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/*
* Copyright (C) 2012 daniel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
package darwin.renderer.util;
import com.jogamp.opengl.util.texture.Texture;
import javax.inject.Inject;
import javax.media.opengl.*;
import darwin.renderer.opengl.FrameBuffer.*;
import darwin.renderer.opengl.FrameBuffer.RenderBuffer.RenderBufferFactory;
import darwin.resourcehandling.texture.TextureUtil;
/**
*
* @author Daniel Heinrich
*/
public class FboUtil
{
private final RenderBufferFactory factory;
private final TextureUtil util;
@Inject
public FboUtil(RenderBufferFactory factory, TextureUtil util)
{
this.factory = factory;
this.util = util;
}
/**
* Ein Factory methode um ein Frambuffer Objekt(FBO) zu erstellen. Dem FBO
* wird Als Color Attachment eine standart R8G8B8A8 Textur zugewiesen und
* als Depth Attachment ein simpler Renderbuffer.
*
* @param gl Der GL context in dem das FBO erstellt werden soll
* @param texsize Die seiten l�nge der dem FBO hinterlegten Attachments.
* texsize muss eine potentz von 2 sein (2^n). Wichtig alle
* Attachments m�ssen die selbe gr��e haben.
*
* @return das erstellte FBO wird zur�ckgegeben.
*/
// public FrameBufferObject configureStandart(FrameBufferObject fbo, int width, int height)
// {
// Texture tex = util.newTexture(GL.GL_RGBA8, width, height, 0,
// GL.GL_RGBA, GL.GL_UNSIGNED_BYTE,
// true);
// util.setTexturePara(tex, GL.GL_NEAREST, GL.GL_CLAMP_TO_EDGE);
//
// RenderBuffer rb = factory.create(width, height, GL2ES2.GL_DEPTH_COMPONENT);
//
// fbo.setColor_Attachment(0, tex);
// fbo.setDepth_Attachment(rb);
// return fbo;
// }
//
// public FrameBufferObject configureDefault(FrameBufferObject fbo,
// int width, int height, int samples)
// {
// RenderBuffer col = factory.create(samples, width, height, GL2ES2.GL_RGBA8);
// RenderBuffer dep = factory.create(samples, width, height, GL2ES2.GL_DEPTH_COMPONENT);
//
// fbo.setColor_Attachment(0, col);
// fbo.setDepth_Attachment(dep);
// return fbo;
// }
}
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