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/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.texture;
import com.jme3.renderer.Caps;
import com.jme3.renderer.Renderer;
import com.jme3.texture.Image.Format;
import com.jme3.util.NativeObject;
import java.util.ArrayList;
/**
*
* FrameBuffer
s are rendering surfaces allowing
* off-screen rendering and render-to-texture functionality.
* Instead of the scene rendering to the screen, it is rendered into the
* FrameBuffer, the result can be either a texture or a buffer.
*
* A FrameBuffer
supports two methods of rendering,
* using a {@link Texture} or using a buffer.
* When using a texture, the result of the rendering will be rendered
* onto the texture, after which the texture can be placed on an object
* and rendered as if the texture was uploaded from disk.
* When using a buffer, the result is rendered onto
* a buffer located on the GPU, the data of this buffer is not accessible
* to the user. buffers are useful if one
* wishes to retrieve only the color content of the scene, but still desires
* depth testing (which requires a depth buffer).
* Buffers can be copied to other framebuffers
* including the main screen, by using
* {@link Renderer#copyFrameBuffer(com.jme3.texture.FrameBuffer, com.jme3.texture.FrameBuffer) }.
* The content of a {@link RenderBuffer} can be retrieved by using
* {@link Renderer#readFrameBuffer(com.jme3.texture.FrameBuffer, java.nio.ByteBuffer) }.
*
* FrameBuffer
s have several attachment points, there are
* several color attachment points and a single depth
* attachment point.
* The color attachment points support image formats such as
* {@link Format#RGBA8}, allowing rendering the color content of the scene.
* The depth attachment point requires a depth image format.
*
* @see Renderer#setFrameBuffer(com.jme3.texture.FrameBuffer)
*
* @author Kirill Vainer
*/
public class FrameBuffer extends NativeObject {
public static final int SLOT_UNDEF = -1;
public static final int SLOT_DEPTH = -100;
public static final int SLOT_DEPTH_STENCIL = -101;
private int width = 0;
private int height = 0;
private int samples = 1;
private ArrayList colorBufs = new ArrayList();
private RenderBuffer depthBuf = null;
private int colorBufIndex = 0;
private boolean srgb;
/**
* RenderBuffer
represents either a texture or a
* buffer that will be rendered to. RenderBuffer
s
* are attached to an attachment slot on a FrameBuffer
.
*/
public class RenderBuffer {
Texture tex;
Image.Format format;
int id = -1;
int slot = SLOT_UNDEF;
int face = -1;
int layer = -1;
/**
* @return The image format of the render buffer.
*/
public Format getFormat() {
return format;
}
/**
* @return The texture to render to for this RenderBuffer
* or null if content should be rendered into a buffer.
*/
public Texture getTexture(){
return tex;
}
/**
* Do not use.
*/
public int getId() {
return id;
}
/**
* Do not use.
*/
public void setId(int id){
this.id = id;
}
/**
* Do not use.
*/
public int getSlot() {
return slot;
}
public int getFace() {
return face;
}
public void resetObject(){
id = -1;
}
public RenderBuffer createDestructableClone(){
if (tex != null){
return null;
}else{
RenderBuffer destructClone = new RenderBuffer();
destructClone.id = id;
return destructClone;
}
}
@Override
public String toString(){
if (tex != null){
return "TextureTarget[format=" + format + "]";
}else{
return "BufferTarget[format=" + format + "]";
}
}
public int getLayer() {
return this.layer;
}
}
/**
*
* Creates a new FrameBuffer with the given width, height, and number
* of samples. If any textures are attached to this FrameBuffer, then
* they must have the same number of samples as given in this constructor.
*
* Note that if the {@link Renderer} does not expose the
* {@link Caps#NonPowerOfTwoTextures}, then an exception will be thrown
* if the width and height arguments are not power of two.
*
* @param width The width to use
* @param height The height to use
* @param samples The number of samples to use for a multisampled
* framebuffer, or 1 if the framebuffer should be singlesampled.
*
* @throws IllegalArgumentException If width or height are not positive.
*/
public FrameBuffer(int width, int height, int samples){
super();
if (width <= 0 || height <= 0)
throw new IllegalArgumentException("FrameBuffer must have valid size.");
this.width = width;
this.height = height;
this.samples = samples == 0 ? 1 : samples;
}
protected FrameBuffer(FrameBuffer src){
super(src.id);
/*
for (RenderBuffer renderBuf : src.colorBufs){
RenderBuffer clone = renderBuf.createDestructableClone();
if (clone != null)
this.colorBufs.add(clone);
}
this.depthBuf = src.depthBuf.createDestructableClone();
*/
}
/**
* Enables the use of a depth buffer for this FrameBuffer
.
*
* @param format The format to use for the depth buffer.
* @throws IllegalArgumentException If format
is not a depth format.
*/
public void setDepthBuffer(Image.Format format){
if (id != -1)
throw new UnsupportedOperationException("FrameBuffer already initialized.");
if (!format.isDepthFormat())
throw new IllegalArgumentException("Depth buffer format must be depth.");
depthBuf = new RenderBuffer();
depthBuf.slot = format.isDepthStencilFormat() ? SLOT_DEPTH_STENCIL : SLOT_DEPTH;
depthBuf.format = format;
}
/**
* Enables the use of a color buffer for this FrameBuffer
.
*
* @param format The format to use for the color buffer.
* @throws IllegalArgumentException If format
is not a color format.
*/
public void setColorBuffer(Image.Format format){
if (id != -1)
throw new UnsupportedOperationException("FrameBuffer already initialized.");
if (format.isDepthFormat())
throw new IllegalArgumentException("Color buffer format must be color/luminance.");
RenderBuffer colorBuf = new RenderBuffer();
colorBuf.slot = 0;
colorBuf.format = format;
colorBufs.clear();
colorBufs.add(colorBuf);
}
private void checkSetTexture(Texture tex, boolean depth){
Image img = tex.getImage();
if (img == null)
throw new IllegalArgumentException("Texture not initialized with RTT.");
if (depth && !img.getFormat().isDepthFormat())
throw new IllegalArgumentException("Texture image format must be depth.");
else if (!depth && img.getFormat().isDepthFormat())
throw new IllegalArgumentException("Texture image format must be color/luminance.");
// check that resolution matches texture resolution
if (width != img.getWidth() || height != img.getHeight())
throw new IllegalArgumentException("Texture image resolution " +
"must match FB resolution");
if (samples != tex.getImage().getMultiSamples())
throw new IllegalStateException("Texture samples must match framebuffer samples");
}
/**
* If enabled, any shaders rendering into this FrameBuffer
* will be able to write several results into the renderbuffers
* by using the gl_FragData
array. Every slot in that
* array maps into a color buffer attached to this framebuffer.
*
* @param enabled True to enable MRT (multiple rendering targets).
*/
public void setMultiTarget(boolean enabled){
if (enabled) colorBufIndex = -1;
else colorBufIndex = 0;
}
/**
* @return True if MRT (multiple rendering targets) is enabled.
* @see FrameBuffer#setMultiTarget(boolean)
*/
public boolean isMultiTarget(){
return colorBufIndex == -1;
}
/**
* If MRT is not enabled ({@link FrameBuffer#setMultiTarget(boolean) } is false)
* then this specifies the color target to which the scene should be rendered.
*
* By default the value is 0.
*
* @param index The color attachment index.
* @throws IllegalArgumentException If index is negative or doesn't map
* to any attachment on this framebuffer.
*/
public void setTargetIndex(int index){
if (index < 0 || index >= 16)
throw new IllegalArgumentException("Target index must be between 0 and 16");
if (colorBufs.size() < index)
throw new IllegalArgumentException("The target at " + index + " is not set!");
colorBufIndex = index;
setUpdateNeeded();
}
/**
* @return The color target to which the scene should be rendered.
*
* @see FrameBuffer#setTargetIndex(int)
*/
public int getTargetIndex(){
return colorBufIndex;
}
/**
* Set the color texture to use for this framebuffer.
* This automatically clears all existing textures added previously
* with {@link FrameBuffer#addColorTexture } and adds this texture as the
* only target.
*
* @param tex The color texture to set.
*/
public void setColorTexture(Texture2D tex){
clearColorTargets();
addColorTexture(tex);
}
/**
* Set the color texture array to use for this framebuffer.
* This automatically clears all existing textures added previously
* with {@link FrameBuffer#addColorTexture } and adds this texture as the
* only target.
*
* @param tex The color texture array to set.
*/
public void setColorTexture(TextureArray tex, int layer){
clearColorTargets();
addColorTexture(tex, layer);
}
/**
* Set the color texture to use for this framebuffer.
* This automatically clears all existing textures added previously
* with {@link FrameBuffer#addColorTexture } and adds this texture as the
* only target.
*
* @param tex The cube-map texture to set.
* @param face The face of the cube-map to render to.
*/
public void setColorTexture(TextureCubeMap tex, TextureCubeMap.Face face) {
clearColorTargets();
addColorTexture(tex, face);
}
/**
* Clears all color targets that were set or added previously.
*/
public void clearColorTargets(){
colorBufs.clear();
}
/**
* Add a color texture to use for this framebuffer.
* If MRT is enabled, then each subsequently added texture can be
* rendered to through a shader that writes to the array gl_FragData
.
* If MRT is not enabled, then the index set with {@link FrameBuffer#setTargetIndex(int) }
* is rendered to by the shader.
*
* @param tex The texture to add.
*/
public void addColorTexture(Texture2D tex) {
if (id != -1)
throw new UnsupportedOperationException("FrameBuffer already initialized.");
Image img = tex.getImage();
checkSetTexture(tex, false);
RenderBuffer colorBuf = new RenderBuffer();
colorBuf.slot = colorBufs.size();
colorBuf.tex = tex;
colorBuf.format = img.getFormat();
colorBufs.add(colorBuf);
}
/**
* Add a color texture array to use for this framebuffer.
* If MRT is enabled, then each subsequently added texture can be
* rendered to through a shader that writes to the array gl_FragData
.
* If MRT is not enabled, then the index set with {@link FrameBuffer#setTargetIndex(int) }
* is rendered to by the shader.
*
* @param tex The texture array to add.
*/
public void addColorTexture(TextureArray tex, int layer) {
if (id != -1)
throw new UnsupportedOperationException("FrameBuffer already initialized.");
Image img = tex.getImage();
checkSetTexture(tex, false);
RenderBuffer colorBuf = new RenderBuffer();
colorBuf.slot = colorBufs.size();
colorBuf.tex = tex;
colorBuf.format = img.getFormat();
colorBuf.layer = layer;
colorBufs.add(colorBuf);
}
/**
* Add a color texture to use for this framebuffer.
* If MRT is enabled, then each subsequently added texture can be
* rendered to through a shader that writes to the array gl_FragData
.
* If MRT is not enabled, then the index set with {@link FrameBuffer#setTargetIndex(int) }
* is rendered to by the shader.
*
* @param tex The cube-map texture to add.
* @param face The face of the cube-map to render to.
*/
public void addColorTexture(TextureCubeMap tex, TextureCubeMap.Face face) {
if (id != -1)
throw new UnsupportedOperationException("FrameBuffer already initialized.");
Image img = tex.getImage();
checkSetTexture(tex, false);
RenderBuffer colorBuf = new RenderBuffer();
colorBuf.slot = colorBufs.size();
colorBuf.tex = tex;
colorBuf.format = img.getFormat();
colorBuf.face = face.ordinal();
colorBufs.add(colorBuf);
}
/**
* Set the depth texture to use for this framebuffer.
*
* @param tex The color texture to set.
*/
public void setDepthTexture(Texture2D tex){
if (id != -1)
throw new UnsupportedOperationException("FrameBuffer already initialized.");
Image img = tex.getImage();
checkSetTexture(tex, true);
depthBuf = new RenderBuffer();
depthBuf.slot = img.getFormat().isDepthStencilFormat() ? SLOT_DEPTH_STENCIL : SLOT_DEPTH;
depthBuf.tex = tex;
depthBuf.format = img.getFormat();
}
public void setDepthTexture(TextureArray tex, int layer){
if (id != -1)
throw new UnsupportedOperationException("FrameBuffer already initialized.");
Image img = tex.getImage();
checkSetTexture(tex, true);
depthBuf = new RenderBuffer();
depthBuf.slot = img.getFormat().isDepthStencilFormat() ? SLOT_DEPTH_STENCIL : SLOT_DEPTH;
depthBuf.tex = tex;
depthBuf.format = img.getFormat();
depthBuf.layer = layer;
}
/**
* @return The number of color buffers attached to this texture.
*/
public int getNumColorBuffers(){
return colorBufs.size();
}
/**
* @param index
* @return The color buffer at the given index.
*/
public RenderBuffer getColorBuffer(int index){
return colorBufs.get(index);
}
/**
* @return The first color buffer attached to this FrameBuffer, or null
* if no color buffers are attached.
*/
public RenderBuffer getColorBuffer() {
if (colorBufs.isEmpty())
return null;
return colorBufs.get(0);
}
/**
* @return The depth buffer attached to this FrameBuffer, or null
* if no depth buffer is attached
*/
public RenderBuffer getDepthBuffer() {
return depthBuf;
}
/**
* @return The height in pixels of this framebuffer.
*/
public int getHeight() {
return height;
}
/**
* @return The width in pixels of this framebuffer.
*/
public int getWidth() {
return width;
}
/**
* @return The number of samples when using a multisample framebuffer, or
* 1 if this is a singlesampled framebuffer.
*/
public int getSamples() {
return samples;
}
@Override
public String toString(){
StringBuilder sb = new StringBuilder();
String mrtStr = colorBufIndex >= 0 ? "" + colorBufIndex : "mrt";
sb.append("FrameBuffer[format=").append(width).append("x").append(height)
.append("x").append(samples).append(", drawBuf=").append(mrtStr).append("]\n");
if (depthBuf != null)
sb.append("Depth => ").append(depthBuf).append("\n");
for (RenderBuffer colorBuf : colorBufs){
sb.append("Color(").append(colorBuf.slot)
.append(") => ").append(colorBuf).append("\n");
}
return sb.toString();
}
@Override
public void resetObject() {
this.id = -1;
for (int i = 0; i < colorBufs.size(); i++) {
colorBufs.get(i).resetObject();
}
if (depthBuf != null)
depthBuf.resetObject();
setUpdateNeeded();
}
@Override
public void deleteObject(Object rendererObject) {
((Renderer)rendererObject).deleteFrameBuffer(this);
}
public NativeObject createDestructableClone(){
return new FrameBuffer(this);
}
@Override
public long getUniqueId() {
return ((long)OBJTYPE_FRAMEBUFFER << 32) | ((long)id);
}
/**
* Specifies that the color values stored in this framebuffer are in SRGB
* format.
*
* The FrameBuffer must have a texture attached with the flag
* {@link Image#isSrgb()} set to true.
*
* The Renderer must expose the {@link Caps#Srgb sRGB pipeline} capability
* for this option to take any effect.
*
* Rendering operations performed on this framebuffer shall undergo a linear
* -> sRGB color space conversion when this flag is enabled. If
* {@link RenderState#getBlendMode() blending} is enabled, it will be
* performed in linear space by first decoding the stored sRGB pixel values
* into linear, combining with the shader result, and then converted back to
* sRGB upon being written into the framebuffer.
*
* @param srgb If the framebuffer color values should be stored in sRGB
* color space.
*
* @throws InvalidStateException If the texture attached to this framebuffer
* is not sRGB.
*/
public void setSrgb(boolean srgb) {
this.srgb = srgb;
}
/**
* Determines if this framebuffer contains SRGB data.
*
* @returns True if the framebuffer color values are in SRGB space, false if
* in linear space.
*/
public boolean isSrgb() {
return srgb;
}
}