Example usage for org.lwjgl.opengl GL30 glCheckFramebufferStatus

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

Introduction

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

Prototype

@NativeType("GLenum")
public static int glCheckFramebufferStatus(@NativeType("GLenum") int target) 

Source Link

Document

Checks the completeness status of a framebuffer.

Usage

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);
    }//  w w w  .j  av  a2  s  .  c o 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();// www .j  av a  2  s.  c o 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  w w  w.ja  v  a  2  s .  c  o 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:net.smert.frameworkgl.opengl.helpers.FrameBufferObjectHelper.java

License:Apache License

public int checkStatus() {
    return GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER);
}

From source file:org.spout.engine.filesystem.resource.ClientRenderTexture.java

License:Open Source License

@Override
public void writeGPU() {
    if (framebuffer != INVALID_BUFFER) {
        throw new IllegalStateException("Framebuffer already created!");
    }//from www.jav a  2  s. com

    int buffers = 1;

    //Create the color buffer for this renderTexture
    textureID = GL11.glGenTextures();
    SpoutRenderer.checkGLError();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
    SpoutRenderer.checkGLError();

    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    SpoutRenderer.checkGLError();
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    SpoutRenderer.checkGLError();
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_INT,
            (ByteBuffer) null); // Create the texture data
    SpoutRenderer.checkGLError();

    if (useNormalBuffer) {
        //Create the color buffer for this renderTexture
        normalTarget = GL11.glGenTextures();
        SpoutRenderer.checkGLError();
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, normalTarget);
        SpoutRenderer.checkGLError();

        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
        SpoutRenderer.checkGLError();
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
        SpoutRenderer.checkGLError();
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA,
                GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null); // Create the texture data
        SpoutRenderer.checkGLError();
        buffers++;
    }

    if (useDepthBuffer) {
        //Create the color buffer for this renderTexture
        depthTarget = GL11.glGenTextures();
        SpoutRenderer.checkGLError();
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTarget);
        SpoutRenderer.checkGLError();

        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
        SpoutRenderer.checkGLError();
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
        SpoutRenderer.checkGLError();
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_DEPTH_COMPONENT, width, height, 0,
                GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null); // Create the texture data
        SpoutRenderer.checkGLError();
        buffers++;
    }

    if (useEXT) {
        framebuffer = EXTFramebufferObject.glGenFramebuffersEXT();
        SpoutRenderer.checkGLError();

        EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, framebuffer);
        SpoutRenderer.checkGLError();

        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
        SpoutRenderer.checkGLError();

        EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,
                EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, textureID, 0);
        SpoutRenderer.checkGLError();

        if (useDepthBuffer) {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTarget);
            SpoutRenderer.checkGLError();

            EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,
                    EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, depthTarget, 0);
            SpoutRenderer.checkGLError();
        }

        if (useNormalBuffer) {

            GL11.glBindTexture(GL11.GL_TEXTURE_2D, normalTarget);
            SpoutRenderer.checkGLError();

            EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,
                    EXTFramebufferObject.GL_COLOR_ATTACHMENT1_EXT, GL11.GL_TEXTURE_2D, normalTarget, 0);
            SpoutRenderer.checkGLError();
        }

        if (EXTFramebufferObject.glCheckFramebufferStatusEXT(
                EXTFramebufferObject.GL_FRAMEBUFFER_EXT) != EXTFramebufferObject.GL_FRAMEBUFFER_COMPLETE_EXT) {
            System.out.println("ERROR: Framebuffer not complete");
            throw new ComputerIsPotatoException("Framebuffer not complete");
        }
        SpoutRenderer.checkGLError();
    } else {
        framebuffer = GL30.glGenFramebuffers();
        SpoutRenderer.checkGLError();

        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer);
        SpoutRenderer.checkGLError();

        IntBuffer drawBuffers = BufferUtils.createIntBuffer(buffers);
        drawBuffers.put(GL30.GL_COLOR_ATTACHMENT0);
        if (useNormalBuffer) {
            drawBuffers.put(GL30.GL_COLOR_ATTACHMENT1);
        }
        drawBuffers.flip();
        GL20.glDrawBuffers(drawBuffers);
        SpoutRenderer.checkGLError();

        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
        SpoutRenderer.checkGLError();

        GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D,
                textureID, 0);
        SpoutRenderer.checkGLError();

        if (useDepthBuffer) {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTarget);
            SpoutRenderer.checkGLError();

            GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D,
                    depthTarget, 0);
            SpoutRenderer.checkGLError();
        }
        if (useNormalBuffer) {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, normalTarget);
            SpoutRenderer.checkGLError();

            GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT1, GL11.GL_TEXTURE_2D,
                    normalTarget, 0);
            SpoutRenderer.checkGLError();
        }

        int status = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER);
        if (status != GL30.GL_FRAMEBUFFER_COMPLETE) {
            System.out.println("ERROR: Framebuffer not complete.  Status: " + status);
            throw new ComputerIsPotatoException("Framebuffer not complete");
        }
        SpoutRenderer.checkGLError();

        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, SCREEN_BUFFER);
        SpoutRenderer.checkGLError();
    }
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
    SpoutRenderer.checkGLError();
}

From source file:org.spout.engine.resources.ClientRenderTexture.java

License:Open Source License

@Override
public void writeGPU() {
    if (framebuffer != INVALID_BUFFER)
        throw new IllegalStateException("Framebuffer already created!");

    //Create the color buffer for this renderTexture
    textureID = GL11.glGenTextures();//from  w  ww .j  av a  2 s .  co m
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_INT,
            (java.nio.ByteBuffer) null); // Create the texture data

    if (useEXT) {
        framebuffer = EXTFramebufferObject.glGenFramebuffersEXT();

        EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, framebuffer);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

        EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,
                EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, textureID, 0);

        if (useDepthBuffer) {
            depthTarget = GL30.glGenRenderbuffers();
            EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthTarget);
            EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT,
                    GL11.GL_DEPTH_COMPONENT, this.getWidth(), this.getHeight());
            EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,
                    GL30.GL_DEPTH_ATTACHMENT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthTarget);
        }

        if (EXTFramebufferObject.glCheckFramebufferStatusEXT(
                EXTFramebufferObject.GL_FRAMEBUFFER_EXT) != EXTFramebufferObject.GL_FRAMEBUFFER_COMPLETE_EXT) {
            System.out.println("ERROR: Framebuffer not complete");
            throw new ComputerIsPotatoException("Framebuffer not complete");
        }

    } else {
        framebuffer = GL30.glGenFramebuffers();
        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

        GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D,
                textureID, 0);

        if (useDepthBuffer) {
            depthTarget = GL30.glGenRenderbuffers();
            GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthTarget);
            GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL11.GL_DEPTH_COMPONENT, this.getWidth(),
                    this.getHeight());
            GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
                    depthTarget);
        }
        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, SCREEN_BUFFER);

        if (GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE) {
            System.out.println("ERROR: Framebuffer not complete");
            throw new ComputerIsPotatoException("Framebuffer not complete");
        }

    }
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);

}

From source file:org.terasology.rendering.opengl.LwjglFrameBufferObject.java

License:Apache License

public LwjglFrameBufferObject(AssetUri uri, Vector2i size) {
    this.size = size;

    IntBuffer fboId = BufferUtils.createIntBuffer(1);
    GL30.glGenFramebuffers(fboId);/* w ww  .  ja va  2  s . c  o m*/
    frame = fboId.get(0);

    Texture texture = generateTexture(uri);

    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frame);
    GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D,
            texture.getId(), 0);

    int result = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER);
    if (result != GL30.GL_FRAMEBUFFER_COMPLETE) {
        throw new IllegalStateException("Something went wrong with framebuffer! " + result);
    }

    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}

From source file:processing.lwjgl.PGL.java

License:Open Source License

public int checkFramebufferStatus(int target) {
    return GL30.glCheckFramebufferStatus(target);
}

From source file:processing.opengl.PLWJGL.java

License:Open Source License

@Override
public int checkFramebufferStatus(int target) {
    return GL30.glCheckFramebufferStatus(target);
}

From source file:se.angergard.engine.graphics.FrameBuffer.java

License:Apache License

public FrameBuffer(int width, int height, boolean hasDepth, boolean hasStencil) {
    this.width = width;
    this.height = height;

    if ((width + height) % 4 != 0.0) {
        new Exception("Width + Height must be divisible by 4");
    }/* www.  j ava2s .  c o  m*/

    frameBufferID = GL30.glGenFramebuffers();
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);

    if (hasDepth && hasStencil) {
        depthAndStencilBufferID = GL30.glGenRenderbuffers();
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthAndStencilBufferID);
        GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH24_STENCIL8, width, height);
        GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_STENCIL_ATTACHMENT,
                GL30.GL_RENDERBUFFER, depthAndStencilBufferID);
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);
    }

    else if (hasDepth) {
        depthBufferID = GL30.glGenRenderbuffers();
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBufferID);
        GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH_COMPONENT32F, width, height);
        GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
                depthBufferID);
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);
    }

    else if (hasStencil) {
        stencilBufferID = GL30.glGenRenderbuffers();
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, stencilBufferID);
        GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_STENCIL_INDEX16, width, height);
        GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_STENCIL_ATTACHMENT, GL30.GL_RENDERBUFFER,
                stencilBufferID);
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);
    }

    colorTexture = GL11.glGenTextures();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, colorTexture);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);
    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.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);

    GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D,
            colorTexture, 0);

    int result = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER);
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
    if (result != GL30.GL_FRAMEBUFFER_COMPLETE) {
        if (result == GL30.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
            new Exception("Frame Buffer Error: incomplete attachment").printStackTrace();
        }
        if (result == GL30.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) {
            new Exception("Frame Buffer Error: incomplete draw buffer").printStackTrace();
        }
        if (result == GL30.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
            new Exception("Frame Buffer Error: missing attachment").printStackTrace();
        }
        if (result == GL30.GL_FRAMEBUFFER_UNSUPPORTED) {
            new Exception("Frame Buffer Error: unsupported combination of formats").printStackTrace();
        }
        if (result == GL30.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE) {
            new Exception("Frame Buffer Error: incomplete multisample").printStackTrace();
        }
        if (result == GL30.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) {
            new Exception("Frame Buffer Error: incomplete read buffer").printStackTrace();
        }

        new Exception("frame buffer couldn't be constructed: unknown error " + result).printStackTrace();
    }
    RenderUtil.unbindFrameBuffer();
    RenderUtil.unbindTexture();

    frameBufferShader = new ShaderProgram().createDefault2DShader();
}