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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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fe82a979
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Leszek Koltunski
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package org.distorted.library.main;
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f6fb3c6d
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Leszek Koltunski
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e6519ac8
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Leszek Koltunski
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import android.opengl.GLES31;
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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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2ed1c692
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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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f6fb3c6d
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Leszek Koltunski
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{
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Leszek Koltunski
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f6fb3c6d
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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Leszek Koltunski
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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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e6519ac8
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Leszek Koltunski
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GLES31.glGenTextures( mNumColors, mColorH, 0);
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GLES31.glGenFramebuffers(1, mFBOH, 0);
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
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Leszek Koltunski
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for(int i=0; i<mNumColors; i++)
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{
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Leszek Koltunski
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[i]);
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GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT);
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GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT);
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GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST);
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GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_LINEAR);
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a4b182d4
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GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_RGBA, mRealWidth, mRealHeight, 0, GLES31.GL_RGBA, GLES31.GL_UNSIGNED_BYTE, null);
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Leszek Koltunski
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}
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Leszek Koltunski
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GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[0], 0);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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Leszek Koltunski
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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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{
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GLES31.glGenTextures(1, mDepthStencilH, 0);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
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GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT);
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GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT);
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GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST);
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GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_NEAREST);
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c41d046c
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Leszek Koltunski
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GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_DEPTH_STENCIL_TEXTURE_MODE, GLES31.GL_DEPTH_COMPONENT);
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Leszek Koltunski
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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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a4b182d4
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Leszek Koltunski
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GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES31.GL_DEPTH_COMPONENT, GLES31.GL_UNSIGNED_INT, null);
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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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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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a4b182d4
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Leszek Koltunski
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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);
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65e83759
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Leszek Koltunski
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}
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leszek
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Leszek Koltunski
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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GLES31.glBindFramebuffer(GLES31.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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65e83759
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Leszek Koltunski
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{
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e6519ac8
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Leszek Koltunski
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GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.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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else if( mDepthStencil==BOTH_DEPTH_STENCIL )
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Leszek Koltunski
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{
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Leszek Koltunski
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GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.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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Leszek Koltunski
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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leszek
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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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Leszek Koltunski
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{
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68f96a01
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leszek
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// OpenGL ES 3.0.5 spec, chapter 4.4.2.4 :
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// "Note that the texture image is specifically not detached from any other framebuffer objects.
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// Detaching the texture image from any other framebuffer objects is the responsibility of the application."
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e6519ac8
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Leszek Koltunski
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
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GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT , GLES31.GL_TEXTURE_2D, 0, 0);
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GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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75f95f8d
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leszek
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e6519ac8
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Leszek Koltunski
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GLES31.glDeleteTextures(1, mDepthStencilH, 0);
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89de975c
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leszek
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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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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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e6519ac8
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Leszek Koltunski
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int status = GLES31.glCheckFramebufferStatus(GLES31.GL_FRAMEBUFFER);
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8337fa41
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Leszek Koltunski
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e6519ac8
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Leszek Koltunski
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if(status != GLES31.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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e6519ac8
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Leszek Koltunski
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GLES31.glDeleteTextures(1, mColorH, 0);
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GLES31.glDeleteTextures(1, mDepthStencilH, 0);
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GLES31.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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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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2f35828c
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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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136 |
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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e6519ac8
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Leszek Koltunski
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GLES31.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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142 |
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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145 |
e6519ac8
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Leszek Koltunski
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GLES31.glDeleteTextures(1, mDepthStencilH, 0);
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5b959cc5
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Leszek Koltunski
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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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e6519ac8
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Leszek Koltunski
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GLES31.glDeleteFramebuffers(1, mFBOH, 0);
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151 |
5b959cc5
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Leszek Koltunski
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mFBOH[0] = 0;
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152 |
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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157 |
2f35828c
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Leszek Koltunski
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void recreate()
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158 |
4ebbb17a
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Leszek Koltunski
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{
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159 |
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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164 |
89de975c
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leszek
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if( mDepthStencilCreated!=DONT_CREATE )
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165 |
05ecc6fe
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Leszek Koltunski
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{
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166 |
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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168 |
05ecc6fe
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Leszek Koltunski
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}
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169 |
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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176 |
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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178 |
af27df87
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leszek
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{
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179 |
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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182 |
f6fb3c6d
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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184 |
dedacd82
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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185 |
cdd5e827
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Leszek Koltunski
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/**
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186 |
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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187 |
cdd5e827
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Leszek Koltunski
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*
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188 |
9ed80185
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Leszek Koltunski
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* @param width Width of all the COLOR attachments.
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189 |
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* @param height Height of all the COLOR attachments.
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190 |
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* @param numcolors How many COLOR attachments to create?
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191 |
89de975c
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leszek
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* @param depthStencil Add DEPTH or STENCIL attachment?
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192 |
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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193 |
cdd5e827
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Leszek Koltunski
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*/
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194 |
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@SuppressWarnings("unused")
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195 |
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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196 |
cdd5e827
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Leszek Koltunski
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{
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197 |
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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198 |
cdd5e827
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Leszek Koltunski
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}
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200 |
133cbb2b
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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201 |
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202 |
dedacd82
|
Leszek Koltunski
|
/**
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203 |
9ed80185
|
Leszek Koltunski
|
* Create new offscreen Framebuffer with COLOR0 attachment only.
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204 |
dedacd82
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Leszek Koltunski
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*
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205 |
9ed80185
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Leszek Koltunski
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* @param width Width of the COLOR0 attachment.
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206 |
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* @param height Height of the COLOR0 attachment.
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207 |
dedacd82
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Leszek Koltunski
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*/
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208 |
1942537e
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Leszek Koltunski
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@SuppressWarnings("unused")
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209 |
ed13a5de
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Leszek Koltunski
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public DistortedFramebuffer(int width, int height)
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210 |
f6fb3c6d
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Leszek Koltunski
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{
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211 |
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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212 |
f6fb3c6d
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}
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213 |
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214 |
b448e6b9
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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215 |
dedacd82
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Leszek Koltunski
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/**
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216 |
c5369f1b
|
leszek
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* Bind the underlying rectangle of pixels as a OpenGL Texture.
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217 |
af4cc5db
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Leszek Koltunski
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*
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218 |
a436ccc5
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leszek
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* @return <code>true</code> if successful.
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219 |
dedacd82
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Leszek Koltunski
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*/
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220 |
c5369f1b
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leszek
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public boolean setAsInput()
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221 |
b448e6b9
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Leszek Koltunski
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{
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222 |
c5369f1b
|
leszek
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if( mColorH[0]>0 )
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223 |
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{
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224 |
e6519ac8
|
Leszek Koltunski
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GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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225 |
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
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226 |
c5369f1b
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leszek
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return true;
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227 |
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}
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228 |
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return false;
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230 |
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}
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231 |
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Leszek Koltunski
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1dfc9074
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Bind the underlying rectangle of pixels as a OpenGL Texture.
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*
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* @return <code>true</code> if successful.
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*/
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public boolean setAsInput(int texture)
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{
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if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
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{
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e6519ac8
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Leszek Koltunski
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GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[texture]);
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1dfc9074
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leszek
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void bindForOutput(int texture)
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{
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if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
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{
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e6519ac8
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Leszek Koltunski
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GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[texture], 0);
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1dfc9074
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leszek
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}
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}
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89de975c
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Enable.disable DEPTH and STENCIL buffers.
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*
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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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89de975c
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leszek
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*/
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public void enableDepthStencil(int depthStencil)
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{
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65e83759
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Leszek Koltunski
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if( depthStencil != mDepthStencil )
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89de975c
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leszek
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{
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mDepthStencil = depthStencil;
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65e83759
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Leszek Koltunski
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if( depthStencil!= NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE )
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89de975c
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leszek
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{
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65e83759
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Leszek Koltunski
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mDepthStencilCreated = NOT_CREATED_YET;
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markForCreation();
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89de975c
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leszek
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}
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65e83759
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Leszek Koltunski
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if( depthStencil== NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE )
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{
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mDepthStencilCreated = DONT_CREATE;
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markForCreation();
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}
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89de975c
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leszek
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}
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}
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d1e740c5
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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09d4f4b1
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Leszek Koltunski
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* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO.
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* <p>
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* Catch: this will only work if the library has had time to actually create the texture. Remember
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* that the texture gets created only on first render, thus creating a Texture object and immediately
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* calling this method will return an invalid (negative) result.
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*
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ab12f06b
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Leszek Koltunski
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* @return If there was not a single render between creation of the Object and calling this method on
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* it, return a negative value. Otherwise, return ID of COLOR attachment 0.
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295 |
d1e740c5
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Leszek Koltunski
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*/
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296 |
09d4f4b1
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Leszek Koltunski
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public int getTextureID()
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297 |
d1e740c5
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Leszek Koltunski
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{
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298 |
133cbb2b
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Leszek Koltunski
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return mColorH[0];
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299 |
8c327653
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Leszek Koltunski
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}
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300 |
f6fb3c6d
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Leszek Koltunski
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}
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