Project

General

Profile

Download (13.4 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / main / DistortedFramebuffer.java @ 5f35f1cb

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted 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                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.library.main;
21

    
22
import android.opengl.GLES30;
23
import android.util.Log;
24

    
25
///////////////////////////////////////////////////////////////////////////////////////////////////
26
/**
27
 * Class which represents a OpenGL Framebuffer object.
28
 * <p>
29
 * User is able to create offscreen FBOs and both a) render to them b) use their COLOR0 attachment as
30
 * an input texture. Attaching Depths and/or Stencils is also possible.
31
 */
32
public class DistortedFramebuffer extends InternalOutputSurface
33
  {
34

    
35
///////////////////////////////////////////////////////////////////////////////////////////////////
36
// Must be called from a thread holding OpenGL Context
37

    
38
  void create()
39
    {
40
    if( mNumFBOs==DistortedLibrary.WAIT_FOR_FBO_QUEUE_SIZE )
41
      {
42
      // only now we know how many FBOs there should be
43
      mNumFBOs = DistortedLibrary.getQueueSize();
44
      allocateColor();
45
      allocateStuffDependantOnNumFBOS();
46
      }
47

    
48
    //////////////////////////////////////////////////////////////
49
    // COLOR
50

    
51
    if( mColorCreated==NOT_CREATED_YET )
52
      {
53
      GLES30.glGenTextures( mNumFBOs*mNumColors, mColorH, 0);
54
      GLES30.glGenFramebuffers(mNumFBOs, mFBOH, 0);
55

    
56
      for(int i=0; i<mNumFBOs; i++)
57
        {
58
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
59

    
60
        for(int j=0; j<mNumColors; j++)
61
          {
62
          GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors+j]);
63
          GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
64
          GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
65
          GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
66
          GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
67
          GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mRealWidth, mRealHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
68
          }
69

    
70
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors], 0);
71
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
72
        }
73

    
74
      // TODO
75
      mColorCreated = checkStatus("color");
76
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
77
      }
78

    
79
    //////////////////////////////////////////////////////////////
80
    // DEPTH / STENCIL
81

    
82
    if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment
83
      {
84
      GLES30.glGenTextures(mNumFBOs, mDepthStencilH, 0);
85

    
86
      for(int i=0; i<mNumFBOs; i++)
87
        {
88
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[i]);
89
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
90
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
91
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
92
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
93

    
94
        if (mDepthStencil == DEPTH_NO_STENCIL)
95
          {
96
          GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null);
97
          }
98
        else if (mDepthStencil == BOTH_DEPTH_STENCIL)
99
          {
100
          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);
101
          }
102
        }
103
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
104

    
105
      for(int i=0; i<mNumFBOs; i++)
106
        {
107
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
108

    
109
        if (mDepthStencil == DEPTH_NO_STENCIL)
110
          {
111
          GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
112
          }
113
        else if (mDepthStencil == BOTH_DEPTH_STENCIL)
114
          {
115
          GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
116
          }
117
        }
118

    
119
      // TODO
120
      mDepthStencilCreated = checkStatus("depth");
121
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
122
      }
123

    
124
    //////////////////////////////////////////////////////////////
125
    // DETACH
126

    
127
    // TODO
128
    if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment.
129
      {
130
      // OpenGL ES 3.0.5 spec, chapter 4.4.2.4 :
131
      // "Note that the texture image is specifically not detached from any other framebuffer objects.
132
      //  Detaching the texture image from any other framebuffer objects is the responsibility of the application."
133

    
134
      for(int i=0; i<mNumFBOs; i++)
135
        {
136
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
137
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
138
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
139
        mDepthStencilH[i]=0;
140
        }
141

    
142
      GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
143
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
144
      }
145
    }
146

    
147
///////////////////////////////////////////////////////////////////////////////////////////////////
148
// TODO
149

    
150
  private int checkStatus(String message)
151
    {
152
    int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER);
153

    
154
    if(status != GLES30.GL_FRAMEBUFFER_COMPLETE)
155
      {
156
      Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
157

    
158
      GLES30.glDeleteTextures(1, mColorH, 0);
159
      GLES30.glDeleteTextures(1, mDepthStencilH, 0);
160
      GLES30.glDeleteFramebuffers(1, mFBOH, 0);
161
      mFBOH[0]= 0;
162

    
163
      return FAILED_TO_CREATE;
164
      }
165

    
166
    return CREATED;
167
    }
168

    
169
///////////////////////////////////////////////////////////////////////////////////////////////////
170
// Must be called from a thread holding OpenGL Context
171

    
172
  void delete()
173
    {
174
    if( mColorH[0]>0 )
175
      {
176
      GLES30.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0);
177
      mColorCreated = NOT_CREATED_YET;
178

    
179
      for(int i=0; i<mNumFBOs*mNumColors; i++) mColorH[i] = 0;
180
      }
181

    
182
    if( mDepthStencilH[0]>0 )
183
      {
184
      GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
185
      mDepthStencilCreated = NOT_CREATED_YET;
186

    
187
      for(int i=0; i<mNumFBOs; i++) mDepthStencilH[i] = 0;
188
      }
189

    
190
    GLES30.glDeleteFramebuffers(mNumFBOs, mFBOH, 0);
191
    for(int i=0; i<mNumFBOs; i++) mFBOH[i] = 0;
192
    }
193

    
194
///////////////////////////////////////////////////////////////////////////////////////////////////
195
// called from onDestroy(); mark OpenGL assets as 'not created'
196

    
197
  void recreate()
198
    {
199
    if( mColorCreated!=DONT_CREATE )
200
      {
201
      mColorCreated = NOT_CREATED_YET;
202
      mColorH[0] = 0;
203
      }
204
    if( mDepthStencilCreated!=DONT_CREATE )
205
      {
206
      mDepthStencilCreated = NOT_CREATED_YET;
207
      mDepthStencilH[0] = 0;
208
      }
209
    }
210

    
211
///////////////////////////////////////////////////////////////////////////////////////////////////
212

    
213
  boolean setAsInput(int fbo, int texture)
214
    {
215
    if( texture>=0 && texture<mNumColors && fbo>=0 && fbo<mNumFBOs && mColorH[mNumColors*fbo + texture]>0 )
216
      {
217
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
218
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]);
219
      return true;
220
      }
221

    
222
    return false;
223
    }
224

    
225
///////////////////////////////////////////////////////////////////////////////////////////////////
226
// create a multi-framebuffer (1 object containing multiple FBOs)
227

    
228
  DistortedFramebuffer(int numfbos, int numcolors, int depthStencil, int type, int width, int height)
229
    {
230
    super(width,height,NOT_CREATED_YET,numfbos,numcolors,depthStencil,NOT_CREATED_YET, type);
231
    markForCreation();
232
    }
233

    
234
///////////////////////////////////////////////////////////////////////////////////////////////////
235
// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information
236
// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using
237
// inside a Tree of DistortedNodes (TREE)
238
// SYSTEM surfaces do not get removed in onDestroy().
239

    
240
  DistortedFramebuffer(int numcolors, int depthStencil, int type, int width, int height)
241
    {
242
    this(1,numcolors,depthStencil,type,width,height);
243
    }
244

    
245
///////////////////////////////////////////////////////////////////////////////////////////////////
246
// PUBLIC API
247
///////////////////////////////////////////////////////////////////////////////////////////////////
248
/**
249
 * Create new offscreen Framebuffer with configurable number of COLOR, DEPTH and STENCIL attachments.
250
 *
251
 * @param width        Width of all the COLOR attachments.
252
 * @param height       Height of all the COLOR attachments.
253
 * @param numcolors    How many COLOR attachments to create?
254
 * @param depthStencil Add DEPTH or STENCIL attachment?
255
 *                     Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
256
 */
257
  @SuppressWarnings("unused")
258
  public DistortedFramebuffer(int width, int height, int numcolors, int depthStencil)
259
    {
260
    this(1,numcolors,depthStencil,TYPE_USER,width,height);
261
    }
262

    
263
///////////////////////////////////////////////////////////////////////////////////////////////////
264
/**
265
 * Bind the underlying rectangle of pixels as a OpenGL Texture.
266
 *
267
 * @param texture The Texture number to bind (and thus read from).
268
 * @return <code>true</code> if successful.
269
 */
270
  public boolean setAsInput(int texture)
271
    {
272
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
273
      {
274
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
275
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture]);
276
      return true;
277
      }
278

    
279
    return false;
280
    }
281

    
282
///////////////////////////////////////////////////////////////////////////////////////////////////
283
  /**
284
   * Attach the texture'th Texture to COLOR0 attachment.
285
   *
286
   * @param texture The Texture number to attach (and subsequently use to render to)
287
   */
288
  public void bindForOutput(int texture)
289
    {
290
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
291
      {
292
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture], 0);
293
      }
294
    }
295

    
296
///////////////////////////////////////////////////////////////////////////////////////////////////
297
/**
298
 * Enable.disable DEPTH and STENCIL buffers.
299
 *
300
 * @param depthStencil Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
301
 */
302
  public void enableDepthStencil(int depthStencil)
303
    {
304
    if( depthStencil != mDepthStencil )
305
      {
306
      mDepthStencil = depthStencil;
307

    
308
      if( depthStencil!= NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE )
309
        {
310
        mDepthStencilCreated = NOT_CREATED_YET;
311
        markForCreation();
312
        }
313
      if( depthStencil== NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE )
314
        {
315
        mDepthStencilCreated = DONT_CREATE;
316
        markForCreation();
317
        }
318
      }
319
    }
320

    
321
///////////////////////////////////////////////////////////////////////////////////////////////////
322
/**
323
 * Return the ID of the Texture (COLOR attachment 0) that's backing this FBO.
324
 * <p>
325
 * Catch: this will only work if the library has had time to actually create the texture. Remember
326
 * that the texture gets created only on first render, thus creating a Texture object and immediately
327
 * calling this method will return an invalid (negative) result.
328
 *
329
 * @return If there was not a single render between creation of the Object and calling this method on
330
 *         it, return a negative value. Otherwise, return ID of COLOR attachment 0.
331
 */
332
  public int getTextureID()
333
    {
334
    return mColorH[0];
335
    }
336
  }
(2-2/14)