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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
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package com.badlogic.gdx.graphics.glutils;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;

import com.badlogic.gdx.Application;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Pixmap;
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.BufferUtils;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.utils.GdxRuntimeException;

/** 

* Encapsulates OpenGL ES 2.0 frame buffer objects. This is a simple helper class which should cover most FBO uses. It will * automatically create a texture for the color attachment and a renderbuffer for the depth buffer. You can get a hold of the * texture by {@link FrameBuffer#getColorBufferTexture()}. This class will only work with OpenGL ES 2.0. *

* *

* FrameBuffers are managed. In case of an OpenGL context loss, which only happens on Android when a user switches to another * application or receives an incoming call, the framebuffer will be automatically recreated. *

* *

* A FrameBuffer must be disposed if it is no longer needed *

* * @author mzechner */ public class FrameBuffer implements Disposable { /** the frame buffers **/ private final static Map> buffers = new HashMap>(); /** the color buffer texture **/ private Texture colorTexture; /** the framebuffer handle **/ private int framebufferHandle; /** the depthbuffer render object handle **/ private int depthbufferHandle; /** width **/ private final int width; /** height **/ private final int height; /** depth **/ private final boolean hasDepth; /** format **/ private final Pixmap.Format format; /** Creates a new FrameBuffer having the given dimensions and potentially a depth buffer attached. * * @param format the format of the color buffer * @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 FraeBuffer could not be created */ public FrameBuffer (Pixmap.Format format, int width, int height, boolean hasDepth) { this.width = width; this.height = height; this.format = format; this.hasDepth = hasDepth; build(); addManagedFrameBuffer(Gdx.app, this); } private void build () { if (!Gdx.graphics.isGL20Available()) throw new GdxRuntimeException("GL2 is required."); colorTexture = new Texture(width, height, format); colorTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear); colorTexture.setWrap(TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); GL20 gl = Gdx.graphics.getGL20(); IntBuffer handle = BufferUtils.newIntBuffer(1); gl.glGenFramebuffers(1, handle); framebufferHandle = handle.get(0); if (hasDepth) { handle.clear(); gl.glGenRenderbuffers(1, handle); depthbufferHandle = handle.get(0); } gl.glBindTexture(GL20.GL_TEXTURE_2D, colorTexture.getTextureObjectHandle()); if (hasDepth) { gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, depthbufferHandle); gl.glRenderbufferStorage(GL20.GL_RENDERBUFFER, GL20.GL_DEPTH_COMPONENT16, colorTexture.getWidth(), colorTexture.getHeight()); } gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, framebufferHandle); gl.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, GL20.GL_TEXTURE_2D, colorTexture.getTextureObjectHandle(), 0); if (hasDepth) { gl.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER, GL20.GL_DEPTH_ATTACHMENT, GL20.GL_RENDERBUFFER, depthbufferHandle); } int result = gl.glCheckFramebufferStatus(GL20.GL_FRAMEBUFFER); gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, 0); gl.glBindTexture(GL20.GL_TEXTURE_2D, 0); gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0); if (result != GL20.GL_FRAMEBUFFER_COMPLETE) { colorTexture.dispose(); if (hasDepth) { handle.clear(); handle.put(depthbufferHandle); handle.flip(); gl.glDeleteRenderbuffers(1, handle); } colorTexture.dispose(); handle.clear(); handle.put(framebufferHandle); handle.flip(); gl.glDeleteFramebuffers(1, handle); if (result == GL20.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) throw new IllegalStateException("frame buffer couldn't be constructed: incomplete attachment"); if (result == GL20.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS) throw new IllegalStateException("frame buffer couldn't be constructed: incomplete dimensions"); if (result == GL20.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) throw new IllegalStateException("frame buffer couldn't be constructed: missing attachment"); } } /** Releases all resources associated with the FrameBuffer. */ public void dispose () { GL20 gl = Gdx.graphics.getGL20(); IntBuffer handle = BufferUtils.newIntBuffer(1); colorTexture.dispose(); if (hasDepth) { handle.put(depthbufferHandle); handle.flip(); gl.glDeleteRenderbuffers(1, handle); } handle.clear(); handle.put(framebufferHandle); handle.flip(); gl.glDeleteFramebuffers(1, handle); if (buffers.get(Gdx.app) != null) buffers.get(Gdx.app).remove(this); } /** Makes the frame buffer current so everything gets drawn to it. */ public void begin () { Gdx.graphics.getGL20().glViewport(0, 0, colorTexture.getWidth(), colorTexture.getHeight()); Gdx.graphics.getGL20().glBindFramebuffer(GL20.GL_FRAMEBUFFER, framebufferHandle); } /** Unbinds the framebuffer, all drawing will be performed to the normal framebuffer from here on. */ public void end () { Gdx.graphics.getGL20().glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.graphics.getGL20().glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0); } private void addManagedFrameBuffer (Application app, FrameBuffer frameBuffer) { List managedResources = buffers.get(app); if (managedResources == null) managedResources = new ArrayList(); managedResources.add(frameBuffer); buffers.put(app, managedResources); } /** Invalidates all frame buffers. This can be used when the OpenGL context is lost to rebuild all managed frame buffers. This * assumes that the texture attached to this buffer has already been rebuild! Use with care. */ public static void invalidateAllFrameBuffers (Application app) { if (Gdx.graphics.getGL20() == null) return; List bufferList = buffers.get(app); if (bufferList == null) return; for (int i = 0; i < bufferList.size(); i++) { bufferList.get(i).build(); } } public static void clearAllFrameBuffers (Application app) { buffers.remove(app); } public static String getManagedStatus () { StringBuilder builder = new StringBuilder(); int i = 0; builder.append("Managed buffers/app: { "); for (Application app : buffers.keySet()) { builder.append(buffers.get(app).size()); builder.append(" "); } builder.append("}"); return builder.toString(); } /** @return the color buffer texture */ public Texture getColorBufferTexture () { return colorTexture; } /** @return the height of the framebuffer in pixels */ public int getHeight () { return colorTexture.getHeight(); } /** @return the width of the framebuffer in pixels */ public int getWidth () { return colorTexture.getWidth(); } }




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