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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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* an input texture.
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dedacd82
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Leszek Koltunski
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*/
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c5369f1b
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leszek
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public class DistortedFramebuffer extends DistortedRenderable implements DistortedInputSurface, DistortedOutputSurface
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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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private int[] mDepthH = new int[1];
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private int[] mFBOH = new int[1];
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cdd5e827
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Leszek Koltunski
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private boolean mDepthEnabled;
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c5369f1b
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leszek
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private DistortedProjection mProjection;
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bd3da5b2
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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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Leszek Koltunski
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// Watch out - this has the side-effect of binding a Texture and a Framebuffer!
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f6fb3c6d
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Leszek Koltunski
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c5369f1b
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leszek
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public void create()
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f6fb3c6d
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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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if( mColorH[0]==NOT_CREATED_YET )
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7cf783cb
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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.glGenTextures(1, mColorH, 0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[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.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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133cbb2b
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Leszek Koltunski
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GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mSizeX, mSizeY, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
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GLES30.glGenFramebuffers(1, mFBOH, 0);
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[0], 0);
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dedacd82
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Leszek Koltunski
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8337fa41
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checkStatus("color");
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Leszek Koltunski
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}
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if( mDepthEnabled && mDepthH[0]==NOT_CREATED_YET ) // we need to create a new DEPTH attachment
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{
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GLES30.glGenTextures(1, mDepthH, 0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthH[0]);
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194ab46f
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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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133cbb2b
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Leszek Koltunski
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GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mSizeX, mSizeY, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_SHORT, null);
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthH[0], 0);
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8c327653
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Leszek Koltunski
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checkStatus("depth");
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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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if( !mDepthEnabled && mDepthH[0]!=NOT_CREATED_YET ) // we need to detach and destroy the DEPTH attachment.
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8c327653
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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, mDepthH, 0);
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mDepthH[0]=NOT_CREATED_YET;
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8c327653
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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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private boolean checkStatus(String message)
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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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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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GLES30.glDeleteTextures(1, mDepthH, 0);
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GLES30.glDeleteFramebuffers(1, mFBOH, 0);
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mFBOH[0] = 0;
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mColorH[0] = FAILED_TO_CREATE;
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mDepthH[0] = FAILED_TO_CREATE;
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8337fa41
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return false;
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}
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return true;
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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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133cbb2b
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Leszek Koltunski
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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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if( mDepthH[0]>=0 )
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8c327653
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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, mDepthH, 0);
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mDepthH[0]=NOT_CREATED_YET;
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8c327653
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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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mColorH[0] = NOT_CREATED_YET;
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bd3da5b2
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Leszek Koltunski
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133cbb2b
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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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e6cf7d50
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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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}
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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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void destroy()
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{
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if( mColorH[0]!=DONT_CREATE ) mColorH[0] = NOT_CREATED_YET;
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if( mDepthEnabled ) mDepthH[0] = NOT_CREATED_YET;
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}
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86eb00a9
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// if new size fits into the size of the underlying Texture, just change the projection without
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// reallocating the Texture. Otherwise, we need to reallocate.
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//
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// Must be called form a thread holding the OpenGL context.
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void resizeFast(int width, int height)
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{
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c5369f1b
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leszek
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if( mProjection.resize(width,height) )
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86eb00a9
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Leszek Koltunski
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{
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c5369f1b
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leszek
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if( width> mSizeX || height> mSizeY)
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86eb00a9
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Leszek Koltunski
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{
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c5369f1b
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leszek
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mSizeX = width;
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mSizeY = height;
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133cbb2b
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Leszek Koltunski
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delete();
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86eb00a9
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Leszek Koltunski
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}
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}
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cc0734e7
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Leszek Koltunski
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133cbb2b
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Leszek Koltunski
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create();
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86eb00a9
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Leszek Koltunski
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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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cdd5e827
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Leszek Koltunski
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/**
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* Create a new offscreen Framebuffer.
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*
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* @param width Width of the COLOR attachment.
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* @param height Height of the COLOR attachment.
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* @param depthEnabled Add DEPTH attachment?
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*/
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@SuppressWarnings("unused")
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public DistortedFramebuffer(int width, int height, boolean depthEnabled)
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{
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2e49718d
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Leszek Koltunski
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super(width,height,NOT_CREATED_YET);
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c5369f1b
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mProjection = new DistortedProjection(width,height);
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cdd5e827
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Leszek Koltunski
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mDepthEnabled= depthEnabled;
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2e49718d
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Leszek Koltunski
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mFBOH[0] = NOT_CREATED_YET;
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mDepthH[0] = NOT_CREATED_YET;
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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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179 |
dedacd82
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Leszek Koltunski
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/**
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57578636
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Leszek Koltunski
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* Create a new offscreen Framebuffer.
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181 |
dedacd82
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Leszek Koltunski
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*
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* @param width Width of the COLOR attachment.
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* @param height Height of the COLOR attachment.
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*/
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1942537e
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Leszek Koltunski
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@SuppressWarnings("unused")
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ed13a5de
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Leszek Koltunski
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public DistortedFramebuffer(int width, int height)
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f6fb3c6d
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Leszek Koltunski
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{
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188 |
2e49718d
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Leszek Koltunski
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super(width,height,NOT_CREATED_YET);
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c5369f1b
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leszek
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mProjection = new DistortedProjection(width,height);
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cdd5e827
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Leszek Koltunski
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mDepthEnabled= false;
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2e49718d
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Leszek Koltunski
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mFBOH[0] = NOT_CREATED_YET;
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mDepthH[0] = NOT_CREATED_YET;
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194 |
f6fb3c6d
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Leszek Koltunski
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}
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b448e6b9
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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197 |
dedacd82
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Leszek Koltunski
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/**
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198 |
c5369f1b
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leszek
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* Bind the underlying rectangle of pixels as a OpenGL Texture.
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dedacd82
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Leszek Koltunski
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*/
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200 |
c5369f1b
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leszek
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public boolean setAsInput()
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201 |
b448e6b9
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Leszek Koltunski
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{
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202 |
c5369f1b
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leszek
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if( mColorH[0]>0 )
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{
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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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210 |
2e49718d
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Leszek Koltunski
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c5369f1b
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Bind this Surface as a Framebuffer we can render to.
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*/
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public void setAsOutput()
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{
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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218 |
b448e6b9
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Leszek Koltunski
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219 |
c5369f1b
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leszek
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if( mDepthH[0]!=NOT_CREATED_YET )
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{
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GLES30.glEnable(GLES30.GL_DEPTH_TEST);
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GLES30.glDepthMask(true);
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}
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224 |
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else
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{
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GLES30.glDisable(GLES30.GL_DEPTH_TEST);
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GLES30.glDepthMask(false);
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}
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229 |
8c327653
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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233 |
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* Create a new DEPTH buffer and attach it or (param=false) detach an existing DEPTh attachment and destroy it.
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*
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235 |
cdd5e827
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Leszek Koltunski
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* @param enable <bold>true</bold> if we want to attach a new DEPTH buffer to the FBO.<br>
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* <bold>false</bold> if we want to detach the DEPTH attachment.
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237 |
8c327653
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Leszek Koltunski
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*/
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238 |
cdd5e827
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Leszek Koltunski
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public void enableDepthAttachment(boolean enable)
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239 |
8c327653
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Leszek Koltunski
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{
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240 |
cdd5e827
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Leszek Koltunski
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mDepthEnabled = enable;
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241 |
b448e6b9
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Leszek Koltunski
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}
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242 |
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243 |
a0f644b7
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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244 |
8c327653
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Leszek Koltunski
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245 |
a0f644b7
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Leszek Koltunski
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/**
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246 |
05403bba
|
Leszek Koltunski
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* Draw the (texture,mesh,effects) object to the Framebuffer.
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247 |
a0f644b7
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Leszek Koltunski
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* <p>
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248 |
d254d550
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Leszek Koltunski
|
* Must be called from a thread holding OpenGL Context.
|
249 |
a0f644b7
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Leszek Koltunski
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*
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250 |
c5369f1b
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leszek
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* @param surface InputSurface to skin our Mesh with.
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251 |
05403bba
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Leszek Koltunski
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* @param mesh Class descendant from MeshObject
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252 |
a0f644b7
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Leszek Koltunski
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* @param effects The DistortedEffects to use when rendering
|
253 |
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* @param time Current time, in milliseconds.
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254 |
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*/
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255 |
c5369f1b
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leszek
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public void renderTo(DistortedInputSurface surface, MeshObject mesh, DistortedEffects effects, long time)
|
256 |
a0f644b7
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Leszek Koltunski
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{
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257 |
c5369f1b
|
leszek
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surface.create(); // Watch out - this needs to be before
|
258 |
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create(); // the 'setAsInput' because this has side-effects!
|
259 |
133cbb2b
|
Leszek Koltunski
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260 |
c5369f1b
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leszek
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if( surface.setAsInput() )
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261 |
133cbb2b
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Leszek Koltunski
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{
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262 |
2e49718d
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Leszek Koltunski
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DistortedRenderable.deleteAllMarked();
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263 |
c5369f1b
|
leszek
|
effects.drawPriv(surface.getWidth()/2.0f, surface.getHeight()/2.0f, mesh, this, time);
|
264 |
52358355
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Leszek Koltunski
|
}
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265 |
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}
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266 |
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267 |
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///////////////////////////////////////////////////////////////////////////////////////////////////
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268 |
a0f644b7
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Leszek Koltunski
|
/**
|
269 |
|
|
* Draws the Tree, and all its children, to the Framebuffer.
|
270 |
|
|
* <p>
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271 |
d254d550
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Leszek Koltunski
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* Must be called from a thread holding OpenGL Context.
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272 |
a0f644b7
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Leszek Koltunski
|
*
|
273 |
|
|
* @param dt DistortedTree to render.
|
274 |
|
|
* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the Tree.
|
275 |
|
|
*/
|
276 |
|
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public void renderTo(DistortedTree dt, long time)
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277 |
|
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{
|
278 |
2e49718d
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Leszek Koltunski
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DistortedRenderable.deleteAllMarked();
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279 |
133cbb2b
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Leszek Koltunski
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create();
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280 |
a0f644b7
|
Leszek Koltunski
|
dt.drawRecursive(time,this);
|
281 |
|
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}
|
282 |
|
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|
283 |
f6fb3c6d
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Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
284 |
dedacd82
|
Leszek Koltunski
|
/**
|
285 |
|
|
* Create new Projection matrix.
|
286 |
|
|
*
|
287 |
|
|
* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
|
288 |
46a52b78
|
Leszek Koltunski
|
* @param x X-coordinate of the point at which our camera looks at. 0 is the center.
|
289 |
|
|
* @param y Y-coordinate of the point at which our camera looks at. 0 is the center.
|
290 |
dedacd82
|
Leszek Koltunski
|
*/
|
291 |
|
|
public void setProjection(float fov, float x, float y)
|
292 |
f6fb3c6d
|
Leszek Koltunski
|
{
|
293 |
c5369f1b
|
leszek
|
mProjection.set(fov,x,y);
|
294 |
|
|
mProjection.createProjection();
|
295 |
f6fb3c6d
|
Leszek Koltunski
|
}
|
296 |
|
|
|
297 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
298 |
dedacd82
|
Leszek Koltunski
|
/**
|
299 |
|
|
* Resize the underlying Framebuffer.
|
300 |
|
|
*
|
301 |
|
|
* @param width The new width.
|
302 |
|
|
* @param height The new height.
|
303 |
|
|
*/
|
304 |
f6fb3c6d
|
Leszek Koltunski
|
public void resize(int width, int height)
|
305 |
|
|
{
|
306 |
c5369f1b
|
leszek
|
if( mProjection.resize(width,height) )
|
307 |
bd3da5b2
|
Leszek Koltunski
|
{
|
308 |
133cbb2b
|
Leszek Koltunski
|
mSizeX = width;
|
309 |
|
|
mSizeY = height;
|
310 |
|
|
if( mColorH[0]>0 ) markForDeletion();
|
311 |
bd3da5b2
|
Leszek Koltunski
|
}
|
312 |
f6fb3c6d
|
Leszek Koltunski
|
}
|
313 |
d1e740c5
|
Leszek Koltunski
|
|
314 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
315 |
|
|
/**
|
316 |
09d4f4b1
|
Leszek Koltunski
|
* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO.
|
317 |
|
|
* <p>
|
318 |
|
|
* Catch: this will only work if the library has had time to actually create the texture. Remember
|
319 |
|
|
* that the texture gets created only on first render, thus creating a Texture object and immediately
|
320 |
|
|
* calling this method will return an invalid (negative) result.
|
321 |
|
|
*
|
322 |
ab12f06b
|
Leszek Koltunski
|
* @return If there was not a single render between creation of the Object and calling this method on
|
323 |
|
|
* it, return a negative value. Otherwise, return ID of COLOR attachment 0.
|
324 |
d1e740c5
|
Leszek Koltunski
|
*/
|
325 |
09d4f4b1
|
Leszek Koltunski
|
public int getTextureID()
|
326 |
d1e740c5
|
Leszek Koltunski
|
{
|
327 |
133cbb2b
|
Leszek Koltunski
|
return mColorH[0];
|
328 |
8c327653
|
Leszek Koltunski
|
}
|
329 |
|
|
|
330 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
331 |
|
|
/**
|
332 |
|
|
* Return true if the FBO contains a DEPTH attachment.
|
333 |
|
|
*
|
334 |
|
|
* @return <bold>true</bold> if the FBO contains a DEPTH attachment.
|
335 |
|
|
*/
|
336 |
|
|
public boolean hasDepth()
|
337 |
|
|
{
|
338 |
cdd5e827
|
Leszek Koltunski
|
return mDepthEnabled;
|
339 |
d1e740c5
|
Leszek Koltunski
|
}
|
340 |
c5369f1b
|
leszek
|
|
341 |
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
342 |
|
|
/**
|
343 |
|
|
* Return Projection stored in this Framebuffer.
|
344 |
|
|
*
|
345 |
|
|
* @return DistortedProjection object.
|
346 |
|
|
*/
|
347 |
|
|
public DistortedProjection getProjection()
|
348 |
|
|
{
|
349 |
|
|
return mProjection;
|
350 |
|
|
}
|
351 |
f6fb3c6d
|
Leszek Koltunski
|
}
|