Project

General

Profile

Download (9.13 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / DistortedFramebuffer.java @ 63b6561a

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;
21

    
22
import android.opengl.GLES30;
23

    
24
///////////////////////////////////////////////////////////////////////////////////////////////////
25
/**
26
 * Class which represents a OpenGL Framebuffer object.
27
 * <p>
28
 * User is able to create offscreen FBOs and both a) render to them b) use their COLOR0 attachment as
29
 * an input texture.
30
 */
31
public class DistortedFramebuffer extends DistortedOutputSurface implements DistortedInputSurface
32
  {
33

    
34
///////////////////////////////////////////////////////////////////////////////////////////////////
35
// Must be called from a thread holding OpenGL Context
36
// Watch out - this has the side-effect of binding a Texture and a Framebuffer!
37

    
38
  void create()
39
    {
40
    if( mColorH[0]==NOT_CREATED_YET )
41
      {
42
      GLES30.glGenTextures(1, mColorH, 0);
43
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
44
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
45
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
46
      GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
47
      GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
48
      GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mSizeX, mSizeY, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
49

    
50
      GLES30.glGenFramebuffers(1, mFBOH, 0);
51
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
52
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[0], 0);
53

    
54
      checkStatus("color");
55
      }
56
    if( mDepthEnabled && mDepthH[0]==NOT_CREATED_YET ) // we need to create a new DEPTH attachment
57
      {
58
      GLES30.glGenTextures(1, mDepthH, 0);
59
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthH[0]);
60
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
61
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
62
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
63
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
64
      GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mSizeX, mSizeY, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_SHORT, null);
65

    
66
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
67
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthH[0], 0);
68

    
69
      checkStatus("depth");
70
      }
71
    if( !mDepthEnabled && mDepthH[0]!=NOT_CREATED_YET ) // we need to detach and recreate the DEPTH attachment.
72
      {
73
      GLES30.glDeleteTextures(1, mDepthH, 0);
74
      mDepthH[0]=NOT_CREATED_YET;
75
      }
76
    }
77

    
78
///////////////////////////////////////////////////////////////////////////////////////////////////
79

    
80
  private boolean checkStatus(String message)
81
    {
82
    int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER);
83

    
84
    if(status != GLES30.GL_FRAMEBUFFER_COMPLETE)
85
      {
86
      android.util.Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
87

    
88
      GLES30.glDeleteTextures(1, mColorH, 0);
89
      GLES30.glDeleteTextures(1, mDepthH, 0);
90
      GLES30.glDeleteFramebuffers(1, mFBOH, 0);
91
      mFBOH[0]   = 0;
92
      mColorH[0] = FAILED_TO_CREATE;
93
      mDepthH[0] = FAILED_TO_CREATE;
94

    
95
      return false;
96
      }
97

    
98
    return true;
99
    }
100

    
101
///////////////////////////////////////////////////////////////////////////////////////////////////
102
// Must be called from a thread holding OpenGL Context
103

    
104
  void delete()
105
    {
106
    if( mColorH[0]>=0 )
107
      {
108
      if( mDepthH[0]>=0 )
109
        {
110
        GLES30.glDeleteTextures(1, mDepthH, 0);
111
        mDepthH[0]=NOT_CREATED_YET;
112
        }
113

    
114
      GLES30.glDeleteTextures(1, mColorH, 0);
115
      mColorH[0] = NOT_CREATED_YET;
116

    
117
      GLES30.glDeleteFramebuffers(1, mFBOH, 0);
118
      mFBOH[0] = 0;
119
      }
120
    }
121

    
122
///////////////////////////////////////////////////////////////////////////////////////////////////
123
// called from onDestroy(); mark OpenGL assets as 'not created'
124

    
125
  void recreate()
126
    {
127
    if( mColorH[0]!=DONT_CREATE ) mColorH[0] = NOT_CREATED_YET;
128
    if( mDepthEnabled           ) mDepthH[0] = NOT_CREATED_YET;
129
    }
130

    
131
///////////////////////////////////////////////////////////////////////////////////////////////////
132
// if new size fits into the size of the underlying Texture, just change the projection without
133
// reallocating the Texture. Otherwise, we need to reallocate.
134
//
135
// Must be called from a thread holding the OpenGL context.
136

    
137
  void resizeFast(int width, int height)
138
    {
139
    if( mWidth!=width || mHeight!=height )
140
      {
141
      mWidth = width;
142
      mHeight= height;
143
      createProjection();
144

    
145
      if( width> mSizeX || height> mSizeY)
146
        {
147
        mSizeX = width;
148
        mSizeY = height;
149
        delete();
150
        }
151
      }
152

    
153
    create();
154
    }
155

    
156
///////////////////////////////////////////////////////////////////////////////////////////////////
157
// create 'system' Framebuffers, i.e. those that are used internally by the library.
158
// Those do not get removed in onDestroy();
159

    
160
  DistortedFramebuffer(boolean depthEnabled, int width, int height)
161
    {
162
    super(width,height,NOT_CREATED_YET,NOT_CREATED_YET,true, depthEnabled);
163
    }
164

    
165
///////////////////////////////////////////////////////////////////////////////////////////////////
166
// PUBLIC API
167
///////////////////////////////////////////////////////////////////////////////////////////////////
168
/**
169
 * Create a new offscreen Framebuffer.
170
 *
171
 * @param width Width of the COLOR attachment.
172
 * @param height Height of the COLOR attachment.
173
 * @param depthEnabled Add DEPTH attachment?
174
 */
175
  @SuppressWarnings("unused")
176
  public DistortedFramebuffer(int width, int height, boolean depthEnabled)
177
    {
178
    super(width,height,NOT_CREATED_YET,NOT_CREATED_YET,false, depthEnabled);
179
    }
180

    
181
///////////////////////////////////////////////////////////////////////////////////////////////////
182

    
183
/**
184
 * Create a new offscreen Framebuffer.
185
 *
186
 * @param width Width of the COLOR attachment.
187
 * @param height Height of the COLOR attachment.
188
 */
189
  @SuppressWarnings("unused")
190
  public DistortedFramebuffer(int width, int height)
191
    {
192
    super(width,height,NOT_CREATED_YET,NOT_CREATED_YET,false,false);
193
    }
194

    
195
///////////////////////////////////////////////////////////////////////////////////////////////////
196
/**
197
 * Bind the underlying rectangle of pixels as a OpenGL Texture.
198
 *
199
 * @return <code>true</code> if successful.
200
 */
201
  public boolean setAsInput()
202
    {
203
    if( mColorH[0]>0 )
204
      {
205
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
206
      return true;
207
      }
208

    
209
    return false;
210
    }
211

    
212
///////////////////////////////////////////////////////////////////////////////////////////////////
213
/**
214
 * Return the ID of the Texture (COLOR attachment 0) that's backing this FBO.
215
 * <p>
216
 * Catch: this will only work if the library has had time to actually create the texture. Remember
217
 * that the texture gets created only on first render, thus creating a Texture object and immediately
218
 * calling this method will return an invalid (negative) result.
219
 *
220
 * @return If there was not a single render between creation of the Object and calling this method on
221
 *         it, return a negative value. Otherwise, return ID of COLOR attachment 0.
222
 */
223
  public int getTextureID()
224
    {
225
    return mColorH[0];
226
    }
227
  }
(5-5/22)