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 java.nio.ByteBuffer; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import org.lwjgl.opengl.GL13; import org.lwjgl.opengl.GL14; import org.lwjgl.opengl.GL30; public class OffscreenBuffers extends RenderTarget { protected int colorTexId; protected int depthTexId; protected OffscreenBuffers(int fbo, int w, int h) { super(fbo, w, h); } public OffscreenBuffers(int w, int h, boolean depthBuffer, boolean depthTexture) { super(GL30.glGenFramebuffers(), w, h); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo); create(w, h, depthBuffer, depthTexture); } public OffscreenBuffers(int w, int h, boolean depthBuffer) { this(w, h, depthBuffer, false); } protected void create(int w, int h, boolean depthBuffer, boolean hdr) { colorTexId = GL11.glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, colorTexId); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, hdr ? GL30.GL_RGB16F : GL11.GL_RGB, w, h, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colorTexId, 0); depthTexId = 0; if (depthBuffer) { depthTexId = GL11.glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTexId); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT16, w, h, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); 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.glBindTexture(GL11.GL_TEXTURE_2D, 0); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, depthTexId, 0); } checkStatus(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); } public int getColorTexId() { return colorTexId; } public int getDepthTexId() { return depthTexId; } @Override public OffscreenBuffers resolve() { return this; } public void bindColorBuffer(int index) { GL13.glActiveTexture(GL13.GL_TEXTURE0 + index); GL11.glBindTexture(GL11.GL_TEXTURE_2D, colorTexId); } public void bindDepthBuffer(int index) { if (depthTexId > 0) { GL13.glActiveTexture(GL13.GL_TEXTURE0 + index); GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTexId); } } @Override public void destroy() { GL30.glDeleteFramebuffers(fbo); GL11.glDeleteTextures(colorTexId); if (depthTexId > 0) GL11.glDeleteTextures(depthTexId); } }