeBound ? "not" : "already" ;
- throw new GLException("FBO "+s0+" bound "+toString());
- }
- }
-
+ /**
+ * Bind this FBO
+ * <p>In case you have attached more than one color buffer,
+ * you may want to setup {@link GL2GL3#glDrawBuffers(int, int[], int)}.</p>
+ * @param gl the current GL context
+ */
public void bind(GL gl) {
- checkBound(false);
- gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex);
+ checkBound(gl, false);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, fb);
bound = true;
}
+ /**
+ * Unbind FBO, ie bind 'non' FBO 0
+ * @param gl the current GL context
+ */
public void unbind(GL gl) {
- checkBound(true);
- gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
+ checkBound(gl, true);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
bound = false;
}
- public void use(GL gl) {
- checkBound(false);
- gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex); // use it ..
+ /**
+ * Bind the texture with given index.
+ *
+ * <p>If a valid texture unit was named via {@link #attachTexture2D(GL, int, int, int, int, int) attachTexture2D(..)},
+ * the unit is activated via {@link GL#glActiveTexture(int) glActiveTexture(GL.GL_TEXTURE0 + unit)}.</p>
+ * @param gl the current GL context
+ * @param texIdx index of the texture to use, prev. attached w/ {@link #attachTexture2D(GL, int, int, int, int, int) attachTexture2D(..)}
+ */
+ public void use(GL gl, int texIdx) {
+ checkBound(gl, false);
+ if(texIdx >= fbo_tex_num) {
+ throw new GLException("Invalid texId, only "+fbo_tex_num+" textures are attached");
+ }
+ if(0<=fbo_tex_units[texIdx]) {
+ gl.glActiveTexture(GL.GL_TEXTURE0 + fbo_tex_units[texIdx]);
+ }
+ gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex_names[texIdx]); // use it ..
}
+ /** Unbind texture, ie bind 'non' texture 0 */
public void unuse(GL gl) {
- checkBound(false);
+ checkBound(gl, false);
gl.glBindTexture(GL.GL_TEXTURE_2D, 0); // don't use it
}
@@ -378,11 +454,16 @@ public class FBObject {
public final int getWidth() { return width; }
public final int getHeight() { return height; }
public final int getFBName() { return fb; }
- public final int getTextureName() { return fbo_tex; }
+ public final int getTextureNumber() { return fbo_tex_num; }
+ public final int getTextureName(int idx) { return fbo_tex_names[idx]; }
+
+ /** @return the named texture unit ranging from [0..{@link GL2#GL_MAX_TEXTURE_UNITS}-1], or -1 if no unit was desired. */
+ public final int getTextureUnit(int idx) { return fbo_tex_units[idx]; }
+ public final int getColorAttachmentNumber() { return colorattachment_num; }
public final int getStencilBuffer() { return stencil_rb; }
public final int getDepthBuffer() { return depth_rb; }
public final String toString() {
- return "FBO[name "+fb+", size "+width+"x"+height+", tex "+fbo_tex+", depth "+depth_rb+", stencil "+stencil_rb+"]";
+ return "FBO[name "+fb+", size "+width+"x"+height+", color num "+colorattachment_num+", tex num "+fbo_tex_num+", depth "+depth_rb+", stencil "+stencil_rb+"]";
}
private void updateStatus(GL gl) {