Project

General

Profile

Download (13.2 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / main / DistortedFramebuffer.java @ 7a5e538a

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.GLES31;
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. Attaching Depths and/or Stencils is also possible.
30
 */
31
public class DistortedFramebuffer extends DistortedOutputSurface
32
  {
33

    
34
///////////////////////////////////////////////////////////////////////////////////////////////////
35
// Must be called from a thread holding OpenGL Context
36

    
37
  void create()
38
    {
39
    //////////////////////////////////////////////////////////////
40
    // COLOR
41

    
42
    if( mColorCreated==NOT_CREATED_YET )
43
      {
44
      GLES31.glGenTextures( mNumFBOs*mNumColors, mColorH, 0);
45
      GLES31.glGenFramebuffers(mNumFBOs, mFBOH, 0);
46

    
47
      for(int i=0; i<mNumFBOs; i++)
48
        {
49
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[i]);
50

    
51
        for(int j=0; j<mNumColors; j++)
52
          {
53
          GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[i*mNumColors+j]);
54
          GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT);
55
          GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT);
56
          GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST);
57
          GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_LINEAR);
58
          GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_RGBA, mRealWidth, mRealHeight, 0, GLES31.GL_RGBA, GLES31.GL_UNSIGNED_BYTE, null);
59
          }
60

    
61
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[i*mNumColors], 0);
62
        GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
63
        }
64

    
65
      // TODO
66
      mColorCreated = checkStatus("color");
67
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
68
      }
69

    
70
    //////////////////////////////////////////////////////////////
71
    // DEPTH / STENCIL
72

    
73
    if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment
74
      {
75
      GLES31.glGenTextures(mNumFBOs, mDepthStencilH, 0);
76

    
77
      for(int i=0; i<mNumFBOs; i++)
78
        {
79
        GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[i]);
80
        GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT);
81
        GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT);
82
        GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST);
83
        GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_NEAREST);
84

    
85
        if (mDepthStencil == DEPTH_NO_STENCIL)
86
          {
87
          GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES31.GL_DEPTH_COMPONENT, GLES31.GL_UNSIGNED_INT, null);
88
          }
89
        else if (mDepthStencil == BOTH_DEPTH_STENCIL)
90
          {
91
          GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES31.GL_DEPTH_STENCIL, GLES31.GL_UNSIGNED_INT_24_8, null);
92
          }
93
        }
94
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
95

    
96
      for(int i=0; i<mNumFBOs; i++)
97
        {
98
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[i]);
99

    
100
        if (mDepthStencil == DEPTH_NO_STENCIL)
101
          {
102
          GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[i], 0);
103
          }
104
        else if (mDepthStencil == BOTH_DEPTH_STENCIL)
105
          {
106
          GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[i], 0);
107
          }
108
        }
109

    
110
      // TODO
111
      mDepthStencilCreated = checkStatus("depth");
112
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
113
      }
114

    
115
    //////////////////////////////////////////////////////////////
116
    // DETACH
117

    
118
    // TODO
119
    if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment.
120
      {
121
      // OpenGL ES 3.0.5 spec, chapter 4.4.2.4 :
122
      // "Note that the texture image is specifically not detached from any other framebuffer objects.
123
      //  Detaching the texture image from any other framebuffer objects is the responsibility of the application."
124

    
125
      for(int i=0; i<mNumFBOs; i++)
126
        {
127
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[i]);
128
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
129
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
130
        mDepthStencilH[i]=0;
131
        }
132

    
133
      GLES31.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
134
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
135
      }
136
    }
137

    
138
///////////////////////////////////////////////////////////////////////////////////////////////////
139
// TODO
140

    
141
  private int checkStatus(String message)
142
    {
143
    int status = GLES31.glCheckFramebufferStatus(GLES31.GL_FRAMEBUFFER);
144

    
145
    if(status != GLES31.GL_FRAMEBUFFER_COMPLETE)
146
      {
147
      android.util.Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
148

    
149
      GLES31.glDeleteTextures(1, mColorH, 0);
150
      GLES31.glDeleteTextures(1, mDepthStencilH, 0);
151
      GLES31.glDeleteFramebuffers(1, mFBOH, 0);
152
      mFBOH[0]= 0;
153

    
154
      return FAILED_TO_CREATE;
155
      }
156

    
157
    return CREATED;
158
    }
159

    
160
///////////////////////////////////////////////////////////////////////////////////////////////////
161
// Must be called from a thread holding OpenGL Context
162

    
163
  void delete()
164
    {
165
    if( mColorH[0]>0 )
166
      {
167
      GLES31.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0);
168
      mColorCreated = NOT_CREATED_YET;
169

    
170
      for(int i=0; i<mNumFBOs*mNumColors; i++) mColorH[i] = 0;
171
      }
172

    
173
    if( mDepthStencilH[0]>0 )
174
      {
175
      GLES31.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
176
      mDepthStencilCreated = NOT_CREATED_YET;
177

    
178
      for(int i=0; i<mNumFBOs; i++) mDepthStencilH[i] = 0;
179
      }
180

    
181
    GLES31.glDeleteFramebuffers(mNumFBOs, mFBOH, 0);
182
    for(int i=0; i<mNumFBOs; i++) mFBOH[i] = 0;
183
    }
184

    
185
///////////////////////////////////////////////////////////////////////////////////////////////////
186
// called from onDestroy(); mark OpenGL assets as 'not created'
187

    
188
  void recreate()
189
    {
190
    if( mColorCreated!=DONT_CREATE )
191
      {
192
      mColorCreated = NOT_CREATED_YET;
193
      mColorH[0] = 0;
194
      }
195
    if( mDepthStencilCreated!=DONT_CREATE )
196
      {
197
      mDepthStencilCreated = NOT_CREATED_YET;
198
      mDepthStencilH[0] = 0;
199
      }
200
    }
201

    
202
///////////////////////////////////////////////////////////////////////////////////////////////////
203

    
204
  boolean setAsInput(int fbo, int texture)
205
    {
206
    if( texture>=0 && texture<mNumColors && fbo>=0 && fbo<mNumFBOs && mColorH[mNumColors*fbo + texture]>0 )
207
      {
208
      GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
209
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]);
210
      return true;
211
      }
212

    
213
    return false;
214
    }
215

    
216
///////////////////////////////////////////////////////////////////////////////////////////////////
217
// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information
218
// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using
219
// inside a Tree of DistortedNodes (TREE)
220
// SYSTEM surfaces do not get removed in onDestroy().
221

    
222
  DistortedFramebuffer(int numcolors, int depthStencil, int type, int width, int height)
223
    {
224
    super(width,height,NOT_CREATED_YET,1,numcolors,depthStencil,NOT_CREATED_YET, type);
225
    }
226

    
227
///////////////////////////////////////////////////////////////////////////////////////////////////
228
// create a multi-framebuffer (1 object containing multiple FBOs)
229

    
230
  DistortedFramebuffer(int numfbos, int numcolors, int depthStencil, int type, int width, int height)
231
    {
232
    super(width,height,NOT_CREATED_YET,numfbos,numcolors,depthStencil,NOT_CREATED_YET, type);
233
    }
234

    
235
///////////////////////////////////////////////////////////////////////////////////////////////////
236
// PUBLIC API
237
///////////////////////////////////////////////////////////////////////////////////////////////////
238
/**
239
 * Create new offscreen Framebuffer with configurable number of COLOR, DEPTH and STENCIL attachments.
240
 *
241
 * @param width        Width of all the COLOR attachments.
242
 * @param height       Height of all the COLOR attachments.
243
 * @param numcolors    How many COLOR attachments to create?
244
 * @param depthStencil Add DEPTH or STENCIL attachment?
245
 *                     Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
246
 */
247
  @SuppressWarnings("unused")
248
  public DistortedFramebuffer(int width, int height, int numcolors, int depthStencil)
249
    {
250
    super(width,height,NOT_CREATED_YET,1,numcolors,depthStencil,NOT_CREATED_YET,TYPE_USER);
251
    }
252

    
253
///////////////////////////////////////////////////////////////////////////////////////////////////
254
/**
255
 * Bind the underlying rectangle of pixels as a OpenGL Texture.
256
 *
257
 * @param texture The Texture number to bind (and thus read from).
258
 * @return <code>true</code> if successful.
259
 */
260
  public boolean setAsInput(int texture)
261
    {
262
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
263
      {
264
      GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
265
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture]);
266
      return true;
267
      }
268

    
269
    return false;
270
    }
271

    
272
///////////////////////////////////////////////////////////////////////////////////////////////////
273
  /**
274
   * Attach the texture'th Texture to COLOR0 attachment.
275
   *
276
   * @param texture The Texture number to attach (and subsequently use to render to)
277
   */
278
  public void bindForOutput(int texture)
279
    {
280
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
281
      {
282
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture], 0);
283
      }
284
    }
285

    
286
///////////////////////////////////////////////////////////////////////////////////////////////////
287
/**
288
 * Enable.disable DEPTH and STENCIL buffers.
289
 *
290
 * @param depthStencil Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
291
 */
292
  public void enableDepthStencil(int depthStencil)
293
    {
294
    if( depthStencil != mDepthStencil )
295
      {
296
      mDepthStencil = depthStencil;
297

    
298
      if( depthStencil!= NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE )
299
        {
300
        mDepthStencilCreated = NOT_CREATED_YET;
301
        markForCreation();
302
        }
303
      if( depthStencil== NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE )
304
        {
305
        mDepthStencilCreated = DONT_CREATE;
306
        markForCreation();
307
        }
308
      }
309
    }
310

    
311
///////////////////////////////////////////////////////////////////////////////////////////////////
312
/**
313
 * Return the ID of the Texture (COLOR attachment 0) that's backing this FBO.
314
 * <p>
315
 * Catch: this will only work if the library has had time to actually create the texture. Remember
316
 * that the texture gets created only on first render, thus creating a Texture object and immediately
317
 * calling this method will return an invalid (negative) result.
318
 *
319
 * @return If there was not a single render between creation of the Object and calling this method on
320
 *         it, return a negative value. Otherwise, return ID of COLOR attachment 0.
321
 */
322
  public int getTextureID()
323
    {
324
    return mColorH[0];
325
    }
326
  }
(4-4/17)