List of usage examples for org.lwjgl.opengl GL30 glCheckFramebufferStatus
@NativeType("GLenum") public static int glCheckFramebufferStatus(@NativeType("GLenum") int target)
From source file:com.badlogic.gdx.backends.jglfw.JglfwGL30.java
License:Apache License
@Override public int glCheckFramebufferStatus(int target) { return GL30.glCheckFramebufferStatus(target); }
From source file:com.flowpowered.caustic.lwjgl.gl30.GL30FrameBuffer.java
License:MIT License
@Override public boolean isComplete() { checkCreated();// w ww . j av a 2s .c o m // Bind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id); // Fetch the status and compare to the complete enum value final boolean complete = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) == GL30.GL_FRAMEBUFFER_COMPLETE; // Unbind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); // Check for errors LWJGLUtil.checkForGLError(); return complete; }
From source file:com.grillecube.client.opengl.GLH.java
public static int glhCheckFrameBufferStatus(int target) { return (GL30.glCheckFramebufferStatus(target)); }
From source file:com.opengrave.og.light.Depth2DFramebuffer.java
License:Open Source License
public Depth2DFramebuffer(int size) { framebufferSize = size;//from w ww. j av a 2 s .c o m framebuffer = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer); shadowMap = new Texture2DShadowMap(framebufferSize); shadowMap.bindToFrameBuffer(); // GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0); GL11.glDrawBuffer(GL11.GL_NONE); Util.checkErr(); GL11.glReadBuffer(GL11.GL_NONE); int i = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); if (i != GL30.GL_FRAMEBUFFER_COMPLETE) { throw new RuntimeException("Framebuffer creation failed with code: " + i); } GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); // TESTING STUFF count = 2; FloatBuffer pos = BufferUtils.createFloatBuffer(3 * 3 * count); FloatBuffer tex = BufferUtils.createFloatBuffer(2 * 3 * count); pos.put(0.75f).put(0.75f).put(0f); pos.put(0.75f).put(0.25f).put(0f); pos.put(0.25f).put(0.75f).put(0f); pos.put(0.25f).put(0.25f).put(0f); pos.put(0.75f).put(0.25f).put(0f); pos.put(0.25f).put(0.75f).put(0f); pos.flip(); tex.put(1f).put(1f); tex.put(1f).put(0f); tex.put(0f).put(1f); tex.put(0f).put(0f); tex.put(1f).put(0f); tex.put(0f).put(1f); tex.flip(); vao_ID = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vao_ID); int vbo_pos_ID = GL15.glGenBuffers(); int vbo_tex_ID = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_pos_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, pos, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_tex_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, tex, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 2, GL11.GL_FLOAT, false, 0, 0); }
From source file:com.opengrave.og.light.DepthCubeFramebuffer.java
License:Open Source License
public DepthCubeFramebuffer(int size) { framebufferSize = size;// w w w . ja v a 2s. c om framebuffer = GL30.glGenFramebuffers(); // System.out.println("Creating Pointlight Framebuffer : " + // framebuffer); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer); shadowMap = new TextureCubeShadowMap(framebufferSize); // shadowMap.bindToFrameBuffer(); shadowMap.bindToFrameBuffer(0); // GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0); GL11.glDrawBuffer(GL11.GL_NONE); Util.checkErr(); GL11.glReadBuffer(GL11.GL_NONE); int i = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); if (i != GL30.GL_FRAMEBUFFER_COMPLETE) { throw new RuntimeException("Framebuffer creation failed with code: " + i); } GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); Util.checkErr(); }
From source file:com.samrj.devil.gl.FBO.java
License:Open Source License
/** * @return The status of this frame buffer, as a string. */// ww w .j a va 2 s . c om public String getStatus() { ensureBound(); int status = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); return statusName(status); }
From source file:com.xrbpowered.gl.res.buffers.RenderTarget.java
License:Open Source License
protected static void checkStatus() { int status = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); if (status != GL30.GL_FRAMEBUFFER_COMPLETE) throw new RuntimeException(String.format("Framebuffer not complete: %04X", status)); }
From source file:cuchaz.jfxgl.prism.JFXGLContext.java
License:Open Source License
private static String getFramebufferError() { int status = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); switch (status) { case GL30.GL_FRAMEBUFFER_COMPLETE: return null; case GL30.GL_FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED"; case GL30.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; case GL30.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; /* doesn't look like we have these constants case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT"; case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: return "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT"; *//*from w w w.j av a2 s.c o m*/ case GL30.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; case GL30.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; case GL30.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; default: return "(unknown error: " + status + ")"; } }
From source file:de.ikosa.mars.viewer.glviewer.engine.GLRenderer2Stage.java
License:Open Source License
public GLRenderer2Stage(GLScene scene, GLResources resourceManager, GLCamera camera, int width, int height) { this.scene = scene; this.camera = camera; this.width = width; this.height = height; // setup opengl GL11.glViewport(0, 0, width, height); // setup framebuffer fbAId = GL30.glGenFramebuffers();/* w w w. jav a 2 s .c o m*/ GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbAId); // color buffer fbATexId = GLTextureBuilder.createEmptyTexture("FB", width, height, (byte) 0, (byte) 0, (byte) 0, (byte) 0) .getTextureId(); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, fbATexId, 0); // create depth buffer dbATexId = GLTextureBuilder.createEmptyTexture("DB", width, height, 0.0f).getTextureId(); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, dbATexId, 0); int status = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); if (status != GL30.GL_FRAMEBUFFER_COMPLETE) { ML.f(String.format("Cannot set up framebuffer: %x", status)); } // setup framebuffer B fbBId = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbBId); // color buffer fbBTexId = GLTextureBuilder.createEmptyTexture("FB", width, height, (byte) 0, (byte) 0, (byte) 0, (byte) 0) .getTextureId(); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, fbBTexId, 0); status = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); if (status != GL30.GL_FRAMEBUFFER_COMPLETE) { ML.f(String.format("Cannot set up framebuffer: %x", status)); } ssqScene = new GLSSQScene(resourceManager, resourceManager.getShader("post"), new GLTexture("FB", fbATexId), new GLTexture("DB", dbATexId), resourceManager.getShader("post2"), new GLTexture("FB2", fbBTexId)); }
From source file:ion2d.INGrabber.java
License:Open Source License
/** * Grabs an image of the display and attachs it to the specified texture * @param INTexture2D texture/*w w w. ja va2s .c o m*/ * @throws Exception */ public void grab(INTexture2D texture) throws Exception { GL11.glGetInteger(GL30.GL_FRAMEBUFFER_BINDING, this.oldBufferObject); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.bufferObject.get(0)); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, texture.getId(), 0); int status = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); if (status != GL30.GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Frame Grabber could not attach texture to framebuffer"); } GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.oldBufferObject.get(0)); }