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LWJGL implementation of the Caustic rendering library API.
The newest version!
/*
* This file is part of Caustic LWJGL, licensed under the MIT License (MIT).
*
* Copyright (c) 2013 Flow Powered
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package com.flowpowered.caustic.lwjgl.gl30;
import java.nio.IntBuffer;
import java.util.Arrays;
import gnu.trove.set.TIntSet;
import gnu.trove.set.hash.TIntHashSet;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import com.flowpowered.caustic.api.gl.FrameBuffer;
import com.flowpowered.caustic.api.gl.RenderBuffer;
import com.flowpowered.caustic.api.gl.Texture;
import com.flowpowered.caustic.api.util.CausticUtil;
import com.flowpowered.caustic.lwjgl.LWJGLUtil;
/**
* An OpenGL 3.0 implementation of {@link FrameBuffer}.
*
* @see FrameBuffer
*/
public class GL30FrameBuffer extends FrameBuffer {
private final TIntSet outputBuffers = new TIntHashSet();
@Override
public void create() {
checkNotCreated();
// Generate and bind the frame buffer
id = GL30.glGenFramebuffers();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id);
// Disable input buffers
GL11.glReadBuffer(GL11.GL_NONE);
// Unbind the frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
// Update the state
super.create();
// Check for errors
LWJGLUtil.checkForGLError();
}
@Override
public void destroy() {
checkCreated();
// Delete the frame buffer
GL30.glDeleteFramebuffers(id);
// Clear output buffers
outputBuffers.clear();
// Update the state
super.destroy();
// Check for errors
LWJGLUtil.checkForGLError();
}
@Override
public void attach(AttachmentPoint point, Texture texture) {
checkCreated();
CausticUtil.checkVersion(this, texture);
texture.checkCreated();
// Bind the frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id);
// Attach the texture
GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, point.getGLConstant(), GL11.GL_TEXTURE_2D, texture.getID(), 0);
// Add it to the color outputs if it's a color type
if (point.isColor()) {
outputBuffers.add(point.getGLConstant());
}
// Update the list of output buffers
updateOutputBuffers();
// Unbind the frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
// Check for errors
LWJGLUtil.checkForGLError();
}
@Override
public void attach(AttachmentPoint point, RenderBuffer buffer) {
checkCreated();
CausticUtil.checkVersion(this, buffer);
buffer.checkCreated();
// Bind the frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id);
// Attach the render buffer
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, point.getGLConstant(), GL30.GL_RENDERBUFFER, buffer.getID());
// Add it to the color outputs if it's a color type
if (point.isColor()) {
outputBuffers.add(point.getGLConstant());
}
// Update the list of output buffers
updateOutputBuffers();
// Unbind the frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
// Check for errors
LWJGLUtil.checkForGLError();
}
@Override
public void detach(AttachmentPoint point) {
checkCreated();
// Bind the frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id);
// Detach the render buffer
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, point.getGLConstant(), GL30.GL_RENDERBUFFER, 0);
// Remove it from the color outputs if it's a color type
if (point.isColor()) {
outputBuffers.remove(point.getGLConstant());
}
// Update the list of output buffers
updateOutputBuffers();
// Unbind the frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
// Check for errors
LWJGLUtil.checkForGLError();
}
private void updateOutputBuffers() {
// Set the output to the proper buffers
if (outputBuffers.isEmpty()) {
// No color to output
GL20.glDrawBuffers(GL11.GL_NONE);
} else {
// Keep track of the buffers to output
final int[] outputBuffersArray = outputBuffers.toArray();
// Sorting the array ensures that attachments are in order n, n + 1, n + 2...
// This is important!
Arrays.sort(outputBuffersArray);
final IntBuffer buffer = CausticUtil.createIntBuffer(outputBuffers.size());
buffer.put(outputBuffersArray);
buffer.flip();
GL20.glDrawBuffers(buffer);
}
}
@Override
public boolean isComplete() {
checkCreated();
// Bind the frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id);
// Fetch the status and compare to the complete enum value
final boolean complete = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) == GL30.GL_FRAMEBUFFER_COMPLETE;
// Unbind the frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
// Check for errors
LWJGLUtil.checkForGLError();
return complete;
}
@Override
public void bind() {
checkCreated();
// Bind the frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id);
// Check for errors
LWJGLUtil.checkForGLError();
}
@Override
public void unbind() {
checkCreated();
// Unbind the frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
// Check for errors
LWJGLUtil.checkForGLError();
}
@Override
public GLVersion getGLVersion() {
return GLVersion.GL30;
}
}
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