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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.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(); }
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 ) {
((GL2GL3)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);
}
}
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);
}
}
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.isGL2GL3() || 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 GL2GL3.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 GL2GL3.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 GL2GL3.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 GL2GL3#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(GL2GL3.GL_DRAW_FRAMEBUFFER, getWriteFramebuffer());
gl.glBindFramebuffer(GL2GL3.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(GL2GL3.GL_DRAW_FRAMEBUFFER, 0);
gl.glBindFramebuffer(GL2GL3.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 GL2GL3#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(GL2GL3.GL_READ_FRAMEBUFFER, fbName);
gl.glBindFramebuffer(GL2GL3.GL_DRAW_FRAMEBUFFER, samplingSink.getWriteFramebuffer());
((GL2GL3)gl).glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, // since MSAA is supported, casting to GL2GL3 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(GL2GL3.GL_DRAW_FRAMEBUFFER, 0);
gl.glBindFramebuffer(GL2GL3.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(); }
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);
}
}
}
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