Project

General

Profile

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

library / src / main / java / org / distorted / library / main / DistortedFramebuffer.java @ b7074bc6

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.GLES30;
23
import android.util.Log;
24

    
25
///////////////////////////////////////////////////////////////////////////////////////////////////
26
/**
27
 * Class which represents a OpenGL Framebuffer object.
28
 * <p>
29
 * User is able to create offscreen FBOs and both a) render to them b) use their COLOR0 attachment as
30
 * an input texture. Attaching Depths and/or Stencils is also possible.
31
 */
32
public class DistortedFramebuffer extends InternalOutputSurface
33
  {
34

    
35
///////////////////////////////////////////////////////////////////////////////////////////////////
36
// Must be called from a thread holding OpenGL Context
37

    
38
  void create()
39
    {
40
    //////////////////////////////////////////////////////////////
41
    // COLOR
42

    
43
    if( mColorCreated==NOT_CREATED_YET )
44
      {
45
      GLES30.glGenTextures( mNumFBOs*mNumColors, mColorH, 0);
46
      GLES30.glGenFramebuffers(mNumFBOs, mFBOH, 0);
47

    
48
      for(int i=0; i<mNumFBOs; i++)
49
        {
50
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
51

    
52
        for(int j=0; j<mNumColors; j++)
53
          {
54
          GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors+j]);
55
          GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
56
          GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
57
          GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
58
          GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
59
          GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mRealWidth, mRealHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
60
          }
61

    
62
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors], 0);
63
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
64
        }
65

    
66
      // TODO
67
      mColorCreated = checkStatus("color");
68
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
69
      }
70

    
71
    //////////////////////////////////////////////////////////////
72
    // DEPTH / STENCIL
73

    
74
    if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment
75
      {
76
      GLES30.glGenTextures(mNumFBOs, mDepthStencilH, 0);
77

    
78
      for(int i=0; i<mNumFBOs; i++)
79
        {
80
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[i]);
81
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
82
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
83
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
84
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
85

    
86
        if (mDepthStencil == DEPTH_NO_STENCIL)
87
          {
88
          GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null);
89
          }
90
        else if (mDepthStencil == BOTH_DEPTH_STENCIL)
91
          {
92
          GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_INT_24_8, null);
93
          }
94
        }
95
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
96

    
97
      for(int i=0; i<mNumFBOs; i++)
98
        {
99
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
100

    
101
        if (mDepthStencil == DEPTH_NO_STENCIL)
102
          {
103
          GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
104
          }
105
        else if (mDepthStencil == BOTH_DEPTH_STENCIL)
106
          {
107
          GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
108
          }
109
        }
110

    
111
      // TODO
112
      mDepthStencilCreated = checkStatus("depth");
113
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
114
      }
115

    
116
    //////////////////////////////////////////////////////////////
117
    // DETACH
118

    
119
    // TODO
120
    if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment.
121
      {
122
      // OpenGL ES 3.0.5 spec, chapter 4.4.2.4 :
123
      // "Note that the texture image is specifically not detached from any other framebuffer objects.
124
      //  Detaching the texture image from any other framebuffer objects is the responsibility of the application."
125

    
126
      for(int i=0; i<mNumFBOs; i++)
127
        {
128
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
129
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
130
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
131
        mDepthStencilH[i]=0;
132
        }
133

    
134
      GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
135
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
136
      }
137
    }
138

    
139
///////////////////////////////////////////////////////////////////////////////////////////////////
140
// TODO
141

    
142
  private int checkStatus(String message)
143
    {
144
    int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER);
145

    
146
    if(status != GLES30.GL_FRAMEBUFFER_COMPLETE)
147
      {
148
      Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
149

    
150
      GLES30.glDeleteTextures(1, mColorH, 0);
151
      GLES30.glDeleteTextures(1, mDepthStencilH, 0);
152
      GLES30.glDeleteFramebuffers(1, mFBOH, 0);
153
      mFBOH[0]= 0;
154

    
155
      return FAILED_TO_CREATE;
156
      }
157

    
158
    return CREATED;
159
    }
160

    
161
///////////////////////////////////////////////////////////////////////////////////////////////////
162
// Must be called from a thread holding OpenGL Context
163

    
164
  void delete()
165
    {
166
    if( mColorH[0]>0 )
167
      {
168
      GLES30.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0);
169
      mColorCreated = NOT_CREATED_YET;
170

    
171
      for(int i=0; i<mNumFBOs*mNumColors; i++) mColorH[i] = 0;
172
      }
173

    
174
    if( mDepthStencilH[0]>0 )
175
      {
176
      GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
177
      mDepthStencilCreated = NOT_CREATED_YET;
178

    
179
      for(int i=0; i<mNumFBOs; i++) mDepthStencilH[i] = 0;
180
      }
181

    
182
    GLES30.glDeleteFramebuffers(mNumFBOs, mFBOH, 0);
183
    for(int i=0; i<mNumFBOs; i++) mFBOH[i] = 0;
184
    }
185

    
186
///////////////////////////////////////////////////////////////////////////////////////////////////
187
// called from onDestroy(); mark OpenGL assets as 'not created'
188

    
189
  void recreate()
190
    {
191
    if( mColorCreated!=DONT_CREATE )
192
      {
193
      mColorCreated = NOT_CREATED_YET;
194
      mColorH[0] = 0;
195
      }
196
    if( mDepthStencilCreated!=DONT_CREATE )
197
      {
198
      mDepthStencilCreated = NOT_CREATED_YET;
199
      mDepthStencilH[0] = 0;
200
      }
201
    }
202

    
203
///////////////////////////////////////////////////////////////////////////////////////////////////
204

    
205
  boolean setAsInput(int fbo, int texture)
206
    {
207
    if( texture>=0 && texture<mNumColors && fbo>=0 && fbo<mNumFBOs && mColorH[mNumColors*fbo + texture]>0 )
208
      {
209
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
210
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]);
211
      return true;
212
      }
213

    
214
    return false;
215
    }
216

    
217
///////////////////////////////////////////////////////////////////////////////////////////////////
218
// create a multi-framebuffer (1 object containing multiple FBOs)
219

    
220
  DistortedFramebuffer(int numfbos, int numcolors, int depthStencil, int type, int width, int height)
221
    {
222
    super(width,height,NOT_CREATED_YET,numfbos,numcolors,depthStencil,NOT_CREATED_YET, type);
223
    markForCreation();
224
    }
225

    
226
///////////////////////////////////////////////////////////////////////////////////////////////////
227
// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information
228
// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using
229
// inside a Tree of DistortedNodes (TREE)
230
// SYSTEM surfaces do not get removed in onDestroy().
231

    
232
  DistortedFramebuffer(int numcolors, int depthStencil, int type, int width, int height)
233
    {
234
    this(1,numcolors,depthStencil,type,width,height);
235
    }
236

    
237
///////////////////////////////////////////////////////////////////////////////////////////////////
238
// PUBLIC API
239
///////////////////////////////////////////////////////////////////////////////////////////////////
240
/**
241
 * Create new offscreen Framebuffer with configurable number of COLOR, DEPTH and STENCIL attachments.
242
 *
243
 * @param width        Width of all the COLOR attachments.
244
 * @param height       Height of all the COLOR attachments.
245
 * @param numcolors    How many COLOR attachments to create?
246
 * @param depthStencil Add DEPTH or STENCIL attachment?
247
 *                     Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
248
 */
249
  @SuppressWarnings("unused")
250
  public DistortedFramebuffer(int width, int height, int numcolors, int depthStencil)
251
    {
252
    this(1,numcolors,depthStencil,TYPE_USER,width,height);
253
    }
254

    
255
///////////////////////////////////////////////////////////////////////////////////////////////////
256
/**
257
 * Bind the underlying rectangle of pixels as a OpenGL Texture.
258
 *
259
 * @param texture The Texture number to bind (and thus read from).
260
 * @return <code>true</code> if successful.
261
 */
262
  public boolean setAsInput(int texture)
263
    {
264
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
265
      {
266
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
267
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture]);
268
      return true;
269
      }
270

    
271
    return false;
272
    }
273

    
274
///////////////////////////////////////////////////////////////////////////////////////////////////
275
  /**
276
   * Attach the texture'th Texture to COLOR0 attachment.
277
   *
278
   * @param texture The Texture number to attach (and subsequently use to render to)
279
   */
280
  public void bindForOutput(int texture)
281
    {
282
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
283
      {
284
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture], 0);
285
      }
286
    }
287

    
288
///////////////////////////////////////////////////////////////////////////////////////////////////
289
/**
290
 * Enable.disable DEPTH and STENCIL buffers.
291
 *
292
 * @param depthStencil Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
293
 */
294
  public void enableDepthStencil(int depthStencil)
295
    {
296
    if( depthStencil != mDepthStencil )
297
      {
298
      mDepthStencil = depthStencil;
299

    
300
      if( depthStencil!= NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE )
301
        {
302
        mDepthStencilCreated = NOT_CREATED_YET;
303
        markForCreation();
304
        }
305
      if( depthStencil== NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE )
306
        {
307
        mDepthStencilCreated = DONT_CREATE;
308
        markForCreation();
309
        }
310
      }
311
    }
312

    
313
///////////////////////////////////////////////////////////////////////////////////////////////////
314
/**
315
 * Return the ID of the Texture (COLOR attachment 0) that's backing this FBO.
316
 * <p>
317
 * Catch: this will only work if the library has had time to actually create the texture. Remember
318
 * that the texture gets created only on first render, thus creating a Texture object and immediately
319
 * calling this method will return an invalid (negative) result.
320
 *
321
 * @return If there was not a single render between creation of the Object and calling this method on
322
 *         it, return a negative value. Otherwise, return ID of COLOR attachment 0.
323
 */
324
  public int getTextureID()
325
    {
326
    return mColorH[0];
327
    }
328
  }
(2-2/14)