Java tutorial
/* * This file is part of Engine, licensed under the Apache 2.0 License. * * Copyright (c) 2014 thehutch. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at: * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package me.thehutch.fusion.engine.render.opengl.gl30; import static org.lwjgl.opengl.GL11.GL_TEXTURE_2D; import static org.lwjgl.opengl.GL30.GL_FRAMEBUFFER; import static org.lwjgl.opengl.GL30.GL_FRAMEBUFFER_COMPLETE; import static org.lwjgl.opengl.GL30.GL_RENDERBUFFER; import me.thehutch.fusion.api.util.GLVersion; import me.thehutch.fusion.engine.render.opengl.FrameBuffer; import me.thehutch.fusion.engine.render.opengl.RenderBuffer; import me.thehutch.fusion.engine.render.opengl.Texture; import me.thehutch.fusion.engine.util.RenderUtil; import org.lwjgl.opengl.GL30; /** * @author thehutch */ public class OpenGL30FrameBuffer extends FrameBuffer { @Override public void create() { // Generate and bind the frame buffer this.fbo = GL30.glGenFramebuffers(); // Check for errors RenderUtil.checkGLError(); super.create(); } @Override public void dispose() { // Delete the frame buffer GL30.glDeleteFramebuffers(fbo); // Clear the output buffers this.outputBuffers.clear(); super.dispose(); } @Override public void bind() { GL30.glBindFramebuffer(GL_FRAMEBUFFER, fbo); } @Override public void unbind() { GL30.glBindFramebuffer(GL_FRAMEBUFFER, 0); } @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); } // 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(); } @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(); // 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(); } @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); } // 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(); } @Override public GLVersion getGLVersion() { return GLVersion.GL30; } }