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-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/FBObject.java241
1 files changed, 174 insertions, 67 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/FBObject.java b/src/jogl/classes/com/jogamp/opengl/util/FBObject.java
index 4920ed5f5..ad32b4ffe 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/FBObject.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/FBObject.java
@@ -36,22 +36,24 @@ package com.jogamp.opengl.util;
import javax.media.opengl.*;
public class FBObject {
- private int width, height, attr;
+ private int width, height;
private int fb, fbo_tex, depth_rb, stencil_rb, vStatus;
private int texInternalFormat, texDataFormat, texDataType;
public static final int ATTR_DEPTH = 1 << 0;
public static final int ATTR_STENCIL = 1 << 1;
-
- public FBObject(int width, int height, int attributes) {
+
+ public FBObject(int width, int height) {
this.width = width;
this.height = height;
- this.attr = attributes;
+ this.fb = 0;
+ this.fbo_tex = 0;
+ this.depth_rb = 0;
+ this.stencil_rb = 0;
}
-
public boolean validateStatus(GL gl) {
- vStatus = getStatus(gl, fb);
+ /* vStatus = */ getStatus(gl);
switch(vStatus) {
case GL.GL_FRAMEBUFFER_COMPLETE:
return true;
@@ -65,22 +67,30 @@ public class FBObject {
//case GL2.GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT:
case 0:
default:
+ System.out.println("Framebuffer " + fb + " is incomplete: status = 0x" + Integer.toHexString(vStatus) +
+ " : " + getStatusString(vStatus));
return false;
}
}
+
+ /** @return {@link GL.GL_FRAMEBUFFER_COMPLETE} if ok, otherwise return GL FBO error state or -1 */
+ public int getStatus() {
+ return vStatus;
+ }
- public static int getStatus(GL gl, int fb) {
+ public int getStatus(GL gl) {
if(!gl.glIsFramebuffer(fb)) {
- return -1;
+ vStatus = -1;
+ } else {
+ vStatus = gl.glCheckFramebufferStatus(GL.GL_FRAMEBUFFER);
}
- return gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER);
- //return gl.glCheckFramebufferStatus(fb);
+ return vStatus;
}
public String getStatusString() {
return getStatusString(vStatus);
}
-
+
public static String getStatusString(int fbStatus) {
switch(fbStatus) {
case -1:
@@ -111,8 +121,21 @@ public class FBObject {
return("GL FBO: incomplete, implementation ERROR");
}
}
-
- public void init(GL gl) {
+
+ /**
+ * 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()) {
@@ -128,10 +151,31 @@ public class FBObject {
textureDataFormat=GL.GL_RGB;
textureDataType=GL.GL_UNSIGNED_BYTE;
}
- init(gl, textureInternalFormat, textureDataFormat, textureDataType);
+ return init(gl, textureInternalFormat, textureDataFormat, textureDataType, magFilter, minFilter, wrapS, wrapT);
}
- public void init(GL gl, int textureInternalFormat, int textureDataFormat, int textureDataType) {
+ /**
+ * Initializes this FBO's instance with it's texture.
+ *
+ * Leaves the FBO bound!
+ *
+ * @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
+ */
+ 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+")");
+ }
+
texInternalFormat=textureInternalFormat;
texDataFormat=textureDataFormat;
texDataType=textureDataType;
@@ -141,78 +185,127 @@ public class FBObject {
gl.glGenFramebuffers(1, name, 0);
fb = name[0];
- System.out.println("fb: "+fb);
+ if(fb==0) {
+ throw new GLException("null generated framebuffer");
+ }
gl.glGenTextures(1, name, 0);
fbo_tex = name[0];
- System.out.println("fbo_tex: "+fbo_tex);
-
- if(0!=(attr&ATTR_DEPTH)) {
- gl.glGenRenderbuffers(1, name, 0);
- depth_rb = name[0];
- System.out.println("depth_rb: "+depth_rb);
- } else {
- depth_rb = 0;
- }
- if(0!=(attr&ATTR_STENCIL)) {
- gl.glGenRenderbuffers(1, name, 0);
- stencil_rb = name[0];
- System.out.println("stencil_rb: "+stencil_rb);
- } else {
- stencil_rb = 0;
+ if(fbo_tex==0) {
+ throw new GLException("null generated texture");
}
// bind fbo ..
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, fb);
+ if(!gl.glIsFramebuffer(fb)) {
+ destroy(gl);
+ System.err.println("not a framebuffer: "+ fb);
+ return false;
+ }
+ bound = true;
gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex);
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, texInternalFormat, width, height, 0,
texDataFormat, texDataType, null);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
- //gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP);
- //gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP);
-
+ 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);
+ }
// 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);
- if(depth_rb!=0) {
- // Initialize the depth buffer:
- gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, depth_rb);
- gl.glRenderbufferStorage(GL.GL_RENDERBUFFER,
- GL.GL_DEPTH_COMPONENT16, width, height);
- // Set up the depth buffer attachment:
- gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
- GL.GL_DEPTH_ATTACHMENT,
- GL.GL_RENDERBUFFER, depth_rb);
- }
+ return validateStatus(gl);
+ }
- if(stencil_rb!=0) {
- // Initialize the stencil buffer:
- gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, stencil_rb);
- gl.glRenderbufferStorage(GL.GL_RENDERBUFFER,
- GL.GL_STENCIL_INDEX8, width, height);
- gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
- GL.GL_STENCIL_ATTACHMENT,
- GL.GL_RENDERBUFFER, stencil_rb);
+ /**
+ * Assumes a bound FBO
+ * Leaves the FBO bound!
+ * @param depthComponentType {@link GL#GL_DEPTH_COMPONENT16}, {@link GL#GL_DEPTH_COMPONENT24} or {@link GL#GL_DEPTH_COMPONENT32}
+ * @return true if successful otherwise false
+ */
+ public boolean attachDepthBuffer(GL gl, int depthComponentType) {
+ if(0>=fb || 0>=fbo_tex) {
+ throw new GLException("FBO not initialized (fb "+fb+", tex "+fbo_tex+")");
}
-
- // Check the FBO for completeness
- if(validateStatus(gl)) {
- System.out.println("Framebuffer " + fb + " is complete");
- } else {
- System.out.println("Framebuffer " + fb + " is incomplete: status = 0x" + Integer.toHexString(vStatus) +
- " : " + getStatusString());
+ if(depth_rb != 0) {
+ throw new GLException("FBO depth buffer already attached (rb "+depth_rb+")");
}
-
- unbind(gl);
+ checkBound(true);
+ int name[] = new int[1];
+ gl.glGenRenderbuffers(1, name, 0);
+ depth_rb = name[0];
+
+ if(depth_rb==0) {
+ throw new GLException("null generated renderbuffer");
+ }
+ // Initialize the depth buffer:
+ gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, depth_rb);
+ if(!gl.glIsRenderbuffer(depth_rb)) {
+ System.err.println("not a depthbuffer: "+ depth_rb);
+ name[0] = depth_rb;
+ gl.glDeleteRenderbuffers(1, name, 0);
+ depth_rb=0;
+ return false;
+ }
+
+ 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);
+ return validateStatus(gl);
+ }
+
+ /**
+ * Assumes a bound FBO
+ * Leaves the FBO bound!
+ * @param stencilComponentType {@link GL#GL_STENCIL_INDEX1}, {@link GL#GL_STENCIL_INDEX4} or {@link GL#GL_STENCIL_INDEX8}
+ * @return true if successful otherwise false
+ */
+ public boolean attachStencilBuffer(GL gl, int stencilComponentType) {
+ if(0>=fb || 0>=fbo_tex) {
+ throw new GLException("FBO not initialized (fb "+fb+", tex "+fbo_tex+")");
+ }
+ 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);
+ gl.glGenRenderbuffers(1, name, 0);
+ stencil_rb = name[0];
+ if(stencil_rb==0) {
+ throw new GLException("null generated stencilbuffer");
+ }
+ // 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;
+ }
+ gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, stencilComponentType, width, height);
+ gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
+ GL.GL_STENCIL_ATTACHMENT,
+ GL.GL_RENDERBUFFER, stencil_rb);
+ return validateStatus(gl);
}
public void destroy(GL gl) {
- unbind(gl);
+ if(bound) {
+ unbind(gl);
+ }
int name[] = new int[1];
@@ -238,19 +331,33 @@ public class FBObject {
}
}
+ boolean bound = false;
+
+ private final void checkBound(boolean shallBeBound) {
+ if(bound != shallBeBound) {
+ final String s0 = shallBeBound ? "not" : "already" ;
+ throw new GLException("FBO "+s0+" bound "+toString());
+ }
+ }
+
public void bind(GL gl) {
+ checkBound(false);
gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex);
- gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, fb);
+ gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, fb);
+ bound = true;
}
public void unbind(GL gl) {
+ checkBound(true);
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
+ bound = false;
}
public void use(GL gl) {
- gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
- gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
+ if(bound) {
+ unbind(gl);
+ }
gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex); // to use it ..
}