List of usage examples for org.lwjgl.opengl GL30 glBindFramebuffer
public static void glBindFramebuffer(@NativeType("GLenum") int target, @NativeType("GLuint") int framebuffer)
From source file:com.opengrave.og.light.DepthCubeFramebuffer.java
License:Open Source License
public void unbindDraw() { GL11.glFlush(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); }
From source file:com.samrj.devil.gl.DGL.java
License:Open Source License
/** * Binds the given frame buffer to the given target. Pass null to bind the * default frame buffer./*from ww w. ja va 2 s .co m*/ * * @param fbo The frame buffer to bind. * @param target The targe to bind to, or null to bind the default frame * buffer; * @return The given frame buffer. */ public static FBO bindFBO(FBO fbo, int target) { switch (target) { case GL30.GL_FRAMEBUFFER: readFBO = fbo; drawFBO = fbo; break; case GL30.GL_READ_FRAMEBUFFER: readFBO = fbo; break; case GL30.GL_DRAW_FRAMEBUFFER: drawFBO = fbo; break; default: throw new IllegalArgumentException("Illegal target specified."); } if (fbo != null) fbo.bind(target); else GL30.glBindFramebuffer(target, 0); return fbo; }
From source file:com.samrj.devil.gl.FBO.java
License:Open Source License
void bind(int target) { GL30.glBindFramebuffer(target, id); }
From source file:com.xrbpowered.gl.res.buffers.MultisampleBuffers.java
License:Open Source License
public MultisampleBuffers(int w, int h, int samples, boolean hdr) { super(GL30.glGenFramebuffers(), w, h); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo); create(w, h, samples, true, hdr);//w w w . ja v a 2 s . c om resolve = new OffscreenBuffers(w, h, false, hdr); }
From source file:com.xrbpowered.gl.res.buffers.MultisampleBuffers.java
License:Open Source License
protected void create(int w, int h, int samples, boolean depthBuffer, boolean hdr) { colorMSTexId = GL11.glGenTextures(); GL11.glBindTexture(GL32.GL_TEXTURE_2D_MULTISAMPLE, colorMSTexId); GL32.glTexImage2DMultisample(GL32.GL_TEXTURE_2D_MULTISAMPLE, samples, hdr ? GL30.GL_RGB16F : GL11.GL_RGB, w, h, false);/* w w w.j a v a2 s .com*/ GL11.glBindTexture(GL32.GL_TEXTURE_2D_MULTISAMPLE, 0); GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, colorMSTexId, 0); depthMSTexId = 0; if (depthBuffer) { depthMSTexId = GL11.glGenTextures(); GL11.glBindTexture(GL32.GL_TEXTURE_2D_MULTISAMPLE, depthMSTexId); GL32.glTexImage2DMultisample(GL32.GL_TEXTURE_2D_MULTISAMPLE, samples, GL30.GL_DEPTH24_STENCIL8, w, h, false); GL11.glBindTexture(GL32.GL_TEXTURE_2D_MULTISAMPLE, 0); GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, depthMSTexId, 0); } checkStatus(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); }
From source file:com.xrbpowered.gl.res.buffers.OffscreenBuffers.java
License:Open Source License
public OffscreenBuffers(int w, int h, boolean depthBuffer, boolean depthTexture) { super(GL30.glGenFramebuffers(), w, h); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo); create(w, h, depthBuffer, depthTexture); }
From source file:com.xrbpowered.gl.res.buffers.OffscreenBuffers.java
License:Open Source License
protected void create(int w, int h, boolean depthBuffer, boolean hdr) { colorTexId = GL11.glGenTextures();/*from w w w . ja va 2 s. com*/ GL11.glBindTexture(GL11.GL_TEXTURE_2D, colorTexId); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, hdr ? GL30.GL_RGB16F : GL11.GL_RGB, w, h, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colorTexId, 0); depthTexId = 0; if (depthBuffer) { depthTexId = GL11.glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTexId); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT16, w, h, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, depthTexId, 0); } checkStatus(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); }
From source file:com.xrbpowered.gl.res.buffers.RenderTarget.java
License:Open Source License
public void use() { GL11.glViewport(0, 0, getWidth(), getHeight()); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo); }
From source file:com.xrbpowered.gl.res.buffers.RenderTarget.java
License:Open Source License
public static void blit(RenderTarget source, RenderTarget target, boolean filter) { GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, source.fbo); GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, target.fbo); // System.out.printf("[%d] %dx%d -> [%d] %dx%d\n", source.fbo, source.getWidth(), source.getHeight(), target.fbo, target.getWidth(), target.getHeight()); GL30.glBlitFramebuffer(0, 0, source.getWidth(), source.getHeight(), 0, 0, target.getWidth(), target.getHeight(), GL11.GL_COLOR_BUFFER_BIT, filter ? GL11.GL_LINEAR : GL11.GL_NEAREST); Client.checkError();/* w ww .j a va 2 s . c om*/ }
From source file:cuchaz.jfxgl.prism.JFXGLContext.java
License:Open Source License
@Override public void bindFBO(int nativeFBOID) { GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, nativeFBOID); }