From 20bf031db719f7baa4c6e74734fc999061e08fe2 Mon Sep 17 00:00:00 2001 From: Sven Gothel Date: Thu, 19 Jul 2012 21:15:10 +0200 Subject: 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 --- .../classes/com/jogamp/opengl/util/FBObject.java | 483 --------------------- 1 file changed, 483 deletions(-) delete mode 100644 src/jogl/classes/com/jogamp/opengl/util/FBObject.java (limited to 'src/jogl/classes/com/jogamp/opengl/util/FBObject.java') 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. - * - *

Leaves the FBO bound!

- * - * @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. - *

This may be done as many times as many color attachments are supported, - * see {@link GL2GL3#GL_MAX_COLOR_ATTACHMENTS}.

- * - *

Assumes a bound FBO

- *

Leaves the FBO bound!

- * - * @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. - *

This may be done as many times as many color attachments are supported, - * see {@link GL2GL3#GL_MAX_COLOR_ATTACHMENTS}.

- * - *

Assumes a bound FBO

- *

Leaves the FBO bound!

- * - * @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. - *

This may be done only one time.

- * - *

Assumes a bound FBO

- *

Leaves the FBO bound!

- * @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. - *

This may be done only one time.

- * - *

Assumes a bound FBO

- *

Leaves the FBO bound!

- * @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 - *

In case you have attached more than one color buffer, - * you may want to setup {@link GL2GL3#glDrawBuffers(int, int[], int)}.

- * @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. - * - *

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)}.

- * @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); - } - } -} -- cgit v1.2.3