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authorSven Gothel <[email protected]>2012-07-19 21:15:10 +0200
committerSven Gothel <[email protected]>2012-07-19 21:15:10 +0200
commit20bf031db719f7baa4c6e74734fc999061e08fe2 (patch)
treea5957e2bb4a75ac28513f430bf458a65bf866fe0 /src/jogl/classes/com/jogamp/opengl/util/FBObject.java
parent3988e3d7df9b80e9b7058f64758b34a5389f38b0 (diff)
Bug 599 - FBObject / Offscreen Support - Part 1
- New FBObject implementation handling FBO and it's attachments *** API CHANGE: Util -> Core *** while it's size and sample-count can be reconfigured on the fly. - com.jogamp.opengl.util.FBObject -> com.jogamp.opengl.FBObject - agnostic to texture unit - separate attachments using OO hierarchy reflecting FBO - handling MSAA and blitting - no FBO destruction for reconfig (attach/detach) - New GLFBODrawableImpl impl. an FBObject based GLDrawable - Instantiated by a dummy native surface (onscreen and invisible) hooked up to a dummy GLDrawable, which is the delegation for context creation. - Utilizies ProxySurface.UpstreamSurfaceHook for dummy surface avoiding specialization for native platforms. - TODO: Allow to utilize common surface interface as a dummy-surface to supporting API seperation of windowing/GL. The latter allows impl. of createGLDrawable(NativeSurface) with FBO. - New OffscreenAutoDrawable (extends GLAutoDrawableDelegate) for all offscreen drawables. Shall replace GLPbuffer. - New GLCapabilities*.isFBO() / setFBO(boolean) to request FBO offscreen, similar to isPBuffer(). Rule: if both are requested, FBO shall be favored. - GLContext adds raw FBO availability query (min. FBO avail), FBObject contains fine grained queries (TODO: Move parts to GLContext for efficiency). - Add framebuffer tracking, allowing fast querying: - GLBase/GLContext: public int getBoundFramebuffer(int target); public int getDefaultDrawFramebuffer(); public int getDefaultReadFramebuffer(); - GLContextImpl public final void setBoundFramebuffer(int target, int framebufferName) .. called by GL impl bind framebuffer - GL: getDefaultDrawFramebuffer(), getDefaultReadFramebuffer() Adding default framebuffer queries being issued by GL.glBindFramebuffer(target, 0) w/ a default framebuffer, o.e. zero. This allows a transparent use of a custom FBO even in case the applications attempts to reset FBO to zero. Value flow: GL <- GLContext <- GLDrawable, - GLCapabilities handle fbo/pbuffer seperate, don't disable the other - GLContext/GL track read/write framebuffer to be queried by FBObject to determine whether to bind/unbind a framebuffer - Test cases for multiple FBO w/ and w/o MSAA Other Features: - New interface ProxySurface.UpstreamSurfaceHook, allowing to hook an upstream surface of unknown type providing lifecycle and information (size, ..) callbacks. Used for all new dummy NativeSurface impl and SWT GLCanvas. - GLContext -> GLDrawable propagation context/drawable lifecycle via ProxySurface.UpstreamSurfaceHook allowing dynamic resources to react (create, init, ..) - contextRealized() - contextMadeCurrent() - SurfaceChangeable -> MutableSurface currently only contains setting the surface handle. TODO: May need to move ProxySurface.UpstreamSurfaceHook -> MutableSurface.UpstreamSurfaceHook, allowing other impl. classes (NEWT OffscreenWindow) to utilize the new upstream hookup mechanism - will allow FBO/Dummy window to work. - SWT GLCanvas using ProxySurface.UpstreamSurfaceHook for proper size propagation. - New GLAutoDrawable::getUpstreamWidget(), allowing GLEventListener to fetch the owning Java side UI element (NEWT, SWT, AWT, ..). - GLDrawableFactory: Removed createOffscreenSurface() - unused and not GL related - EGLDrawableFactory handles device/profile avail. mapping while actually creating context/drawable. This allows us to learn whether the ES context is software/hardware as well as FBO avail. - EGLDrawable: Removed secret buckets of EGL configs :) Employ native surface (X11, WGL, ..) to EGL 'mapping' in EGLDrawableFactory utilizing new EGLUpstreamSurfaceHook (implements ProxySurface.UpstreamSurfaceHook). Other Bugs: - Add CTX_OPTION_DEBUG to ctx/extension cache key since only a debug ctx may expose the ARB debug capability. This bug caused lack of ARB/AMD debug functionality. - Fix GLProfile deadlock (debug mode, w/ EGL/ES, no X11), dump availability information _after_ lock. - ImmModeSink draw(): Use GL's glDrawElements(..), don't cast for GL2ES1. Fixes use for GL2ES2. - Fix KeyEvent.getKeyChar() comment (-> only stable for keyTyped(..)) Misc: - Refined alot of API doc - New GLExtensions holds commonly used GL extension strings, allows better referencing and usage lookup. - Move GL (interface) decl. to GLBase - GLBuffers: Cleanup API doc (format, types) - TextureIO: Add PAM and PPM static suffix identifier - GLCapabilities getNumSamples() returns 0 if sampleBuffers is disabled, this seems to be more natural. - finalized a lot
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util/FBObject.java')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/FBObject.java483
1 files changed, 0 insertions, 483 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/FBObject.java b/src/jogl/classes/com/jogamp/opengl/util/FBObject.java
deleted file mode 100644
index 3e049a334..000000000
--- a/src/jogl/classes/com/jogamp/opengl/util/FBObject.java
+++ /dev/null
@@ -1,483 +0,0 @@
-/*
- * Copyright (c) 2008 Sun Microsystems, Inc. All Rights Reserved.
- * Copyright (c) 2011 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:
- *
- * - 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 com.jogamp.opengl.util;
-
-import javax.media.opengl.*;
-
-public class FBObject {
- static final int MAX_FBO_TEXTURES = 32; // just for our impl .. not the real 'max' FBO color attachments
- private int[] fbo_tex_names;
- private int[] fbo_tex_units;
- private int fbo_tex_num;
- private int colorattachment_num;
-
- private boolean initialized;
- private int width, height;
- private int fb, depth_rb, stencil_rb, vStatus;
- private boolean bound;
-
- public FBObject(int width, int height) {
- this.fbo_tex_names = new int[MAX_FBO_TEXTURES];
- this.fbo_tex_units = new int[MAX_FBO_TEXTURES];
- this.fbo_tex_num = 0;
- this.colorattachment_num = 0;
- this.initialized = false;
- this.width = width;
- this.height = height;
- this.fb = 0;
- this.depth_rb = 0;
- this.stencil_rb = 0;
- this.bound = false;
- }
-
- /**
- * @return true if the FB status is valid, otherwise false
- * @see #getStatus()
- */
- public boolean isStatusValid() {
- 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:
- System.out.println("Framebuffer " + fb + " is incomplete: status = 0x" + Integer.toHexString(vStatus) +
- " : " + getStatusString(vStatus));
- return false;
- }
- }
-
- /**
- * @return The FB status. {@link GL.GL_FRAMEBUFFER_COMPLETE} if ok, otherwise return GL FBO error state or -1
- * @see #validateStatus()
- */
- public int getStatus() {
- return vStatus;
- }
-
- public 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_UNSUPPORTED:
- return("GL FBO: Unsupported framebuffer format");
- case GL.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
- return("GL FBO: incomplete, incomplete attachment\n");
- 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_MULTISAMPLE:
- return("GL FBO: incomplete, missing multisample buffer");
- case 0:
- return("GL FBO: incomplete, implementation fault");
- default:
- return("GL FBO: incomplete, implementation ERROR");
- }
- }
-
- private boolean checkNoError(GL gl, int err, String exceptionMessage) {
- if(GL.GL_NO_ERROR != err) {
- if(null != gl) {
- destroy(gl);
- }
- if(null != exceptionMessage) {
- throw new GLException(exceptionMessage+" GL Error 0x"+Integer.toHexString(err));
- }
- return false;
- }
- return true;
- }
-
- private final void checkInitialized() {
- if(!initialized) {
- throw new GLException("FBO not initialized, call init(GL) first.");
- }
- }
-
- private final void checkBound(GL gl, boolean shallBeBound) {
- checkInitialized();
- if(bound != shallBeBound) {
- final String s0 = shallBeBound ? "not" : "already" ;
- throw new GLException("FBO "+s0+" bound "+toString());
- }
- checkNoError(null, gl.glGetError(), "FBObject pre"); // throws GLException if error
- }
-
- /**
- * Initializes this FBO's instance with it's texture.
- *
- * <p>Leaves the FBO bound!</p>
- *
- * @param gl the current GL context
- * @throws GLException in case of an error
- */
- public void init(GL gl) throws GLException {
- if(initialized) {
- throw new GLException("FBO already initialized");
- }
- checkNoError(null, gl.glGetError(), "FBObject Init.pre"); // throws GLException if error
-
- // generate fbo ..
- int name[] = new int[1];
-
- gl.glGenFramebuffers(1, name, 0);
- fb = name[0];
- if(fb==0) {
- throw new GLException("null generated framebuffer");
- }
-
- // bind fbo ..
- gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, fb);
- checkNoError(gl, gl.glGetError(), "FBObject Init.bindFB"); // throws GLException if error
- if(!gl.glIsFramebuffer(fb)) {
- checkNoError(gl, GL.GL_INVALID_VALUE, "FBObject Init.isFB"); // throws GLException
- }
- bound = true;
- initialized = true;
-
- updateStatus(gl);
- }
-
- /**
- * Attaches a[nother] Texture2D Color Buffer to this FBO's instance,
- * selecting the texture data type and format automatically.
- * <p>This may be done as many times as many color attachments are supported,
- * see {@link GL2GL3#GL_MAX_COLOR_ATTACHMENTS}.</p>
- *
- * <p>Assumes a bound FBO</p>
- * <p>Leaves the FBO bound!</p>
- *
- * @param gl the current GL context
- * @param texUnit the desired texture unit ranging from [0..{@link GL2#GL_MAX_TEXTURE_UNITS}-1], or -1 if no unit shall be activate at {@link #use(GL, int)}
- * @param magFilter if > 0 value for {@link GL#GL_TEXTURE_MAG_FILTER}
- * @param minFilter if > 0 value for {@link GL#GL_TEXTURE_MIN_FILTER}
- * @param wrapS if > 0 value for {@link GL#GL_TEXTURE_WRAP_S}
- * @param wrapT if > 0 value for {@link GL#GL_TEXTURE_WRAP_T}
- * @return idx of the new attached texture, otherwise -1
- * @throws GLException in case of an error
- */
- public int attachTexture2D(GL gl, int texUnit, int magFilter, int minFilter, int wrapS, int wrapT) throws GLException {
- final int textureInternalFormat, textureDataFormat, textureDataType;
- if(gl.isGLES()) {
- textureInternalFormat=GL.GL_RGBA;
- textureDataFormat=GL.GL_RGBA;
- textureDataType=GL.GL_UNSIGNED_BYTE;
- } else {
- textureInternalFormat=GL.GL_RGBA8;
- textureDataFormat=GL.GL_BGRA;
- textureDataType=GL2GL3.GL_UNSIGNED_INT_8_8_8_8_REV;
- }
- return attachTexture2D(gl, texUnit, textureInternalFormat, textureDataFormat, textureDataType, magFilter, minFilter, wrapS, wrapT);
- }
-
- /**
- * Attaches a[nother] Texture2D Color Buffer to this FBO's instance,
- * selecting the texture data type and format automatically.
- * <p>This may be done as many times as many color attachments are supported,
- * see {@link GL2GL3#GL_MAX_COLOR_ATTACHMENTS}.</p>
- *
- * <p>Assumes a bound FBO</p>
- * <p>Leaves the FBO bound!</p>
- *
- * @param gl the current GL context
- * @param texUnit the desired texture unit ranging from [0..{@link GL2#GL_MAX_TEXTURE_UNITS}-1], or -1 if no unit shall be activate at {@link #use(GL, int)}
- * @param textureInternalFormat internalFormat parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
- * @param textureDataFormat format parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
- * @param textureDataType type parameter to {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long)}
- * @param magFilter if > 0 value for {@link GL#GL_TEXTURE_MAG_FILTER}
- * @param minFilter if > 0 value for {@link GL#GL_TEXTURE_MIN_FILTER}
- * @param wrapS if > 0 value for {@link GL#GL_TEXTURE_WRAP_S}
- * @param wrapT if > 0 value for {@link GL#GL_TEXTURE_WRAP_T}
- * @return index of the texture colorbuffer if bound and configured successfully, otherwise -1
- * @throws GLException in case the texture colorbuffer couldn't be allocated
- */
- public int attachTexture2D(GL gl, int texUnit,
- int textureInternalFormat, int textureDataFormat, int textureDataType,
- int magFilter, int minFilter, int wrapS, int wrapT) throws GLException {
- checkBound(gl, true);
- final int fbo_tex_idx = fbo_tex_num;
- gl.glGenTextures(1, fbo_tex_names, fbo_tex_num);
- if(fbo_tex_names[fbo_tex_idx]==0) {
- throw new GLException("null generated texture");
- }
- fbo_tex_units[fbo_tex_idx] = texUnit;
- fbo_tex_num++;
- if(0<=texUnit) {
- gl.glActiveTexture(GL.GL_TEXTURE0 + texUnit);
- }
- gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex_names[fbo_tex_idx]);
- checkNoError(gl, gl.glGetError(), "FBObject Init.bindTex"); // throws GLException if error
- gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, textureInternalFormat, width, height, 0,
- textureDataFormat, textureDataType, null);
- int glerr = gl.glGetError();
- if(GL.GL_NO_ERROR != glerr) {
- int[] sz = new int[1];
- gl.glGetIntegerv(GL.GL_MAX_TEXTURE_SIZE, sz, 0);
- // throws GLException if error
- checkNoError(gl, glerr, "FBObject Init.texImage2D: "+
- " int-fmt 0x"+Integer.toHexString(textureInternalFormat)+
- ", "+width+"x"+height+
- ", data-fmt 0x"+Integer.toHexString(textureDataFormat)+
- ", data-type 0x"+Integer.toHexString(textureDataType)+
- ", max tex-sz "+sz[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);
- }
-
- // Set up the color buffer for use as a renderable texture:
- gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
- GL.GL_COLOR_ATTACHMENT0 + colorattachment_num++,
- GL.GL_TEXTURE_2D, fbo_tex_names[fbo_tex_idx], 0);
-
- updateStatus(gl);
- return isStatusValid() ? fbo_tex_idx : -1;
- }
-
- /**
- * Attaches one Depth Buffer to this FBO's instance.
- * <p>This may be done only one time.</p>
- *
- * <p>Assumes a bound FBO</p>
- * <p>Leaves the FBO bound!</p>
- * @param gl the current GL context
- * @param depthComponentType {@link GL#GL_DEPTH_COMPONENT16}, {@link GL#GL_DEPTH_COMPONENT24} or {@link GL#GL_DEPTH_COMPONENT32}
- * @return true if the depth renderbuffer could be bound and configured, otherwise false
- * @throws GLException in case the depth renderbuffer couldn't be allocated or one is already attached.
- */
- public boolean attachDepthBuffer(GL gl, int depthComponentType) throws GLException {
- checkBound(gl, true);
- if(depth_rb != 0) {
- throw new GLException("FBO depth buffer already attached (rb "+depth_rb+")");
- }
- 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);
- updateStatus(gl);
- return isStatusValid();
- }
-
- /**
- * Attaches one Stencil Buffer to this FBO's instance.
- * <p>This may be done only one time.</p>
- *
- * <p>Assumes a bound FBO</p>
- * <p>Leaves the FBO bound!</p>
- * @param gl the current GL context
- * @param stencilComponentType {@link GL#GL_STENCIL_INDEX1}, {@link GL#GL_STENCIL_INDEX4} or {@link GL#GL_STENCIL_INDEX8}
- * @return true if the stencil renderbuffer could be bound and configured, otherwise false
- * @throws GLException in case the stencil renderbuffer couldn't be allocated or one is already attached.
- */
- public boolean attachStencilBuffer(GL gl, int stencilComponentType) throws GLException {
- checkBound(gl, true);
- if(stencil_rb != 0) {
- throw new GLException("FBO stencil buffer already attached (rb "+stencil_rb+")");
- }
- int name[] = new int[1];
- 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)) {
- System.err.println("not a stencilbuffer: "+ stencil_rb);
- name[0] = stencil_rb;
- gl.glDeleteRenderbuffers(1, name, 0);
- stencil_rb=0;
- return false;
- }
- gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, stencilComponentType, width, height);
- gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
- GL.GL_STENCIL_ATTACHMENT,
- GL.GL_RENDERBUFFER, stencil_rb);
- updateStatus(gl);
- return isStatusValid();
- }
-
- /**
- * @param gl the current GL context
- */
- public void destroy(GL gl) {
- if(bound) {
- unbind(gl);
- }
-
- int name[] = new int[1];
-
- if(0!=stencil_rb) {
- name[0] = stencil_rb;
- gl.glDeleteRenderbuffers(1, name, 0);
- stencil_rb = 0;
- }
- if(0!=depth_rb) {
- name[0] = depth_rb;
- gl.glDeleteRenderbuffers(1, name, 0);
- depth_rb=0;
- }
- if(null!=fbo_tex_names && fbo_tex_num>0) {
- gl.glDeleteTextures(1, fbo_tex_names, fbo_tex_num);
- fbo_tex_names = new int[MAX_FBO_TEXTURES];
- fbo_tex_units = new int[MAX_FBO_TEXTURES];
- fbo_tex_num = 0;
- }
- colorattachment_num = 0;
- if(0!=fb) {
- name[0] = fb;
- gl.glDeleteFramebuffers(1, name, 0);
- fb = 0;
- }
- initialized = false;
- }
-
- /**
- * Bind this FBO
- * <p>In case you have attached more than one color buffer,
- * you may want to setup {@link GL2GL3#glDrawBuffers(int, int[], int)}.</p>
- * @param gl the current GL context
- */
- public void bind(GL gl) {
- checkBound(gl, false);
- gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, fb);
- bound = true;
- }
-
- /**
- * Unbind FBO, ie bind 'non' FBO 0
- * @param gl the current GL context
- */
- public void unbind(GL gl) {
- checkBound(gl, true);
- gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
- bound = false;
- }
-
- /**
- * Bind the texture with given index.
- *
- * <p>If a valid texture unit was named via {@link #attachTexture2D(GL, int, int, int, int, int) attachTexture2D(..)},
- * the unit is activated via {@link GL#glActiveTexture(int) glActiveTexture(GL.GL_TEXTURE0 + unit)}.</p>
- * @param gl the current GL context
- * @param texIdx index of the texture to use, prev. attached w/ {@link #attachTexture2D(GL, int, int, int, int, int) attachTexture2D(..)}
- */
- public void use(GL gl, int texIdx) {
- checkBound(gl, false);
- if(texIdx >= fbo_tex_num) {
- throw new GLException("Invalid texId, only "+fbo_tex_num+" textures are attached");
- }
- if(0<=fbo_tex_units[texIdx]) {
- gl.glActiveTexture(GL.GL_TEXTURE0 + fbo_tex_units[texIdx]);
- }
- gl.glBindTexture(GL.GL_TEXTURE_2D, fbo_tex_names[texIdx]); // use it ..
- }
-
- /** Unbind texture, ie bind 'non' texture 0 */
- public void unuse(GL gl) {
- checkBound(gl, false);
- gl.glBindTexture(GL.GL_TEXTURE_2D, 0); // don't use it
- }
-
- public final boolean isBound() { return bound; }
- public final int getWidth() { return width; }
- public final int getHeight() { return height; }
- public final int getFBName() { return fb; }
- public final int getTextureNumber() { return fbo_tex_num; }
- public final int getTextureName(int idx) { return fbo_tex_names[idx]; }
-
- /** @return the named texture unit ranging from [0..{@link GL2#GL_MAX_TEXTURE_UNITS}-1], or -1 if no unit was desired. */
- public final int getTextureUnit(int idx) { return fbo_tex_units[idx]; }
- public final int getColorAttachmentNumber() { return colorattachment_num; }
- public final int getStencilBuffer() { return stencil_rb; }
- public final int getDepthBuffer() { return depth_rb; }
- public final String toString() {
- return "FBO[name "+fb+", size "+width+"x"+height+", color num "+colorattachment_num+", tex num "+fbo_tex_num+", depth "+depth_rb+", stencil "+stencil_rb+"]";
- }
-
- private void updateStatus(GL gl) {
- if(!gl.glIsFramebuffer(fb)) {
- vStatus = -1;
- } else {
- vStatus = gl.glCheckFramebufferStatus(GL.GL_FRAMEBUFFER);
- }
- }
-}