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/*
* Copyright (c) 2008 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution 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.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
* INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
* MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
* ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
* DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
* DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
* SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
*/
package javax.media.opengl.util;
import javax.media.opengl.*;
public class FBObject {
private int fb, fbo_tex, depth_rb, stencil_rb, width, height, vStatus, attr;
public static final int ATTR_DEPTH = 1 << 0;
public static final int ATTR_STENCIL = 1 << 1;
public FBObject(int width, int height, int attributes) {
this.width = width;
this.height = height;
this.attr = attributes;
}
public boolean validateStatus(GL gl)
{
if(!gl.glIsFramebuffer(fb)) {
vStatus=-1;
return false;
}
vStatus=gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER);
//vStatus=gl.glCheckFramebufferStatus(fb);
switch(vStatus) {
case GL.GL_FRAMEBUFFER_COMPLETE:
return true;
case GL.GL_FRAMEBUFFER_UNSUPPORTED:
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 GL2.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
//case GL2.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
//case GL2.GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT:
case 0:
default:
return false;
}
}
public String getStatusString()
{
switch(vStatus) {
case -1:
return "NOT A FBO";
case GL.GL_FRAMEBUFFER_COMPLETE:
return "OK";
case GL.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
return("GL FBO: incomplete,incomplete attachment\n");
case GL.GL_FRAMEBUFFER_UNSUPPORTED:
return("GL FBO: Unsupported framebuffer format");
case GL.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
return("GL FBO: incomplete,missing attachment");
case GL.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
return("GL FBO: incomplete,attached images must have same dimensions");
case GL.GL_FRAMEBUFFER_INCOMPLETE_FORMATS:
return("GL FBO: incomplete,attached images must have same format");
/*
case GL2.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
return("GL FBO: incomplete,missing draw buffer");
case GL2.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
return("GL FBO: incomplete,missing read buffer");
case GL2.GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT:
return("GL FBO: incomplete, duplicate attachment");
*/
case 0:
return("GL FBO: incomplete, implementation fault");
default:
return("GL FBO: incomplete, implementation ERROR");
}
}
public void init(GL gl) {
// generate fbo ..
int name[] = new int[1];
gl.glGenFramebuffers(1, name, 0);
fb = name[0];
System.out.println("fb: "+fb);
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;
}
// bind fbo ..
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, fb);
gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex);
if(gl.isGL2()) {
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0,
GL2.GL_BGRA, GL2.GL_UNSIGNED_INT_8_8_8_8_REV, null);
} else {
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB8, width, height, 0,
GL.GL_RGB, GL.GL_UNSIGNED_BYTE, 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);
// 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);
}
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);
}
// 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());
}
unbind(gl);
}
public void bind(GL gl) {
gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, fb);
}
public void unbind(GL gl) {
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
}
public void use(GL gl) {
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex); // to use it ..
}
public int getFBName() {
return fb;
}
public int getTextureName() {
return fbo_tex;
}
}
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