Example usage for org.lwjgl.opengl GL30 glBindFramebuffer

List of usage examples for org.lwjgl.opengl GL30 glBindFramebuffer

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL30 glBindFramebuffer.

Prototype

public static void glBindFramebuffer(@NativeType("GLenum") int target, @NativeType("GLuint") int framebuffer) 

Source Link

Document

Binds a framebuffer to a framebuffer target.

Usage

From source file:ion2d.INGrabber.java

License:Open Source License

/**
 * Before Rendering of grabbing the screen
 *//*from  w w w.  j a  v a2 s.  c  om*/
public void beforeRender() {
    GL11.glGetInteger(GL30.GL_FRAMEBUFFER_BINDING, this.oldBufferObject);
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.bufferObject.get(0));

    GL11.glClearColor(0, 0, 0, 0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
}

From source file:ion2d.INGrabber.java

License:Open Source License

/**
 * After Rendering of grabbing the screen
 */
public void afterRender() {
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.oldBufferObject.get(0));
}

From source file:me.thehutch.fusion.engine.render.opengl.gl30.OpenGL30FrameBuffer.java

License:Open Source License

@Override
public void bind() {
    GL30.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}

From source file:me.thehutch.fusion.engine.render.opengl.gl30.OpenGL30FrameBuffer.java

License:Open Source License

@Override
public void unbind() {
    GL30.glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

From source file:me.thehutch.fusion.engine.render.opengl.gl30.OpenGL30FrameBuffer.java

License:Open Source License

@Override
public void attachTexture(int point, Texture texture) {
    // Bind the frame buffer
    GL30.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    // Bind the texture to the frame buffer
    GL30.glFramebufferTexture2D(GL_FRAMEBUFFER, point, GL_TEXTURE_2D, texture.getId(), 0);
    // Add the attachment to the outputs if it is a colour type
    if (isColourAttachment(point)) {
        this.outputBuffers.add(point);
    }/*from w  w w  .  j  av a  2s. co m*/
    // Update the output buffers
    updateOutputBuffers();
    // Check to see if the frame buffer is complete
    if (GL30.glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        throw new IllegalStateException("Unable to complete frame buffer!");
    }
    // Unbind the frame buffer
    GL30.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Check for errors
    RenderUtil.checkGLError();
}

From source file:me.thehutch.fusion.engine.render.opengl.gl30.OpenGL30FrameBuffer.java

License:Open Source License

@Override
public void attachBuffer(int point, RenderBuffer buffer) {
    // Bind the frame buffer
    GL30.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    // Attach the render buffer to the frame buffer
    GL30.glFramebufferRenderbuffer(GL_FRAMEBUFFER, point, GL_RENDERBUFFER, buffer.getId());
    RenderUtil.checkGLError();//from   ww  w  .  j  ava  2s. co  m
    // Add the attachment to the outputs if it is a colour type
    if (isColourAttachment(point)) {
        this.outputBuffers.add(point);
    }
    // Update the output buffers
    updateOutputBuffers();
    // Check to see if the frame buffer is complete
    if (GL30.glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        throw new IllegalStateException("Unable to complete frame buffer!");
    }
    // Unbind the frame buffer
    GL30.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Check for errors
    RenderUtil.checkGLError();
}

From source file:me.thehutch.fusion.engine.render.opengl.gl30.OpenGL30FrameBuffer.java

License:Open Source License

@Override
public void detach(int point) {
    // Bind the frame buffer
    GL30.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    // Detach the render buffer from the frame buffer
    GL30.glFramebufferRenderbuffer(GL_FRAMEBUFFER, point, GL_RENDERBUFFER, 0);
    // Remove the attachment from the outputs if it is a colour type
    if (isColourAttachment(point)) {
        this.outputBuffers.remove(point);
    }/*from   ww  w  . j  av a2  s. c om*/
    // Update the output buffers
    updateOutputBuffers();
    // Check to see if the frame buffer is complete
    if (GL30.glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        throw new IllegalStateException("Unable to complete frame buffer!");
    }
    // Unbind the frame buffer
    GL30.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Check for errors
    RenderUtil.checkGLError();
}

From source file:net.smert.frameworkgl.opengl.helpers.FrameBufferObjectHelper.java

License:Apache License

public void bind(int fboID) {
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fboID);
}

From source file:net.smert.frameworkgl.opengl.helpers.FrameBufferObjectHelper.java

License:Apache License

public void setBlitTargets(int sourceFboID, int destinationFboID) {
    GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, destinationFboID);
    GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, sourceFboID);
}

From source file:net.smert.frameworkgl.opengl.helpers.FrameBufferObjectHelper.java

License:Apache License

public void unbind() {
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}