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/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
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* 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
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*
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* 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
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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, boolean, boolean)}.
* 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;
final 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 static class RenderBuffer {
Texture tex;
Image.Format format;
int id = -1;
int slot = SLOT_UNDEF;
int face = -1;
int layer = -1;
int level = 0;
public int getLevel() {
return this.level;
}
/**
* @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.
* @return the buffer's ID
*/
public int getId() {
return id;
}
/**
* Do not use.
*
* @param id the desired ID
*/
public void setId(int id) {
this.id = id;
}
/**
* Do not use.
*
* @return the slot code, such as SLOT_DEPTH_STENCIL
*/
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;
}
}
public static class FrameBufferTextureTarget extends RenderBuffer {
private FrameBufferTextureTarget(){}
void setTexture(Texture tx){
this.tex=tx;
this.format=tx.getImage().getFormat();
}
void setFormat(Format f){
this.format=f;
}
public FrameBufferTextureTarget layer(int i){
this.layer=i;
return this;
}
public FrameBufferTextureTarget level(int i){
this.level=i;
return this;
}
public FrameBufferTextureTarget face(TextureCubeMap.Face f){
return face(f.ordinal());
}
public FrameBufferTextureTarget face(int f){
this.face=f;
return this;
}
}
public static class FrameBufferBufferTarget extends RenderBuffer {
private FrameBufferBufferTarget(){}
void setFormat(Format f){
this.format=f;
}
}
public static class FrameBufferTarget {
private FrameBufferTarget(){}
public static FrameBufferTextureTarget newTarget(Texture tx){
FrameBufferTextureTarget t=new FrameBufferTextureTarget();
t.setTexture(tx);
return t;
}
public static FrameBufferBufferTarget newTarget(Format format){
FrameBufferBufferTarget t=new FrameBufferBufferTarget();
t.setFormat(format);
return t;
}
/**
* Creates a frame buffer texture and sets the face position by using the face parameter. It uses
* {@link TextureCubeMap} ordinal number for the face position.
*
* @param tx texture to add to the frame buffer
* @param face face to add to the color buffer to
* @return FrameBufferTexture Target
*/
public static FrameBufferTextureTarget newTarget(Texture tx, TextureCubeMap.Face face) {
FrameBufferTextureTarget t = new FrameBufferTextureTarget();
t.face = face.ordinal();
t.setTexture(tx);
return t;
}
}
/**
* A private constructor to inhibit instantiation of this class.
*/
private FrameBuffer() {
}
public void addColorTarget(FrameBufferBufferTarget colorBuf){
colorBuf.slot=colorBufs.size();
colorBufs.add(colorBuf);
}
public void addColorTarget(FrameBufferTextureTarget colorBuf){
// checkSetTexture(colorBuf.getTexture(), false); // TODO: this won't work for levels.
colorBuf.slot=colorBufs.size();
colorBufs.add(colorBuf);
}
/**
* Adds a texture to one of the color Buffers Array. It uses {@link TextureCubeMap} ordinal number for the
* position in the color buffer ArrayList.
*
* @param colorBuf texture to add to the color Buffer
* @param face position to add to the color buffer
*/
public void addColorTarget(FrameBufferTextureTarget colorBuf, TextureCubeMap.Face face) {
// checkSetTexture(colorBuf.getTexture(), false); // TODO: this won't work for levels.
colorBuf.slot = colorBufs.size();
colorBuf.face = face.ordinal();
colorBufs.add(colorBuf);
}
public void setDepthTarget(FrameBufferBufferTarget depthBuf){
if (!depthBuf.getFormat().isDepthFormat())
throw new IllegalArgumentException("Depth buffer format must be depth.");
this.depthBuf = depthBuf;
this.depthBuf.slot = this.depthBuf.getFormat().isDepthStencilFormat() ? SLOT_DEPTH_STENCIL : SLOT_DEPTH;
}
public void setDepthTarget(FrameBufferTextureTarget depthBuf){
checkSetTexture(depthBuf.getTexture(), true);
this.depthBuf = depthBuf;
this.depthBuf.slot = depthBuf.getTexture().getImage().getFormat().isDepthStencilFormat() ? SLOT_DEPTH_STENCIL : SLOT_DEPTH;
}
public int getNumColorTargets(){
return colorBufs.size();
}
public RenderBuffer getColorTarget(int index){
return colorBufs.get(index);
}
public RenderBuffer getColorTarget() {
if (colorBufs.isEmpty())
return null;
if (colorBufIndex<0 || colorBufIndex>=colorBufs.size()) {
return colorBufs.get(0);
}
return colorBufs.get(colorBufIndex);
}
public RenderBuffer getDepthTarget() {
return depthBuf;
}
/**
*
* 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 single-sampled.
*
* @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.
* @deprecated Use setDepthTarget
*/
@Deprecated
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.
* @deprecated Use addColorTarget
*/
@Deprecated
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.
* @deprecated Use addColorTarget
*/
@Deprecated
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.
* @param layer (default=-1)
* @deprecated Use addColorTarget
*/
@Deprecated
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.
* @deprecated Use addColorTarget
*/
@Deprecated
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 buffer without a texture bound to it.
* If MRT is enabled, then each subsequently added texture or buffer 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 format the format of the color buffer
* @see #addColorTexture(com.jme3.texture.Texture2D)
* @deprecated Use addColorTarget
*/
@Deprecated
public void addColorBuffer(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 = colorBufs.size();
colorBuf.format = format;
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 texture to add.
* @see #addColorBuffer(com.jme3.texture.Image.Format)
* @deprecated Use addColorTarget
*/
@Deprecated
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.
* @param layer (default=-1)
* @deprecated Use addColorTarget
*/
@Deprecated
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.
* @deprecated Use addColorTarget
*/
@Deprecated
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.
* @deprecated Use setDepthTarget
*/
@Deprecated
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();
}
/**
*
* @param tex the TextureArray to apply
* @param layer (default=-1)
* @deprecated Use setDepthTarget
*/
@Deprecated
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.
* @deprecated Use getNumColorTargets
*/
@Deprecated
public int getNumColorBuffers() {
return colorBufs.size();
}
/**
* @param index the zero-base index (≥0)
* @return The color buffer at the given index.
* @deprecated Use getColorTarget(int)
*/
@Deprecated
public RenderBuffer getColorBuffer(int index) {
return colorBufs.get(index);
}
/**
* @return The color buffer with the index set by {@link #setTargetIndex(int)}, or null
* if no color buffers are attached.
* If MRT is disabled, the first color buffer is returned.
* @deprecated Use getColorTarget()
*/
@Deprecated
public RenderBuffer getColorBuffer() {
if (colorBufs.isEmpty()) {
return null;
}
if (colorBufIndex < 0 || colorBufIndex >= colorBufs.size()) {
return colorBufs.get(0);
}
return colorBufs.get(colorBufIndex);
}
/**
* @return The depth buffer attached to this FrameBuffer, or null
* if no depth buffer is attached
* @deprecated Use getDepthTarget()
*/
@Deprecated
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 single-sampled 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);
}
@Override
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 an SRGB texture attached.
*
* 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 com.jme3.material.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 IllegalStateException 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.
*
* @return True if the framebuffer color values are in SRGB space, false if
* in linear space.
*/
public boolean isSrgb() {
return srgb;
}
}