Example usage for org.lwjgl.opengl GL30 glFramebufferRenderbuffer

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

Introduction

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

Prototype

public static void glFramebufferRenderbuffer(@NativeType("GLenum") int target,
        @NativeType("GLenum") int attachment, @NativeType("GLenum") int renderbuffertarget,
        @NativeType("GLuint") int renderbuffer) 

Source Link

Document

Attaches a renderbuffer as a logical buffer to the currently bound framebuffer object.

Usage

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();/*w w w .j av a 2  s  . c om*/
    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.spoutcraft.api.gui.renderer.GuiRendererFBO.java

License:MIT License

@Override
public void initGui(Gui gui) {
    Minecraft mc = Minecraft.getMinecraft();
    int width = mc.displayWidth;
    int height = mc.displayHeight;
    TextureUtil.bind(guiTex);// w  w  w  .j  av  a 2s  . c  o  m
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
    TextureUtil.bind(0);

    GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, stencilBuff);
    GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH24_STENCIL8, width, height);
    GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);

    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo);
    GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, guiTex, 0);
    GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
            stencilBuff);
    GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_STENCIL_ATTACHMENT, GL30.GL_RENDERBUFFER,
            stencilBuff);

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

From source file:processing.lwjgl.PGL.java

License:Open Source License

public void framebufferRenderbuffer(int target, int attachment, int rendbufTarget, int rendbufId) {
    GL30.glFramebufferRenderbuffer(target, attachment, rendbufTarget, rendbufId);
}

From source file:processing.lwjgl.PLWJGL.java

License:Open Source License

public void framebufferRenderbuffer(int target, int attachment, int rendbuferfTarget, int renderbuffer) {
    GL30.glFramebufferRenderbuffer(target, attachment, rendbuferfTarget, renderbuffer);
}

From source file:processing.opengl.PLWJGL.java

License:Open Source License

@Override
public void framebufferRenderbuffer(int target, int attachment, int rendbuferfTarget, int renderbuffer) {
    GL30.glFramebufferRenderbuffer(target, attachment, rendbuferfTarget, renderbuffer);
}

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");
    }//from   ww w. j a  va 2s  . 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();
}