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
|
}
|