Project

General

Profile

Download (14.3 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / main / DistortedFramebuffer.java @ 178983f4

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski  leszek@koltunski.pl                                          //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// This library is free software; you can redistribute it and/or                                 //
7
// modify it under the terms of the GNU Lesser General Public                                    //
8
// License as published by the Free Software Foundation; either                                  //
9
// version 2.1 of the License, or (at your option) any later version.                            //
10
//                                                                                               //
11
// This library is distributed in the hope that it will be useful,                               //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                             //
14
// Lesser General Public License for more details.                                               //
15
//                                                                                               //
16
// You should have received a copy of the GNU Lesser General Public                              //
17
// License along with this library; if not, write to the Free Software                           //
18
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA                //
19
///////////////////////////////////////////////////////////////////////////////////////////////////
20

    
21
package org.distorted.library.main;
22

    
23
import android.opengl.GLES30;
24
import android.util.Log;
25

    
26
///////////////////////////////////////////////////////////////////////////////////////////////////
27
/**
28
 * Class which represents a OpenGL Framebuffer object.
29
 * <p>
30
 * User is able to create offscreen FBOs and both a) render to them b) use their COLOR0 attachment as
31
 * an input texture. Attaching Depths and/or Stencils is also possible.
32
 */
33
public class DistortedFramebuffer extends InternalOutputSurface
34
  {
35

    
36
///////////////////////////////////////////////////////////////////////////////////////////////////
37
// Must be called from a thread holding OpenGL Context
38

    
39
  void create()
40
    {
41
    if( mNumFBOs==DistortedLibrary.WAIT_FOR_FBO_QUEUE_SIZE )
42
      {
43
      // only now we know how many FBOs there should be
44
      mNumFBOs = DistortedLibrary.getQueueSize();
45
      allocateColor();
46
      allocateStuffDependantOnNumFBOS();
47
      }
48

    
49
    //////////////////////////////////////////////////////////////
50
    // COLOR
51

    
52
    if( mColorCreated==NOT_CREATED_YET )
53
      {
54
      GLES30.glGenTextures( mNumFBOs*mNumColors, mColorH, 0);
55
      GLES30.glGenFramebuffers(mNumFBOs, mFBOH, 0);
56

    
57
      for(int i=0; i<mNumFBOs; i++)
58
        {
59
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
60

    
61
        for(int j=0; j<mNumColors; j++)
62
          {
63
          GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors+j]);
64
          GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
65
          GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
66
          GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
67
          GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
68
          GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mRealWidth, mRealHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
69
          }
70

    
71
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors], 0);
72
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
73
        }
74

    
75
      // TODO
76
      mColorCreated = checkStatus("color");
77
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
78
      }
79

    
80
    //////////////////////////////////////////////////////////////
81
    // DEPTH / STENCIL
82

    
83
    if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment
84
      {
85
      GLES30.glGenTextures(mNumFBOs, mDepthStencilH, 0);
86

    
87
      for(int i=0; i<mNumFBOs; i++)
88
        {
89
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[i]);
90
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
91
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
92
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
93
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
94

    
95
        if (mDepthStencil == DEPTH_NO_STENCIL)
96
          {
97
          GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null);
98
          }
99
        else if (mDepthStencil == BOTH_DEPTH_STENCIL)
100
          {
101
          GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_INT_24_8, null);
102
          }
103
        }
104
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
105

    
106
      for(int i=0; i<mNumFBOs; i++)
107
        {
108
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
109

    
110
        if (mDepthStencil == DEPTH_NO_STENCIL)
111
          {
112
          GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
113
          }
114
        else if (mDepthStencil == BOTH_DEPTH_STENCIL)
115
          {
116
          GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
117
          }
118
        }
119

    
120
      // TODO
121
      mDepthStencilCreated = checkStatus("depth");
122
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
123
      }
124

    
125
    //////////////////////////////////////////////////////////////
126
    // DETACH
127

    
128
    // TODO
129
    if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment.
130
      {
131
      // OpenGL ES 3.0.5 spec, chapter 4.4.2.4 :
132
      // "Note that the texture image is specifically not detached from any other framebuffer objects.
133
      //  Detaching the texture image from any other framebuffer objects is the responsibility of the application."
134

    
135
      for(int i=0; i<mNumFBOs; i++)
136
        {
137
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
138
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
139
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
140
        mDepthStencilH[i]=0;
141
        }
142

    
143
      GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
144
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
145
      }
146
    }
147

    
148
///////////////////////////////////////////////////////////////////////////////////////////////////
149
// TODO
150

    
151
  private int checkStatus(String message)
152
    {
153
    int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER);
154

    
155
    if(status != GLES30.GL_FRAMEBUFFER_COMPLETE)
156
      {
157
      Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
158

    
159
      GLES30.glDeleteTextures(1, mColorH, 0);
160
      GLES30.glDeleteTextures(1, mDepthStencilH, 0);
161
      GLES30.glDeleteFramebuffers(1, mFBOH, 0);
162
      mFBOH[0]= 0;
163

    
164
      return FAILED_TO_CREATE;
165
      }
166

    
167
    return CREATED;
168
    }
169

    
170
///////////////////////////////////////////////////////////////////////////////////////////////////
171
// Must be called from a thread holding OpenGL Context
172

    
173
  void delete()
174
    {
175
    if( mColorH[0]>0 )
176
      {
177
      GLES30.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0);
178
      mColorCreated = NOT_CREATED_YET;
179

    
180
      for(int i=0; i<mNumFBOs*mNumColors; i++) mColorH[i] = 0;
181
      }
182

    
183
    if( mDepthStencilH[0]>0 )
184
      {
185
      GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
186
      mDepthStencilCreated = NOT_CREATED_YET;
187

    
188
      for(int i=0; i<mNumFBOs; i++) mDepthStencilH[i] = 0;
189
      }
190

    
191
    if( mNumFBOs>0 && mFBOH[0]>0 )
192
      {
193
      GLES30.glDeleteFramebuffers(mNumFBOs, mFBOH, 0);
194
      }
195

    
196
    for(int i=0; i<mNumFBOs; i++)
197
      {
198
      mFBOH[i] = 0;
199
      }
200
    }
201

    
202
///////////////////////////////////////////////////////////////////////////////////////////////////
203
// called from onDestroy(); mark OpenGL assets as 'not created'
204

    
205
  void recreate()
206
    {
207
    if( mColorCreated!=DONT_CREATE )
208
      {
209
      mColorCreated = NOT_CREATED_YET;
210
      mColorH[0] = 0;
211
      }
212
    if( mDepthStencilCreated!=DONT_CREATE )
213
      {
214
      mDepthStencilCreated = NOT_CREATED_YET;
215
      mDepthStencilH[0] = 0;
216
      }
217
    for(int i=0; i<mNumFBOs; i++)
218
      {
219
      mFBOH[i] = 0;
220
      }
221
    }
222

    
223
///////////////////////////////////////////////////////////////////////////////////////////////////
224

    
225
  boolean setAsInput(int fbo, int texture)
226
    {
227
    if( texture>=0 && texture<mNumColors && fbo>=0 && fbo<mNumFBOs && mColorH[mNumColors*fbo + texture]>0 )
228
      {
229
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
230
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]);
231
      return true;
232
      }
233

    
234
    return false;
235
    }
236

    
237
///////////////////////////////////////////////////////////////////////////////////////////////////
238
// create a multi-framebuffer (1 object containing multiple FBOs)
239

    
240
  DistortedFramebuffer(int numfbos, int numcolors, int depthStencil, int type, int storage, int width, int height)
241
    {
242
    super(width,height,NOT_CREATED_YET,numfbos,numcolors,depthStencil,NOT_CREATED_YET, type, storage);
243
    markForCreation();
244
    }
245

    
246
///////////////////////////////////////////////////////////////////////////////////////////////////
247
// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information
248
// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using
249
// inside a Tree of DistortedNodes (TREE)
250
// SYSTEM surfaces do not get removed in onDestroy().
251

    
252
  DistortedFramebuffer(int numcolors, int depthStencil, int type, int width, int height)
253
    {
254
    this(1,numcolors,depthStencil,type,STORAGE_PRIVATE,width,height);
255
    }
256

    
257
///////////////////////////////////////////////////////////////////////////////////////////////////
258
// PUBLIC API
259
///////////////////////////////////////////////////////////////////////////////////////////////////
260
/**
261
 * Create new offscreen Framebuffer with configurable number of COLOR, DEPTH and STENCIL attachments.
262
 *
263
 * @param width        Width of all the COLOR attachments.
264
 * @param height       Height of all the COLOR attachments.
265
 * @param numcolors    How many COLOR attachments to create?
266
 * @param depthStencil Add DEPTH or STENCIL attachment?
267
 *                     Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
268
 */
269
  @SuppressWarnings("unused")
270
  public DistortedFramebuffer(int width, int height, int numcolors, int depthStencil)
271
    {
272
    this(1,numcolors,depthStencil,TYPE_USER,STORAGE_PRIVATE,width,height);
273
    }
274

    
275
///////////////////////////////////////////////////////////////////////////////////////////////////
276
/**
277
 * Bind the underlying rectangle of pixels as a OpenGL Texture.
278
 *
279
 * @param texture The Texture number to bind (and thus read from).
280
 * @return <code>true</code> if successful.
281
 */
282
  public boolean setAsInput(int texture)
283
    {
284
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
285
      {
286
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
287
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture]);
288
      return true;
289
      }
290

    
291
    return false;
292
    }
293

    
294
///////////////////////////////////////////////////////////////////////////////////////////////////
295
  /**
296
   * Attach the texture'th Texture to COLOR0 attachment.
297
   *
298
   * @param texture The Texture number to attach (and subsequently use to render to)
299
   */
300
  public void bindForOutput(int texture)
301
    {
302
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
303
      {
304
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture], 0);
305
      }
306
    }
307

    
308
///////////////////////////////////////////////////////////////////////////////////////////////////
309
/**
310
 * Enable.disable DEPTH and STENCIL buffers.
311
 *
312
 * @param depthStencil Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
313
 */
314
  public void enableDepthStencil(int depthStencil)
315
    {
316
    if( depthStencil != mDepthStencil )
317
      {
318
      mDepthStencil = depthStencil;
319

    
320
      if( depthStencil!= NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE )
321
        {
322
        mDepthStencilCreated = NOT_CREATED_YET;
323
        markForCreation();
324
        }
325
      if( depthStencil== NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE )
326
        {
327
        mDepthStencilCreated = DONT_CREATE;
328
        markForCreation();
329
        }
330
      }
331
    }
332

    
333
///////////////////////////////////////////////////////////////////////////////////////////////////
334
/**
335
 * Return the ID of the Texture (COLOR attachment 0) that's backing this FBO.
336
 * <p>
337
 * Catch: this will only work if the library has had time to actually create the texture. Remember
338
 * that the texture gets created only on first render, thus creating a Texture object and immediately
339
 * calling this method will return an invalid (negative) result.
340
 *
341
 * @return If there was not a single render between creation of the Object and calling this method on
342
 *         it, return a negative value. Otherwise, return ID of COLOR attachment 0.
343
 */
344
  public int getTextureID()
345
    {
346
    return mColorH[0];
347
    }
348

    
349
///////////////////////////////////////////////////////////////////////////////////////////////////
350
/**
351
 * Bind one of the underlying FBOs to GL_READ_FRAMEBUFFER.
352
 * Useful for a subsequent glReadBuffer / glReadPixels.
353
 *
354
 * @param fbo which of the underlying FBOs to bind.
355
 * @return <code>true</code> if successful.
356
 */
357
  public boolean setAsReadFramebuffer(int fbo)
358
    {
359
    if( fbo>=0 && fbo<mNumFBOs )
360
      {
361
      GLES30.glBindFramebuffer(GLES30.GL_READ_FRAMEBUFFER, mFBOH[fbo]);
362
      return true;
363
      }
364

    
365
    return false;
366
    }
367
  }
(2-2/17)