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@@ -1,4 +1,3 @@
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package eu.tankernn.gameEngine.postProcessing;
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import java.nio.ByteBuffer;
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@@ -10,40 +9,37 @@ import org.lwjgl.opengl.GL14;
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import org.lwjgl.opengl.GL30;
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public class Fbo {
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-
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+
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public static final int NONE = 0;
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public static final int DEPTH_TEXTURE = 1;
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public static final int DEPTH_RENDER_BUFFER = 2;
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-
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- private final int width;
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- private final int height;
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-
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- private int frameBuffer;
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-
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+
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+ protected final int width;
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+ protected final int height;
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+
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+ protected int frameBuffer;
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+
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private int colourTexture;
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private int depthTexture;
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-
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- private int depthBuffer;
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- private int colourBuffer;
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-
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+
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+ protected int depthBuffer;
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+ protected int colorBuffer;
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+
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/**
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* Creates an FBO of a specified width and height, with the desired type of
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* depth buffer attachment.
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*
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- * @param width
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- * - the width of the FBO.
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- * @param height
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- * - the height of the FBO.
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- * @param depthBufferType
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- * - an int indicating the type of depth buffer attachment that
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- * this FBO should use.
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+ * @param width - the width of the FBO.
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+ * @param height - the height of the FBO.
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+ * @param depthBufferType - an int indicating the type of depth buffer
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+ * attachment that this FBO should use.
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*/
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public Fbo(int width, int height, int depthBufferType) {
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this.width = width;
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this.height = height;
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initialiseFrameBuffer(depthBufferType);
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}
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-
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+
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/**
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* Deletes the frame buffer and its attachments when the game closes.
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*/
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@@ -52,9 +48,9 @@ public class Fbo {
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GL11.glDeleteTextures(colourTexture);
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GL11.glDeleteTextures(depthTexture);
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GL30.glDeleteRenderbuffers(depthBuffer);
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- GL30.glDeleteRenderbuffers(colourBuffer);
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+ GL30.glDeleteRenderbuffers(colorBuffer);
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}
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-
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+
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/**
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* Binds the frame buffer, setting it as the current render target. Anything
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* rendered after this will be rendered to this FBO, and not to the screen.
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@@ -63,7 +59,7 @@ public class Fbo {
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GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, frameBuffer);
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GL11.glViewport(0, 0, width, height);
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}
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-
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+
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/**
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* Unbinds the frame buffer, setting the default frame buffer as the current
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* render target. Anything rendered after this will be rendered to the
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@@ -73,7 +69,7 @@ public class Fbo {
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GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
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GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
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}
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-
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+
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/**
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* Binds the current FBO to be read from (not used in tutorial 43).
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*/
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@@ -82,32 +78,32 @@ public class Fbo {
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GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, frameBuffer);
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GL11.glReadBuffer(GL30.GL_COLOR_ATTACHMENT0);
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}
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-
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+
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/**
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* @return The ID of the texture containing the colour buffer of the FBO.
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*/
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public int getColourTexture() {
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return colourTexture;
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}
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-
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+
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/**
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* @return The texture containing the FBOs depth buffer.
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*/
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public int getDepthTexture() {
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return depthTexture;
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}
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-
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+
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/**
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* Creates the FBO along with a colour buffer texture attachment, and
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* possibly a depth buffer.
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*
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- * @param type
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- * - the type of depth buffer attachment to be attached to the
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- * FBO.
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+ * @param type - the type of depth buffer attachment to be attached to the
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+ * FBO.
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*/
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- private void initialiseFrameBuffer(int type) {
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+ protected void initialiseFrameBuffer(int type) {
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createFrameBuffer();
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createTextureAttachment();
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+ createTextureAttachment();
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if (type == DEPTH_RENDER_BUFFER) {
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createDepthBufferAttachment();
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} else if (type == DEPTH_TEXTURE) {
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@@ -115,24 +111,23 @@ public class Fbo {
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}
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unbindFrameBuffer();
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}
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-
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+
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/**
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* Creates a new frame buffer object and sets the buffer to which drawing
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* will occur - colour attachment 0. This is the attachment where the colour
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* buffer texture is.
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- *
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*/
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private void createFrameBuffer() {
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frameBuffer = GL30.glGenFramebuffers();
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GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBuffer);
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GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0);
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}
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-
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+
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/**
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* Creates a texture and sets it as the colour buffer attachment for this
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* FBO.
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*/
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- private void createTextureAttachment() {
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+ protected void createTextureAttachment() {
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colourTexture = GL11.glGenTextures();
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, colourTexture);
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GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE,
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@@ -144,12 +139,12 @@ public class Fbo {
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GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colourTexture,
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0);
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}
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-
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+
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/**
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* Adds a depth buffer to the FBO in the form of a texture, which can later
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* be sampled.
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*/
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- private void createDepthTextureAttachment() {
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+ protected void createDepthTextureAttachment() {
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depthTexture = GL11.glGenTextures();
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTexture);
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GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT24, width, height, 0, GL11.GL_DEPTH_COMPONENT,
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@@ -158,17 +153,17 @@ public class Fbo {
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
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GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, depthTexture, 0);
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}
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-
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+
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/**
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* Adds a depth buffer to the FBO in the form of a render buffer. This can't
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* be used for sampling in the shaders.
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*/
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- private void createDepthBufferAttachment() {
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+ protected void createDepthBufferAttachment() {
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depthBuffer = GL30.glGenRenderbuffers();
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GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
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GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL14.GL_DEPTH_COMPONENT24, width, height);
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GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
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depthBuffer);
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}
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-
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+
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}
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