Java Code Examples for org.lwjgl.opengl.EXTFramebufferObject#glBindFramebufferEXT()
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org.lwjgl.opengl.EXTFramebufferObject#glBindFramebufferEXT() .
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Example 1
Source File: Rendertarget.java From opsu-dance with GNU General Public License v3.0 | 6 votes |
/** * Creates a Rendertarget with a Texture that it renders the color buffer in * and a renderbuffer that it renders the depth to. * @param width the width * @param height the height * @return the newly created Rendertarget instance */ public static Rendertarget createRTTFramebuffer(int width, int height) { int old_framebuffer = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT); int old_texture = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); Rendertarget buffer = new Rendertarget(width,height); buffer.bind(); int fboTexture = buffer.textureID; GL11.glBindTexture(GL11.GL_TEXTURE_2D, fboTexture); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, 4, width, height, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_INT, (ByteBuffer) null); 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); EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, buffer.depthBufferID); EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, GL11.GL_DEPTH_COMPONENT, width, height); EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, buffer.depthBufferID); EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, fboTexture, 0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, old_texture); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, old_framebuffer); return buffer; }
Example 2
Source File: FrameBufferContainer.java From LookingGlass with GNU General Public License v3.0 | 6 votes |
private void allocateFrameBuffer() { if (this.framebuffer != 0) return; this.framebuffer = EXTFramebufferObject.glGenFramebuffersEXT(); //Release via: EXTFramebufferObject.glDeleteFramebuffersEXT(framebuffer); this.depthBuffer = EXTFramebufferObject.glGenRenderbuffersEXT(); //Release via: EXTFramebufferObject.glDeleteRenderbuffersEXT(depthBuffer); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, this.framebuffer); EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthBuffer); if (MinecraftForgeClient.getStencilBits() == 0) EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, GL14.GL_DEPTH_COMPONENT24, width, height); else EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, org.lwjgl.opengl.EXTPackedDepthStencil.GL_DEPTH24_STENCIL8_EXT, width, height); EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthBuffer); if (MinecraftForgeClient.getStencilBits() != 0) EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_STENCIL_ATTACHMENT_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthBuffer); this.texture = GL11.glGenTextures(); //Release via: GL11.glDeleteTextures(colorTexture); GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.texture); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_INT, (java.nio.ByteBuffer) null); EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, this.texture, 0); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); }
Example 3
Source File: Rendertarget.java From opsu with GNU General Public License v3.0 | 6 votes |
/** * Creates a Rendertarget with a Texture that it renders the color buffer in * and a renderbuffer that it renders the depth to. * @param width the width * @param height the height * @return the newly created Rendertarget instance */ public static Rendertarget createRTTFramebuffer(int width, int height) { int old_framebuffer = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT); int old_texture = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); Rendertarget buffer = new Rendertarget(width,height); buffer.bind(); int fboTexture = buffer.textureID; GL11.glBindTexture(GL11.GL_TEXTURE_2D, fboTexture); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, 4, width, height, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_INT, (ByteBuffer) null); 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); EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, buffer.depthBufferID); EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, GL11.GL_DEPTH_COMPONENT, width, height); EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, buffer.depthBufferID); EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, fboTexture, 0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, old_texture); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, old_framebuffer); return buffer; }
Example 4
Source File: FBOGraphics.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Initialise the FBO that will be used to render to * * @throws SlickException */ private void init() throws SlickException { IntBuffer buffer = BufferUtils.createIntBuffer(1); EXTFramebufferObject.glGenFramebuffersEXT(buffer); FBO = buffer.get(); // for some reason FBOs won't work on textures unless you've absolutely just // created them. try { Texture tex = InternalTextureLoader.get().createTexture(image.getWidth(), image.getHeight(), image.getFilter()); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, FBO); EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, tex.getTextureID(), 0); completeCheck(); unbind(); // Clear our destination area before using it clear(); flush(); // keep hold of the original content drawImage(image, 0, 0); image.setTexture(tex); } catch (Exception e) { throw new SlickException("Failed to create new texture for FBO"); } }
Example 5
Source File: Rendertarget.java From opsu-dance with GNU General Public License v3.0 | 4 votes |
/** * Bind this rendertarget as the primary framebuffer. */ public void bind() { EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fboID); }
Example 6
Source File: Rendertarget.java From opsu-dance with GNU General Public License v3.0 | 4 votes |
/** * Bind the default framebuffer. */ public static void unbind() { EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); }
Example 7
Source File: CurveRenderState.java From opsu-dance with GNU General Public License v3.0 | 4 votes |
/** * Draw a curve to the screen that's tinted with `color`. The first time * this is called this caches the image result of the curve and on subsequent * runs it just draws the cached copy to the screen. * @param color tint of the curve * @param borderColor the curve border color * @param from index to draw from * @param to index to draw to (exclusive) */ public void draw(Color color, Color borderColor, int from, int to) { float alpha = color.a; if (fbo == null) { // this should not be null, but issue #106 claims it is possible, at least 3 people had this... // debugging shows that the draw was called after discardGeometry was, which does not really make sense initFBO(); } if (lastPointDrawn != to || firstPointDrawn != from) { int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT); int oldTex = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); //glGetInteger requires a buffer of size 16, even though just 4 //values are returned in this specific case IntBuffer oldViewport = BufferUtils.createIntBuffer(16); GL11.glGetInteger(GL11.GL_VIEWPORT, oldViewport); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbo.getID()); GL11.glViewport(0, 0, fbo.width, fbo.height); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); this.renderCurve(color, borderColor, from, to, firstPointDrawn != from); lastPointDrawn = to; firstPointDrawn = from; color.a = 1f; GL11.glBindTexture(GL11.GL_TEXTURE_2D, oldTex); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFb); GL11.glViewport(oldViewport.get(0), oldViewport.get(1), oldViewport.get(2), oldViewport.get(3)); } // draw a fullscreen quad with the texture that contains the curve GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getTextureID()); GL11.glBegin(GL11.GL_QUADS); GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2i(fbo.width, 0); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2i(0, fbo.height); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2i(fbo.width, fbo.height); GL11.glEnd(); }
Example 8
Source File: RenderUtils.java From LookingGlass with GNU General Public License v3.0 | 4 votes |
@SideOnly(Side.CLIENT) public final static void renderWorldToTexture(float renderTime, int framebuffer, int width, int height) { if (framebuffer == 0) return; Minecraft mc = Minecraft.getMinecraft(); if (mc.skipRenderWorld) return; EntityRenderer entityRenderer = mc.entityRenderer; //Backup current render settings int heightBackup = mc.displayHeight; int widthBackup = mc.displayWidth; int thirdPersonBackup = mc.gameSettings.thirdPersonView; boolean hideGuiBackup = mc.gameSettings.hideGUI; int particleBackup = mc.gameSettings.particleSetting; boolean anaglyphBackup = mc.gameSettings.anaglyph; int renderDistanceBackup = mc.gameSettings.renderDistanceChunks; float FOVbackup = mc.gameSettings.fovSetting; //Render world try { //Set all of the render setting to work on the proxy world mc.displayHeight = height; mc.displayWidth = width; //TODO: params (FOV, Particle setting, renderDistance) mc.gameSettings.thirdPersonView = 0; mc.gameSettings.hideGUI = true; //mc.gameSettings.particleSetting = ; mc.gameSettings.anaglyph = false; //mc.gameSettings.renderDistanceChunks = ; //mc.gameSettings.fovSetting = ; //Set gl options GL11.glViewport(0, 0, mc.displayWidth, mc.displayHeight); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, framebuffer); GL11.glClearColor(1.0f, 0.0f, 0.0f, 0.5f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); int i1 = mc.gameSettings.limitFramerate; if (mc.isFramerateLimitBelowMax()) { entityRenderer.renderWorld(renderTime, (1000000000 / i1)); } else { entityRenderer.renderWorld(renderTime, 0L); } } catch (Exception e) { try { //Clean up the tessellator, just in case. Tessellator.instance.draw(); } catch (Exception e2) { //It might throw an exception, but that just means we didn't need to clean it up (this time) } throw new RuntimeException("Error while rendering proxy world", e); } finally { GL11.glEnable(GL11.GL_TEXTURE_2D); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); GL11.glViewport(0, 0, widthBackup, heightBackup); GL11.glLoadIdentity(); mc.gameSettings.thirdPersonView = thirdPersonBackup; mc.gameSettings.hideGUI = hideGuiBackup; mc.gameSettings.particleSetting = particleBackup; mc.gameSettings.anaglyph = anaglyphBackup; mc.gameSettings.renderDistanceChunks = renderDistanceBackup; mc.gameSettings.fovSetting = FOVbackup; mc.displayHeight = heightBackup; mc.displayWidth = widthBackup; } }
Example 9
Source File: LwjglGLFboEXT.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@Override public void glBindFramebufferEXT(int param1, int param2) { EXTFramebufferObject.glBindFramebufferEXT(param1, param2); }
Example 10
Source File: LwjglGLFboEXT.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@Override public void glBindFramebufferEXT(final int target, final int frameBuffer) { EXTFramebufferObject.glBindFramebufferEXT(target, frameBuffer); }
Example 11
Source File: Rendertarget.java From opsu with GNU General Public License v3.0 | 4 votes |
/** * Bind this rendertarget as the primary framebuffer. */ public void bind() { EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fboID); }
Example 12
Source File: Rendertarget.java From opsu with GNU General Public License v3.0 | 4 votes |
/** * Bind the default framebuffer. */ public static void unbind() { EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); }
Example 13
Source File: LegacyCurveRenderState.java From opsu with GNU General Public License v3.0 | 4 votes |
/** * Draw a curve to the screen that's tinted with `color`. The first time * this is called this caches the image result of the curve and on subsequent * runs it just draws the cached copy to the screen. * @param color tint of the curve * @param borderColor the curve border color * @param from index to draw from * @param to index to draw to (exclusive) */ public void draw(Color color, Color borderColor, int from, int to) { float alpha = color.a; if (fbo == null) initFBO(); if (lastPointDrawn != to || firstPointDrawn != from) { int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT); int oldTex = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); //glGetInteger requires a buffer of size 16, even though just 4 //values are returned in this specific case IntBuffer oldViewport = BufferUtils.createIntBuffer(16); GL11.glGetInteger(GL11.GL_VIEWPORT, oldViewport); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbo.getID()); GL11.glViewport(0, 0, fbo.width, fbo.height); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); this.renderCurve(color, borderColor, from, to, firstPointDrawn != from); lastPointDrawn = to; firstPointDrawn = from; color.a = 1f; GL11.glBindTexture(GL11.GL_TEXTURE_2D, oldTex); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFb); GL11.glViewport(oldViewport.get(0), oldViewport.get(1), oldViewport.get(2), oldViewport.get(3)); } // draw a fullscreen quad with the texture that contains the curve GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getTextureID()); GL11.glBegin(GL11.GL_QUADS); GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2i(fbo.width, 0); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2i(0, fbo.height); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2i(fbo.width, fbo.height); GL11.glEnd(); }
Example 14
Source File: FBOGraphics.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * Bind to the FBO created */ private void bind() { EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, FBO); GL11.glReadBuffer(EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT); }
Example 15
Source File: FBOGraphics.java From slick2d-maven with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * Unbind from the FBO created */ private void unbind() { EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); GL11.glReadBuffer(GL11.GL_BACK); }