mirror of
https://github.com/processing/processing4.git
synced 2026-06-16 04:26:26 +02:00
using new FBO mechanism in JOGL, removed FBO hack for OSX
This commit is contained in:
@@ -76,13 +76,17 @@ public class FrameBuffer implements PConstants {
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this(parent, w, h, 1, 1, 0, 0, false, screen);
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}
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FrameBuffer(PApplet parent, int w, int h, int samples, int colorBuffers,
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int depthBits, int stencilBits, boolean packedDepthStencil,
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boolean screen) {
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FrameBuffer(PApplet parent) {
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this.parent = parent;
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pg = (PGraphicsOpenGL)parent.g;
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pgl = pg.pgl;
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context = pgl.createEmptyContext();
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}
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FrameBuffer(PApplet parent, int w, int h, int samples, int colorBuffers,
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int depthBits, int stencilBits, boolean packedDepthStencil,
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boolean screen) {
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this(parent);
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glFbo = 0;
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glDepth = 0;
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@@ -230,6 +234,15 @@ public class FrameBuffer implements PConstants {
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return 0 < stencilBits;
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}
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public static FrameBuffer wrap(PApplet parent, int id, int w, int h) {
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FrameBuffer res = new FrameBuffer(parent);
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res.glFbo = id;
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res.width = w;
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res.height = h;
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res.screenFb = true;
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return res;
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}
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///////////////////////////////////////////////////////////
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// Color buffer setters.
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@@ -46,6 +46,7 @@ import javax.media.opengl.GLContext;
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import javax.media.opengl.GLDrawable;
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import javax.media.opengl.GLEventListener;
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import javax.media.opengl.GLException;
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import javax.media.opengl.GLFBODrawable;
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import javax.media.opengl.GLProfile;
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import javax.media.opengl.awt.GLCanvas;
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import javax.media.opengl.glu.GLU;
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@@ -57,6 +58,7 @@ import processing.core.PConstants;
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import com.jogamp.newt.awt.NewtCanvasAWT;
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import com.jogamp.newt.opengl.GLWindow;
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import com.jogamp.opengl.FBObject;
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import com.jogamp.opengl.util.AnimatorBase;
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/**
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@@ -397,6 +399,10 @@ public class PGL {
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// FBO for anti-aliased rendering
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protected int fboFrontTex;
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protected int fboFrontTexWidth, fboFrontTexHeight;
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/*
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protected static final boolean ENABLE_OSX_SCREEN_FBO = false;
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protected static final int MIN_OSX_VER_FOR_SCREEN_FBO = 6;
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protected static final int MIN_SAMPLES_FOR_SCREEN_FBO = 1;
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@@ -414,6 +420,7 @@ public class PGL {
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protected int[] glDepthBuffer = { 0 };
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protected int[] glStencilBuffer = { 0 };
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protected int contextHashCode;
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*/
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///////////////////////////////////////////////////////////
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@@ -514,30 +521,6 @@ public class PGL {
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protected void initPrimarySurface(int antialias) {
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/*
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if (ENABLE_OSX_SCREEN_FBO) {
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needScreenFBO = false;
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glColorFbo[0] = 0;
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String osName = System.getProperty("os.name");
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if (osName.equals("Mac OS X")) {
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String version = System.getProperty("os.version");
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String[] parts = version.split("\\.");
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if (2 <= parts.length) {
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int num = Integer.parseInt(parts[1]);
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if (MIN_OSX_VER_FOR_SCREEN_FBO <= num &&
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MIN_SAMPLES_FOR_SCREEN_FBO <= qualityToSamples(pg.quality)) {
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// Using an FBO for screen drawing works better than the
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// screen framebuffer.
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// This fixes the problem of antialiasing on Lion or newer,
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// the flickering associated to glReadPixels calls on
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// 10.6+, and it is in fact faster.
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needScreenFBO = true;
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}
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}
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}
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}
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*/
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if (profile == null) {
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profile = GLProfile.getDefault();
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} else {
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@@ -558,7 +541,7 @@ public class PGL {
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// Setting up the desired GL capabilities;
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GLCapabilities caps = new GLCapabilities(profile);
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if (1 < antialias && !needScreenFBO) {
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if (1 < antialias) {
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caps.setSampleBuffers(true);
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caps.setNumSamples(antialias);
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} else {
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@@ -590,8 +573,6 @@ public class PGL {
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pg.parent.removeListeners(pg.parent);
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pg.parent.addListeners(canvasAWT);
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listener = new PGLListener();
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canvasAWT.addGLEventListener(listener);
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capabilities = canvasAWT.getChosenGLCapabilities();
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@@ -637,183 +618,8 @@ public class PGL {
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if (!setFramerate) {
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setFrameRate(targetFramerate);
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}
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if (needScreenFBO && glColorFbo[0] == 0) {
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String ext = gl.glGetString(GL.GL_EXTENSIONS);
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if (-1 < ext.indexOf("texture_non_power_of_two")) {
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fboWidth = pg.width;
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fboHeight = pg.height;
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} else {
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fboWidth = PGL.nextPowerOfTwo(pg.width);
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fboHeight = PGL.nextPowerOfTwo(pg.height);
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}
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if (-1 < ext.indexOf("_framebuffer_multisample")) {
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numSamples = qualityToSamples(pg.quality);
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} else {
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numSamples = 1;
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}
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multisample = 1 < numSamples;
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if (multisample && gl2x == null) {
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throw new RuntimeException("Doesn't have the OpenGL extensions " +
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"necessary for multisampling.");
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}
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packedDepthStencil = ext.indexOf("packed_depth_stencil") != -1;
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contextHashCode = context.hashCode();
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// Create the color texture...
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gl.glGenTextures(2, glColorTex, 0);
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// for (int i = 0; i < 2; i++) { // Don't create back-buffer for now.
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for (int i = 0; i < 1; i++) {
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gl.glBindTexture(GL.GL_TEXTURE_2D, glColorTex[i]);
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gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,
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GL.GL_NEAREST);
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gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER,
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GL.GL_NEAREST);
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gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S,
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GL.GL_CLAMP_TO_EDGE);
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gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T,
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GL.GL_CLAMP_TO_EDGE);
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gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, fboWidth, fboHeight,
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0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, null);
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initTexture(GL.GL_TEXTURE_2D, PGL.RGBA, fboWidth, fboHeight);
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}
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gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
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// ...and attach to the color framebuffer.
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gl.glGenFramebuffers(1, glColorFbo, 0);
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gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
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gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0,
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GL.GL_TEXTURE_2D, glColorTex[0], 0);
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if (multisample) {
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// Now, creating mutisampled FBO with packed depth and stencil buffers.
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gl.glGenFramebuffers(1, glMultiFbo, 0);
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gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glMultiFbo[0]);
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// color render buffer...
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gl.glGenRenderbuffers(1, glColorRenderBuffer, 0);
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gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glColorRenderBuffer[0]);
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gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples,
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GL.GL_RGBA8, fboWidth, fboHeight);
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gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0,
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GL.GL_RENDERBUFFER, glColorRenderBuffer[0]);
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if (packedDepthStencil) {
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// packed depth+stencil buffer...
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gl.glGenRenderbuffers(1, glPackedDepthStencil, 0);
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gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glPackedDepthStencil[0]);
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gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples,
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GL.GL_DEPTH24_STENCIL8,
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fboWidth, fboHeight);
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gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
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GL.GL_DEPTH_ATTACHMENT,
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GL.GL_RENDERBUFFER,
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glPackedDepthStencil[0]);
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gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
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GL.GL_STENCIL_ATTACHMENT,
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GL.GL_RENDERBUFFER,
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glPackedDepthStencil[0]);
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} else {
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// Separate depth and stencil buffers...
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gl.glGenRenderbuffers(1, glDepthBuffer, 0);
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gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glDepthBuffer[0]);
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gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples,
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GL.GL_DEPTH_COMPONENT24,
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fboWidth, fboHeight);
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gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
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GL.GL_DEPTH_ATTACHMENT,
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GL.GL_RENDERBUFFER,
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glDepthBuffer[0]);
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// Some hardware doesn't support distinct depth and stencil buffers:
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// http://lists.apple.com/archives/mac-opengl/2008/Aug/msg00089.html
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// which just results in an unsupported framebuffer error.
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gl.glGenRenderbuffers(1, glStencilBuffer, 0);
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gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glStencilBuffer[0]);
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gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples,
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GL.GL_STENCIL_INDEX8,
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fboWidth, fboHeight);
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gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
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GL.GL_STENCIL_ATTACHMENT,
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GL.GL_RENDERBUFFER,
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glStencilBuffer[0]);
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}
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validateFramebuffer();
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// Clear all the buffers in the multisample FBO
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gl.glClearDepth(1);
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gl.glClearStencil(0);
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gl.glClearColor(0, 0, 0, 0);
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gl.glClear(GL.GL_DEPTH_BUFFER_BIT |
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GL.GL_STENCIL_BUFFER_BIT |
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GL.GL_COLOR_BUFFER_BIT);
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// All set with multisampled FBO!
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gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
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} else {
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if (packedDepthStencil) {
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// packed depth+stencil buffer...
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gl.glGenRenderbuffers(1, glPackedDepthStencil, 0);
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gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glPackedDepthStencil[0]);
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gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_DEPTH24_STENCIL8,
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fboWidth, fboHeight);
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gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
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GL.GL_DEPTH_ATTACHMENT,
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GL.GL_RENDERBUFFER,
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glPackedDepthStencil[0]);
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gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
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GL.GL_STENCIL_ATTACHMENT,
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GL.GL_RENDERBUFFER,
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glPackedDepthStencil[0]);
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} else {
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// Separate depth and stencil buffers...
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gl.glGenRenderbuffers(1, glDepthBuffer, 0);
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gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glDepthBuffer[0]);
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gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT24,
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fboWidth, fboHeight);
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gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
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GL.GL_DEPTH_ATTACHMENT,
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GL.GL_RENDERBUFFER,
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glDepthBuffer[0]);
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gl.glGenRenderbuffers(1, glStencilBuffer, 0);
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gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glStencilBuffer[0]);
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gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_STENCIL_INDEX8,
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fboWidth, fboHeight);
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gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
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GL.GL_STENCIL_ATTACHMENT,
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GL.GL_RENDERBUFFER, glStencilBuffer[0]);
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}
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validateFramebuffer();
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// Clear the depth and stencil buffers in the color FBO. There is no
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// need to clear the color buffers because the textures attached were
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// properly initialized blank.
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gl.glClearDepth(1);
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gl.glClearStencil(0);
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gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
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}
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// The screen framebuffer is the color FBO just created. We need
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// to update the screenFramebuffer object so when the framebuffer
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// is popped back to the screen, the correct id is set.
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PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFbo[0];
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backTex = 1;
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frontTex = 0;
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} else {
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// To make sure that the default screen buffer is used, specially after
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// doing screen rendering on an FBO.
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PGraphicsOpenGL.screenFramebuffer.glFbo = 0;
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}
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}
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protected void updateOffscreen(PGL primary) {
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gl = primary.gl;
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gl2 = primary.gl2;
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@@ -830,8 +636,6 @@ public class PGL {
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}
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protected int primaryDrawFramebuffer() {
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if (capabilities.isFBO()) {
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return context.getDefaultDrawFramebuffer();
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} else {
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@@ -840,19 +644,6 @@ public class PGL {
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}
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protected int primaryDrawBuffer() {
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// if (glColorFbo[0] == 0) {
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// return GL.GL_BACK;
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// } else {
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// return GL.GL_COLOR_ATTACHMENT0;
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// }
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//int draw = context.getDefaultDrawFramebuffer();
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//int read = context.getDefaultReadFramebuffer();
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//System.out.println(draw + " " + read);
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//System.out.println((GLFBODrawable)drawable);
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if (capabilities.isFBO()) {
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return GL.GL_COLOR_ATTACHMENT0;
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} else {
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@@ -860,41 +651,35 @@ public class PGL {
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}
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}
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/*
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protected boolean primaryIsDoubleBuffered() {
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// When using the multisampled FBO, the color
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// FBO is single buffered as it has only one
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// texture bound to it.
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//return glColorFbo[0] == 0;
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return true;
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protected int primaryReadBuffer() {
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if (capabilities.isFBO()) {
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return GL.GL_COLOR_ATTACHMENT0;
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} else {
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return GL.GL_BACK;
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}
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}
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*/
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protected boolean primaryIsFboBacked() {
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return capabilities.isFBO();
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}
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protected int getFboTexTarget() {
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return GL.GL_TEXTURE_2D;
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}
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protected int getFboTexName() {
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return glColorTex[0];
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return fboFrontTex;
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}
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protected int getFboWidth() {
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return fboWidth;
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return fboFrontTexWidth;
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}
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protected int getFboHeight() {
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return fboHeight;
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return fboFrontTexHeight;
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}
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/*
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protected void bindPrimaryColorFBO() {
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if (multisample) {
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// Blit the contents of the multisampled FBO into the color FBO,
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@@ -940,7 +725,7 @@ public class PGL {
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gl.glDeleteRenderbuffers(1, glColorRenderBuffer, 0);
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}
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}
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|
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*/
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protected int qualityToSamples(int quality) {
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if (quality <= 1) {
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@@ -952,15 +737,19 @@ public class PGL {
|
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}
|
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}
|
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protected void bindBackBufferTex() {
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/*
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if (!texturingIsEnabled(GL.GL_TEXTURE_2D)) {
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enableTexturing(GL.GL_TEXTURE_2D);
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}
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gl.glBindTexture(GL.GL_TEXTURE_2D, glColorTex[backTex]);
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*/
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}
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protected void unbindBackBufferTex() {
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/*
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if (textureIsBound(GL.GL_TEXTURE_2D, glColorTex[backTex])) {
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// We don't want to unbind another texture
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// that might be bound instead of this one.
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@@ -972,6 +761,7 @@ public class PGL {
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gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
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}
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||||
}
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||||
*/
|
||||
}
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||||
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@@ -981,6 +771,7 @@ public class PGL {
|
||||
|
||||
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protected void beginOnscreenDraw(boolean clear) {
|
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/*
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if (glColorFbo[0] != 0) {
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gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
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gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
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@@ -1001,10 +792,12 @@ public class PGL {
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PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFbo[0];
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
protected void endOnscreenDraw(boolean clear0) {
|
||||
/*
|
||||
if (glColorFbo[0] != 0) {
|
||||
if (multisample) {
|
||||
// Blit the contents of the multisampled FBO into the color FBO:
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||||
@@ -1053,6 +846,7 @@ public class PGL {
|
||||
// frontTex = backTex;
|
||||
// backTex = temp;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
@@ -1700,7 +1494,11 @@ public class PGL {
|
||||
|
||||
public void readPixels(int x, int y, int width, int height, int format,
|
||||
int type, Buffer buffer) {
|
||||
|
||||
|
||||
gl.glReadPixels(x, y, width, height, format, type, buffer);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -2643,10 +2441,31 @@ public class PGL {
|
||||
|
||||
// Java specific stuff
|
||||
|
||||
|
||||
protected class PGLListener implements GLEventListener {
|
||||
@Override
|
||||
public void display(GLAutoDrawable adrawable) {
|
||||
GLFBODrawable fboDrawable = null;
|
||||
if (toolkit == AWT) {
|
||||
GLCanvas drCanvas = (GLCanvas)adrawable;
|
||||
fboDrawable = (GLFBODrawable)drCanvas.getDelegatedDrawable();
|
||||
// FBObject fboFront = dr.getFBObject(GL.GL_FRONT);
|
||||
// FBObject.Colorbuffer colorBuf = fboFront.getColorbuffer(0);
|
||||
// FBObject.TextureAttachment texFront = (FBObject.TextureAttachment) colorBuf;
|
||||
// System.out.println("front texture: " + texFront.getName());
|
||||
} else {
|
||||
GLWindow drWindow = (GLWindow)adrawable;
|
||||
fboDrawable = (GLFBODrawable)drWindow.getDelegatedDrawable();
|
||||
}
|
||||
FBObject.TextureAttachment texAttach = null;
|
||||
if (fboDrawable != null) {
|
||||
texAttach = fboDrawable.getTextureBuffer(GL.GL_FRONT);
|
||||
}
|
||||
if (texAttach != null) {
|
||||
fboFrontTex = texAttach.getName();
|
||||
fboFrontTexWidth = texAttach.getWidth();
|
||||
fboFrontTexHeight = texAttach.getHeight();
|
||||
}
|
||||
|
||||
drawable = adrawable;
|
||||
context = adrawable.getContext();
|
||||
gl = context.getGL();
|
||||
@@ -2690,11 +2509,13 @@ public class PGL {
|
||||
drawable = adrawable;
|
||||
context = adrawable.getContext();
|
||||
|
||||
/*
|
||||
if (glColorFbo[0] != 0) {
|
||||
// The screen FBO hack needs the FBO to be recreated when starting
|
||||
// and after resizing.
|
||||
glColorFbo[0] = 0;
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -363,7 +363,9 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
|
||||
static protected int fbStackDepth;
|
||||
static protected FrameBuffer[] fbStack = new FrameBuffer[FB_STACK_DEPTH];
|
||||
static protected FrameBuffer screenFramebuffer;
|
||||
//static protected FrameBuffer screenFramebuffer;
|
||||
static protected FrameBuffer drawFramebuffer;
|
||||
static protected FrameBuffer readFramebuffer;
|
||||
static protected FrameBuffer currentFramebuffer;
|
||||
|
||||
// .......................................................
|
||||
@@ -1547,9 +1549,12 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
getGLParameters();
|
||||
}
|
||||
|
||||
if (screenFramebuffer == null) {
|
||||
screenFramebuffer = new FrameBuffer(parent, width, height, true);
|
||||
setFramebuffer(screenFramebuffer);
|
||||
if (drawFramebuffer == null || readFramebuffer == null) {
|
||||
//screenFramebuffer = new FrameBuffer(parent, width, height, true);
|
||||
//setFramebuffer(screenFramebuffer);
|
||||
drawFramebuffer = FrameBuffer.wrap(parent, pgl.primaryDrawFramebuffer(), width, height);
|
||||
readFramebuffer = FrameBuffer.wrap(parent, pgl.primaryReadFramebuffer(), width, height);
|
||||
setFramebuffer(drawFramebuffer);
|
||||
}
|
||||
|
||||
if (primarySurface) {
|
||||
@@ -1863,9 +1868,32 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
protected void beginPixelsOp(int op) {
|
||||
if (primarySurface) {
|
||||
// We read or write from the back buffer, where all the
|
||||
// drawing in the current frame is taking place.
|
||||
pushFramebuffer();
|
||||
if (op == OP_READ) {
|
||||
setFramebuffer(readFramebuffer);
|
||||
pgl.readBuffer(pgl.primaryDrawBuffer());
|
||||
} else {
|
||||
setFramebuffer(drawFramebuffer);
|
||||
pgl.drawBuffer(pgl.primaryDrawBuffer());
|
||||
}
|
||||
offscreenNotCurrent = false;
|
||||
|
||||
/*
|
||||
if (pgl.primaryIsFboBacked()) {
|
||||
if (op == OP_READ) {
|
||||
|
||||
} else {
|
||||
|
||||
}
|
||||
}
|
||||
*/
|
||||
/*
|
||||
if (op == OP_READ) {
|
||||
// We read from the color FBO, but the multisample FBO is currently
|
||||
// bound, so:
|
||||
@@ -1877,6 +1905,9 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
offscreenNotCurrent = false;
|
||||
pgl.drawBuffer(pgl.primaryDrawBuffer());
|
||||
}
|
||||
|
||||
pgl.drawBuffer(pgl.primaryDrawBuffer());
|
||||
|
||||
} else {
|
||||
// We read or write from the back buffer, where all the
|
||||
// drawing in the current frame is taking place.
|
||||
@@ -1887,6 +1918,9 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
}
|
||||
offscreenNotCurrent = false;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
} else {
|
||||
// Making sure that the offscreen FBO is current. This allows to do calls
|
||||
// like loadPixels(), set() or get() without enclosing them between
|
||||
@@ -1928,6 +1962,17 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
|
||||
|
||||
protected void endPixelsOp() {
|
||||
if (offscreenNotCurrent) {
|
||||
if (pixelsOp == OP_WRITE && offscreenMultisample) {
|
||||
// We were writing to the multisample FBO, so we need
|
||||
// to blit its contents to the color FBO.
|
||||
offscreenFramebufferMultisample.copy(offscreenFramebuffer);
|
||||
}
|
||||
}
|
||||
popFramebuffer();
|
||||
pixelsOp = OP_NONE;
|
||||
|
||||
/*
|
||||
if (offscreenNotCurrent) {
|
||||
if (primarySurface) {
|
||||
pgl.bindPrimaryMultiFBO();
|
||||
@@ -1941,6 +1986,7 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
}
|
||||
}
|
||||
pixelsOp = OP_NONE;
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
@@ -5298,7 +5344,6 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
pgl.readPixels(0, 0, width, height, PGL.RGBA, PGL.UNSIGNED_BYTE,
|
||||
pixelBuffer);
|
||||
endPixelsOp();
|
||||
|
||||
PGL.nativeToJavaARGB(pixels, width, height);
|
||||
}
|
||||
|
||||
@@ -5394,6 +5439,9 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
loadTextureImpl(Texture.POINT, false);
|
||||
|
||||
if (pgl.primaryIsFboBacked()) {
|
||||
// TODO: need to find how to blit the multisampled back-buffer into the
|
||||
// front buffer in JOGL:
|
||||
/*
|
||||
pgl.bindPrimaryColorFBO();
|
||||
// Copy the contents of the FBO used by the primary surface into
|
||||
// texture, this copy operation is very fast because it is resolved
|
||||
@@ -5401,6 +5449,8 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
texture.set(pgl.getFboTexTarget(), pgl.getFboTexName(),
|
||||
pgl.getFboWidth(), pgl.getFboHeight(), width, height);
|
||||
pgl.bindPrimaryMultiFBO();
|
||||
*/
|
||||
PGraphics.showWarning("Cannot load contents of screen into texture");
|
||||
} else {
|
||||
// Here we go the slow route: we first copy the contents of the color
|
||||
// buffer into a pixels array (but we keep it in native format) and
|
||||
@@ -5927,7 +5977,7 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
|
||||
protected void bindBackTexture() {
|
||||
if (primarySurface) {
|
||||
pgl.bindBackBufferTex();
|
||||
//pgl.bindBackBufferTex();
|
||||
} else {
|
||||
|
||||
}
|
||||
@@ -5936,7 +5986,7 @@ public class PGraphicsOpenGL extends PGraphics {
|
||||
|
||||
protected void unbindBackTexture() {
|
||||
if (primarySurface) {
|
||||
pgl.unbindBackBufferTex();
|
||||
//pgl.unbindBackBufferTex();
|
||||
} else {
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user