Revision 89de975c
Added by Leszek Koltunski almost 7 years ago
src/main/java/org/distorted/library/DistortedFramebuffer.java | ||
---|---|---|
33 | 33 |
|
34 | 34 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
35 | 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 | 36 |
|
38 | 37 |
void create() |
39 | 38 |
{ |
... | ... | |
46 | 45 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST); |
47 | 46 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR); |
48 | 47 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mWidth, mHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null); |
48 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0); |
|
49 | 49 |
|
50 | 50 |
GLES30.glGenFramebuffers(1, mFBOH, 0); |
51 | 51 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]); |
52 | 52 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[0], 0); |
53 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); |
|
53 | 54 |
|
54 | 55 |
mColorCreated = checkStatus("color"); |
55 | 56 |
} |
56 |
if( mDepthCreated==NOT_CREATED_YET ) // we need to create a new DEPTH attachment
|
|
57 |
if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment
|
|
57 | 58 |
{ |
58 |
GLES30.glGenTextures(1, mDepthH, 0); |
|
59 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthH[0]); |
|
59 |
GLES30.glGenTextures(1, mDepthStencilH, 0);
|
|
60 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[0]);
|
|
60 | 61 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT); |
61 | 62 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT); |
62 | 63 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST); |
63 | 64 |
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, mWidth, mHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_SHORT, null); |
|
65 | 65 |
|
66 |
if( mDepthStencil==DEPTH_NO_STENCIL ) |
|
67 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_SHORT, null); |
|
68 |
else if( mDepthStencil==BOTH_DEPTH_STENCIL ) |
|
69 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mWidth, mHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_SHORT, null); |
|
70 |
|
|
71 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0); |
|
66 | 72 |
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 | 73 |
|
69 |
mDepthCreated = checkStatus("depth"); |
|
74 |
if( mDepthStencil==DEPTH_NO_STENCIL ) |
|
75 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[0], 0); |
|
76 |
else if( mDepthStencil==BOTH_DEPTH_STENCIL ) |
|
77 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[0], 0); |
|
78 |
|
|
79 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); |
|
80 |
|
|
81 |
mDepthStencilCreated = checkStatus("depth"); |
|
70 | 82 |
} |
71 |
if( mDepthCreated==DONT_CREATE && mDepthH[0]>0 ) // we need to detach and recreate the DEPTH attachment.
|
|
83 |
if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment.
|
|
72 | 84 |
{ |
73 |
GLES30.glDeleteTextures(1, mDepthH, 0); |
|
74 |
mDepthH[0]=0; |
|
85 |
GLES30.glDeleteTextures(1, mDepthStencilH, 0);
|
|
86 |
mDepthStencilH[0]=0;
|
|
75 | 87 |
} |
76 | 88 |
} |
77 | 89 |
|
... | ... | |
86 | 98 |
android.util.Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status); |
87 | 99 |
|
88 | 100 |
GLES30.glDeleteTextures(1, mColorH, 0); |
89 |
GLES30.glDeleteTextures(1, mDepthH, 0); |
|
101 |
GLES30.glDeleteTextures(1, mDepthStencilH, 0);
|
|
90 | 102 |
GLES30.glDeleteFramebuffers(1, mFBOH, 0); |
91 | 103 |
mFBOH[0]= 0; |
92 | 104 |
|
... | ... | |
103 | 115 |
{ |
104 | 116 |
if( mColorH[0]>0 ) |
105 | 117 |
{ |
106 |
if( mDepthH[0]>0 ) |
|
118 |
if( mDepthStencilH[0]>0 )
|
|
107 | 119 |
{ |
108 |
GLES30.glDeleteTextures(1, mDepthH, 0); |
|
109 |
mDepthH[0]=0; |
|
110 |
mDepthCreated = NOT_CREATED_YET; |
|
120 |
GLES30.glDeleteTextures(1, mDepthStencilH, 0);
|
|
121 |
mDepthStencilH[0]=0;
|
|
122 |
mDepthStencilCreated = NOT_CREATED_YET;
|
|
111 | 123 |
} |
112 | 124 |
|
113 | 125 |
GLES30.glDeleteTextures(1, mColorH, 0); |
... | ... | |
129 | 141 |
mColorCreated = NOT_CREATED_YET; |
130 | 142 |
mColorH[0] = 0; |
131 | 143 |
} |
132 |
if( mDepthCreated!=DONT_CREATE ) |
|
144 |
if( mDepthStencilCreated!=DONT_CREATE )
|
|
133 | 145 |
{ |
134 |
mDepthCreated = NOT_CREATED_YET; |
|
135 |
mDepthH[0] = 0; |
|
146 |
mDepthStencilCreated = NOT_CREATED_YET;
|
|
147 |
mDepthStencilH[0] = 0;
|
|
136 | 148 |
} |
137 | 149 |
} |
138 | 150 |
|
... | ... | |
142 | 154 |
// inside a Tree of DistortedNodes (TREE) |
143 | 155 |
// SYSTEM surfaces do not get removed in onDestroy(). |
144 | 156 |
|
145 |
DistortedFramebuffer(boolean depthEnabled, int type, int width, int height)
|
|
157 |
DistortedFramebuffer(int depthStencil, int type, int width, int height)
|
|
146 | 158 |
{ |
147 |
super(width,height,NOT_CREATED_YET, (depthEnabled ? NOT_CREATED_YET:DONT_CREATE),NOT_CREATED_YET, type);
|
|
159 |
super(width,height,NOT_CREATED_YET,depthStencil,NOT_CREATED_YET, type);
|
|
148 | 160 |
} |
149 | 161 |
|
150 | 162 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
152 | 164 |
|
153 | 165 |
boolean setAsDepth() |
154 | 166 |
{ |
155 |
if( mDepthH[0]>0 ) |
|
167 |
if( mDepthStencilH[0]>0 )
|
|
156 | 168 |
{ |
157 | 169 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE1); |
158 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthH[0]); |
|
170 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[0]);
|
|
159 | 171 |
return true; |
160 | 172 |
} |
161 | 173 |
|
... | ... | |
170 | 182 |
* |
171 | 183 |
* @param width Width of the COLOR attachment. |
172 | 184 |
* @param height Height of the COLOR attachment. |
173 |
* @param depthEnabled Add DEPTH attachment? |
|
185 |
* @param depthStencil Add DEPTH or STENCIL attachment? |
|
186 |
* Valid values: NO_DEPTH_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL. |
|
174 | 187 |
*/ |
175 | 188 |
@SuppressWarnings("unused") |
176 |
public DistortedFramebuffer(int width, int height, boolean depthEnabled)
|
|
189 |
public DistortedFramebuffer(int width, int height, int depthStencil)
|
|
177 | 190 |
{ |
178 |
super(width,height,NOT_CREATED_YET,(depthEnabled ? NOT_CREATED_YET:DONT_CREATE),NOT_CREATED_YET,TYPE_USER);
|
|
191 |
super(width,height,NOT_CREATED_YET,depthStencil,NOT_CREATED_YET,TYPE_USER);
|
|
179 | 192 |
} |
180 | 193 |
|
181 | 194 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
182 | 195 |
|
183 | 196 |
/** |
184 |
* Create a new offscreen Framebuffer. |
|
197 |
* Create a new offscreen Framebuffer. No DEPTH or STENCIL buffer will be created.
|
|
185 | 198 |
* |
186 | 199 |
* @param width Width of the COLOR attachment. |
187 | 200 |
* @param height Height of the COLOR attachment. |
... | ... | |
189 | 202 |
@SuppressWarnings("unused") |
190 | 203 |
public DistortedFramebuffer(int width, int height) |
191 | 204 |
{ |
192 |
super(width,height,NOT_CREATED_YET,DONT_CREATE,NOT_CREATED_YET,TYPE_USER);
|
|
205 |
super(width,height,NOT_CREATED_YET,NO_DEPTH_STENCIL,NOT_CREATED_YET,TYPE_USER);
|
|
193 | 206 |
} |
194 | 207 |
|
195 | 208 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
210 | 223 |
return false; |
211 | 224 |
} |
212 | 225 |
|
226 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
227 |
/** |
|
228 |
* Enable.disable DEPTH and STENCIL buffers. |
|
229 |
* |
|
230 |
* @param depthStencil Valid values: NO_DEPTH_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL. |
|
231 |
*/ |
|
232 |
public void enableDepthStencil(int depthStencil) |
|
233 |
{ |
|
234 |
if( depthStencil!=NO_DEPTH_STENCIL && mDepthStencilCreated==DONT_CREATE ) |
|
235 |
{ |
|
236 |
mDepthStencilCreated = NOT_CREATED_YET; |
|
237 |
mDepthStencil = depthStencil; |
|
238 |
|
|
239 |
if( mBuffer1[0]!=null ) |
|
240 |
{ |
|
241 |
for(int i=0; i<EffectQuality.LENGTH; i++) mBuffer1[i].enableDepthStencil(depthStencil); |
|
242 |
} |
|
243 |
|
|
244 |
markForCreation(); |
|
245 |
} |
|
246 |
if( depthStencil==NO_DEPTH_STENCIL && mDepthStencilCreated!=DONT_CREATE ) |
|
247 |
{ |
|
248 |
mDepthStencilCreated = DONT_CREATE; |
|
249 |
mDepthStencil = depthStencil; |
|
250 |
|
|
251 |
if( mBuffer1[0]!=null ) |
|
252 |
{ |
|
253 |
for(int i=0; i<EffectQuality.LENGTH; i++) mBuffer1[i].enableDepthStencil(depthStencil); |
|
254 |
} |
|
255 |
|
|
256 |
markForCreation(); |
|
257 |
} |
|
258 |
} |
|
259 |
|
|
213 | 260 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
214 | 261 |
/** |
215 | 262 |
* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO. |
Also available in: Unified diff
Add possibility to create FBOs with combined DEPTH/STENCIL.