Java tutorial
/******************************************************************************* * MIT License * * Copyright (c) 2016 Ashur Rafiev * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. *******************************************************************************/ package com.xrbpowered.gl.res.buffers; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL30; import org.lwjgl.opengl.GL32; public class MultisampleBuffers extends OffscreenBuffers { private int colorMSTexId; private int depthMSTexId; private OffscreenBuffers resolve; 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); resolve = new OffscreenBuffers(w, h, false, hdr); } public MultisampleBuffers(int w, int h, int samples) { this(w, h, samples, false); } 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); 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); } @Override public OffscreenBuffers resolve() { blit(this, resolve, false); return resolve; } public void bindColorBuffer(int index) { resolve.bindColorBuffer(index); } public void bindDepthBuffer(int index) { if (depthMSTexId > 0) resolve.bindDepthBuffer(index); } @Override public boolean isMultisample() { return true; } @Override public void destroy() { resolve.destroy(); super.destroy(); } }