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f6fb3c6d
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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194ab46f
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Leszek Koltunski
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import android.opengl.GLES30;
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f6fb3c6d
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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dedacd82
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Leszek Koltunski
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/**
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* Class which represents a OpenGL Framebuffer object.
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71c3fecc
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Leszek Koltunski
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* <p>
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c5369f1b
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leszek
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* User is able to create offscreen FBOs and both a) render to them b) use their COLOR0 attachment as
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leszek
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* an input texture. Attaching Depths and/or Stencils is also possible.
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dedacd82
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Leszek Koltunski
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*/
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Leszek Koltunski
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public class DistortedFramebuffer extends DistortedOutputSurface implements DistortedInputSurface
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Leszek Koltunski
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{
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86e99907
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void prepareDebug(long time) {}
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void renderDebug(long time) {}
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f6fb3c6d
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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6537ba91
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Leszek Koltunski
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// Must be called from a thread holding OpenGL Context
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f6fb3c6d
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Leszek Koltunski
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f8377ef8
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leszek
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void create()
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f6fb3c6d
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Leszek Koltunski
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{
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c7da4e65
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leszek
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if( mColorCreated==NOT_CREATED_YET )
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7cf783cb
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Leszek Koltunski
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{
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Leszek Koltunski
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GLES30.glGenTextures( mNumColors, mColorH, 0);
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Leszek Koltunski
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GLES30.glGenFramebuffers(1, mFBOH, 0);
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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for(int i=0; i<mNumColors; i++)
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{
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i]);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
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GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
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GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
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GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mWidth, mHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
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}
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[0], 0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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leszek
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
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dedacd82
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leszek
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mColorCreated = checkStatus("color");
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Leszek Koltunski
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}
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leszek
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if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment
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8c327653
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Leszek Koltunski
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{
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GLES30.glGenTextures(1, mDepthStencilH, 0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[0]);
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194ab46f
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Leszek Koltunski
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
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Leszek Koltunski
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89de975c
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leszek
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if( mDepthStencil==DEPTH_NO_STENCIL )
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65e83759
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Leszek Koltunski
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{
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GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null);
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}
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89de975c
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leszek
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else if( mDepthStencil==BOTH_DEPTH_STENCIL )
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Leszek Koltunski
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{
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GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mWidth, mHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_INT_24_8, null);
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}
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leszek
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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133cbb2b
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Leszek Koltunski
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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8c327653
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Leszek Koltunski
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89de975c
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leszek
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if( mDepthStencil==DEPTH_NO_STENCIL )
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Leszek Koltunski
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{
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leszek
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[0], 0);
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Leszek Koltunski
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}
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89de975c
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leszek
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else if( mDepthStencil==BOTH_DEPTH_STENCIL )
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65e83759
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Leszek Koltunski
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{
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89de975c
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leszek
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[0], 0);
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Leszek Koltunski
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}
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leszek
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
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mDepthStencilCreated = checkStatus("depth");
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8c327653
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Leszek Koltunski
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}
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89de975c
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leszek
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if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment.
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8c327653
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Leszek Koltunski
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{
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89de975c
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leszek
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GLES30.glDeleteTextures(1, mDepthStencilH, 0);
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mDepthStencilH[0]=0;
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8c327653
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Leszek Koltunski
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}
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8337fa41
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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c7da4e65
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leszek
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private int checkStatus(String message)
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8337fa41
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Leszek Koltunski
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{
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194ab46f
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Leszek Koltunski
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int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER);
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8337fa41
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Leszek Koltunski
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194ab46f
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Leszek Koltunski
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if(status != GLES30.GL_FRAMEBUFFER_COMPLETE)
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8337fa41
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Leszek Koltunski
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{
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android.util.Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
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133cbb2b
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Leszek Koltunski
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GLES30.glDeleteTextures(1, mColorH, 0);
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89de975c
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leszek
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GLES30.glDeleteTextures(1, mDepthStencilH, 0);
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133cbb2b
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Leszek Koltunski
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GLES30.glDeleteFramebuffers(1, mFBOH, 0);
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c7da4e65
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leszek
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mFBOH[0]= 0;
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8337fa41
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Leszek Koltunski
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c7da4e65
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leszek
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return FAILED_TO_CREATE;
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8337fa41
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Leszek Koltunski
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}
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8c327653
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Leszek Koltunski
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c7da4e65
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leszek
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return CREATED;
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f6fb3c6d
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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6537ba91
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Leszek Koltunski
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// Must be called from a thread holding OpenGL Context
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f6fb3c6d
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Leszek Koltunski
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227ac49a
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Leszek Koltunski
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void delete()
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f6fb3c6d
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Leszek Koltunski
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{
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c7da4e65
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leszek
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if( mColorH[0]>0 )
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e6cf7d50
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Leszek Koltunski
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{
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133cbb2b
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Leszek Koltunski
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GLES30.glDeleteTextures(1, mColorH, 0);
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c7da4e65
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leszek
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mColorH[0] = 0;
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mColorCreated = NOT_CREATED_YET;
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5b959cc5
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Leszek Koltunski
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}
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bd3da5b2
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Leszek Koltunski
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5b959cc5
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Leszek Koltunski
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if( mDepthStencilH[0]>0 )
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{
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GLES30.glDeleteTextures(1, mDepthStencilH, 0);
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mDepthStencilH[0]=0;
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mDepthStencilCreated = NOT_CREATED_YET;
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e6cf7d50
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Leszek Koltunski
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}
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5b959cc5
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Leszek Koltunski
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GLES30.glDeleteFramebuffers(1, mFBOH, 0);
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mFBOH[0] = 0;
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bd3da5b2
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Leszek Koltunski
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}
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4ebbb17a
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// called from onDestroy(); mark OpenGL assets as 'not created'
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f8377ef8
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leszek
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void recreate()
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154 |
4ebbb17a
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Leszek Koltunski
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{
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155 |
05ecc6fe
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Leszek Koltunski
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if( mColorCreated!=DONT_CREATE )
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{
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mColorCreated = NOT_CREATED_YET;
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mColorH[0] = 0;
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}
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160 |
89de975c
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leszek
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if( mDepthStencilCreated!=DONT_CREATE )
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161 |
05ecc6fe
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Leszek Koltunski
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{
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162 |
89de975c
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leszek
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mDepthStencilCreated = NOT_CREATED_YET;
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mDepthStencilH[0] = 0;
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164 |
05ecc6fe
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Leszek Koltunski
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}
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165 |
4ebbb17a
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Leszek Koltunski
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}
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af27df87
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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09ab7524
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Leszek Koltunski
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// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information
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// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using
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// inside a Tree of DistortedNodes (TREE)
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// SYSTEM surfaces do not get removed in onDestroy().
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af27df87
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leszek
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9ed80185
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Leszek Koltunski
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DistortedFramebuffer(int numcolors, int depthStencil, int type, int width, int height)
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174 |
af27df87
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leszek
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{
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9ed80185
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Leszek Koltunski
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super(width,height,NOT_CREATED_YET,numcolors,depthStencil,NOT_CREATED_YET, type);
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af27df87
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leszek
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}
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f6fb3c6d
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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dedacd82
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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181 |
cdd5e827
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Leszek Koltunski
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/**
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182 |
9ed80185
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Leszek Koltunski
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* Create new offscreen Framebuffer with configurable number of COLOR, DEPTH and STENCIL attachments.
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cdd5e827
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Leszek Koltunski
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*
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184 |
9ed80185
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Leszek Koltunski
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* @param width Width of all the COLOR attachments.
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* @param height Height of all the COLOR attachments.
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* @param numcolors How many COLOR attachments to create?
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89de975c
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leszek
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* @param depthStencil Add DEPTH or STENCIL attachment?
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188 |
23eecbd9
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Leszek Koltunski
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* Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
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189 |
cdd5e827
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Leszek Koltunski
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*/
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@SuppressWarnings("unused")
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191 |
9ed80185
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Leszek Koltunski
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public DistortedFramebuffer(int width, int height, int numcolors, int depthStencil)
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192 |
cdd5e827
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Leszek Koltunski
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{
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193 |
9ed80185
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Leszek Koltunski
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super(width,height,NOT_CREATED_YET,numcolors,depthStencil,NOT_CREATED_YET,TYPE_USER);
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194 |
cdd5e827
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Leszek Koltunski
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}
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133cbb2b
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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198 |
dedacd82
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Leszek Koltunski
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/**
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199 |
9ed80185
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Leszek Koltunski
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* Create new offscreen Framebuffer with COLOR0 attachment only.
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200 |
dedacd82
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Leszek Koltunski
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*
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201 |
9ed80185
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Leszek Koltunski
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* @param width Width of the COLOR0 attachment.
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202 |
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* @param height Height of the COLOR0 attachment.
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203 |
dedacd82
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Leszek Koltunski
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*/
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204 |
1942537e
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Leszek Koltunski
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@SuppressWarnings("unused")
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205 |
ed13a5de
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Leszek Koltunski
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public DistortedFramebuffer(int width, int height)
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206 |
f6fb3c6d
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Leszek Koltunski
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{
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207 |
9ed80185
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Leszek Koltunski
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super(width,height,NOT_CREATED_YET, 1, NO_DEPTH_NO_STENCIL,NOT_CREATED_YET,TYPE_USER);
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f6fb3c6d
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Leszek Koltunski
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}
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209 |
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210 |
b448e6b9
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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211 |
dedacd82
|
Leszek Koltunski
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/**
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212 |
c5369f1b
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leszek
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* Bind the underlying rectangle of pixels as a OpenGL Texture.
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213 |
af4cc5db
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Leszek Koltunski
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*
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a436ccc5
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leszek
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* @return <code>true</code> if successful.
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215 |
dedacd82
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Leszek Koltunski
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*/
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216 |
c5369f1b
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leszek
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public boolean setAsInput()
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217 |
b448e6b9
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Leszek Koltunski
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{
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218 |
c5369f1b
|
leszek
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if( mColorH[0]>0 )
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219 |
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{
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220 |
f2367b75
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Leszek Koltunski
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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221 |
c5369f1b
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leszek
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
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return true;
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}
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return false;
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}
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227 |
2e49718d
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Leszek Koltunski
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228 |
89de975c
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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229 |
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/**
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230 |
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* Enable.disable DEPTH and STENCIL buffers.
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231 |
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*
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232 |
23eecbd9
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Leszek Koltunski
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* @param depthStencil Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
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233 |
89de975c
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leszek
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*/
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234 |
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public void enableDepthStencil(int depthStencil)
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235 |
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{
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236 |
65e83759
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Leszek Koltunski
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if( depthStencil != mDepthStencil )
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237 |
89de975c
|
leszek
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{
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238 |
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mDepthStencil = depthStencil;
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239 |
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240 |
65e83759
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Leszek Koltunski
|
if( depthStencil!= NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE )
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241 |
89de975c
|
leszek
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{
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242 |
65e83759
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Leszek Koltunski
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mDepthStencilCreated = NOT_CREATED_YET;
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243 |
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markForCreation();
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244 |
89de975c
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leszek
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}
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245 |
65e83759
|
Leszek Koltunski
|
if( depthStencil== NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE )
|
246 |
|
|
{
|
247 |
|
|
mDepthStencilCreated = DONT_CREATE;
|
248 |
|
|
markForCreation();
|
249 |
|
|
}
|
250 |
89de975c
|
leszek
|
}
|
251 |
|
|
}
|
252 |
|
|
|
253 |
d1e740c5
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
254 |
|
|
/**
|
255 |
09d4f4b1
|
Leszek Koltunski
|
* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO.
|
256 |
|
|
* <p>
|
257 |
|
|
* Catch: this will only work if the library has had time to actually create the texture. Remember
|
258 |
|
|
* that the texture gets created only on first render, thus creating a Texture object and immediately
|
259 |
|
|
* calling this method will return an invalid (negative) result.
|
260 |
|
|
*
|
261 |
ab12f06b
|
Leszek Koltunski
|
* @return If there was not a single render between creation of the Object and calling this method on
|
262 |
|
|
* it, return a negative value. Otherwise, return ID of COLOR attachment 0.
|
263 |
d1e740c5
|
Leszek Koltunski
|
*/
|
264 |
09d4f4b1
|
Leszek Koltunski
|
public int getTextureID()
|
265 |
d1e740c5
|
Leszek Koltunski
|
{
|
266 |
133cbb2b
|
Leszek Koltunski
|
return mColorH[0];
|
267 |
8c327653
|
Leszek Koltunski
|
}
|
268 |
f6fb3c6d
|
Leszek Koltunski
|
}
|