handle frame resize when using the Lion hack for antialiasing

This commit is contained in:
codeanticode
2012-06-21 22:30:40 +00:00
parent ef2181839d
commit 7e39482aff

View File

@@ -359,6 +359,7 @@ public class PGL {
// FBO for anti-aliased rendering
public static final boolean ENABLE_SMOOTH_LION_HACK = true;
protected boolean needScreenFBO = false;
protected int fboWidth, fboHeight;
protected int numSamples;
@@ -497,25 +498,27 @@ public class PGL {
public void initPrimarySurface(int antialias) {
needScreenFBO = false;
if (colorFBO[0] != 0) {
releaseFBO();
colorFBO[0] = 0;
}
String osName = System.getProperty("os.name");
if (osName.equals("Mac OS X")) {
String version = System.getProperty("os.version");
String[] parts = version.split("\\.");
if (2 <= parts.length) {
int num = Integer.parseInt(parts[1]);
if (7 <= num && 1 < pg.quality) {
// We are on OSX Lion or newer, where JOGL doesn't properly
// support multisampling. As a temporary hack, we handle our
// own multisampled FBO for onscreen rendering with anti-aliasing.
needScreenFBO = true;
if (ENABLE_SMOOTH_LION_HACK) {
needScreenFBO = false;
if (colorFBO[0] != 0) {
releaseFBO();
colorFBO[0] = 0;
}
String osName = System.getProperty("os.name");
if (osName.equals("Mac OS X")) {
String version = System.getProperty("os.version");
String[] parts = version.split("\\.");
if (2 <= parts.length) {
int num = Integer.parseInt(parts[1]);
if (7 <= num && 1 < pg.quality) {
// We are on OSX Lion or newer, where JOGL doesn't properly
// support multisampling. As a temporary hack, we handle our
// own multisampled FBO for onscreen rendering with anti-aliasing.
needScreenFBO = true;
}
}
}
}
}
}
if (profile == null) {
profile = GLProfile.getDefault();
@@ -658,11 +661,10 @@ public class PGL {
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT);
// All set with multisampled FBO!
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
// The screen framebuffer is the color FBO just created. We need
// to update the screenFramebuffer object so when the framebuffer
// is popped back to the screen, the correct id is set.
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, colorFBO[0]);
PGraphicsOpenGL.screenFramebuffer.glFboID = colorFBO[0];
} else {
// To make sure that the default screen buffer is used, specially after
@@ -683,7 +685,7 @@ public class PGL {
// When using the multisampled FBO, the color
// FBO is single buffered as it has only one
// texture bound to it.
return !needScreenFBO;
return colorFBO[0] == 0;
}
@@ -702,7 +704,7 @@ public class PGL {
public void beginOnscreenDraw(boolean clear) {
if (needScreenFBO) {
if (colorFBO[0] != 0) {
// Render the scene to the mutisampled buffer...
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, multiFBO[0]);
gl2x.glDrawBuffer(GL.GL_COLOR_ATTACHMENT0);
@@ -714,22 +716,23 @@ public class PGL {
public void endOnscreenDraw(boolean clear0) {
if (needScreenFBO) {
if (colorFBO[0] != 0) {
// Blit the contents of the multisampled FBO into the color FBO:
gl.glBindFramebuffer(GL2.GL_READ_FRAMEBUFFER, multiFBO[0]);
gl.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, colorFBO[0]);
gl2x.glBlitFramebuffer(0, 0, fboWidth, fboHeight,
0, 0, fboWidth, fboHeight,
GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
// And finally write the color texture to the screen.
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
gl.glClearDepth(1);
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
drawTexture(GL.GL_TEXTURE_2D, colorTex[0], fboWidth, fboHeight, 0, 0, pg.width, pg.height, 0, 0, pg.width, pg.height);
// Leaving the color FBO currently bound as the screen FB.
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, colorFBO[0]);
PGraphicsOpenGL.screenFramebuffer.glFboID = colorFBO[0];
}
}
@@ -2114,7 +2117,7 @@ public class PGL {
// Java specific stuff
protected class PGLListener implements GLEventListener {
@Override
public void display(GLAutoDrawable adrawable) {
@@ -2142,9 +2145,15 @@ public class PGL {
}
@Override
public void reshape(GLAutoDrawable adrawable, int x, int y, int w, int h) {
public void reshape(GLAutoDrawable adrawable, int x, int y, int w, int h) {
drawable = adrawable;
context = adrawable.getContext();
context = adrawable.getContext();
if (colorFBO[0] != 0) {
// The screen FBO hack needs the FBO to be recreated when starting
// and after resizing.
colorFBO[0] = 0;
}
}
}