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/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics.glutils;
import com.badlogic.gdx.Application.ApplicationType;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL30;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.Texture.TextureWrap;
import com.badlogic.gdx.utils.GdxRuntimeException;
/** This is a {@link FrameBuffer} variant backed by a float texture. */
public class FloatFrameBuffer extends FrameBuffer {
FloatFrameBuffer () {
}
/** Creates a GLFrameBuffer from the specifications provided by bufferBuilder
*
* @param bufferBuilder **/
protected FloatFrameBuffer (GLFrameBufferBuilder> bufferBuilder) {
super(bufferBuilder);
}
/** Creates a new FrameBuffer with a float backing texture, having the given dimensions and potentially a depth buffer
* attached.
*
* @param width the width of the framebuffer in pixels
* @param height the height of the framebuffer in pixels
* @param hasDepth whether to attach a depth buffer
* @throws GdxRuntimeException in case the FrameBuffer could not be created */
public FloatFrameBuffer (int width, int height, boolean hasDepth) {
FloatFrameBufferBuilder bufferBuilder = new FloatFrameBufferBuilder(width, height);
bufferBuilder.addFloatAttachment(GL30.GL_RGBA32F, GL30.GL_RGBA, GL30.GL_FLOAT, false);
if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
this.bufferBuilder = bufferBuilder;
build();
}
@Override
protected Texture createTexture (FrameBufferTextureAttachmentSpec attachmentSpec) {
FloatTextureData data = new FloatTextureData(bufferBuilder.width, bufferBuilder.height, attachmentSpec.internalFormat,
attachmentSpec.format, attachmentSpec.type, attachmentSpec.isGpuOnly);
Texture result = new Texture(data);
if (Gdx.app.getType() == ApplicationType.Desktop || Gdx.app.getType() == ApplicationType.Applet)
result.setFilter(TextureFilter.Linear, TextureFilter.Linear);
else
// no filtering for float textures in OpenGL ES
result.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
result.setWrap(TextureWrap.ClampToEdge, TextureWrap.ClampToEdge);
return result;
}
}