mirror of
https://github.com/processing/processing4.git
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544 lines
15 KiB
Java
544 lines
15 KiB
Java
/* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
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/*
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Part of the Processing project - http://processing.org
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Copyright (c) 2011-12 Ben Fry and Casey Reas
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General
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Public License along with this library; if not, write to the
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Free Software Foundation, Inc., 59 Temple Place, Suite 330,
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Boston, MA 02111-1307 USA
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*/
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package processing.opengl;
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import processing.core.PApplet;
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import processing.core.PConstants;
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import java.nio.IntBuffer;
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/**
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* Encapsulates a Frame Buffer Object for offscreen rendering.
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* When created with onscreen == true, it represents the normal
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* framebuffer. Needed by the stack mechanism in OPENGL2 to return
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* to onscreen rendering after a sequence of pushFramebuffer calls.
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* It transparently handles the situations when the FBO extension is
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* not available.
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*
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* By Andres Colubri.
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*/
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public class FrameBuffer implements PConstants {
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protected PGL pgl;
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protected int context; // The context that created this framebuffer.
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public int glFbo;
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public int glDepth;
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public int glStencil;
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public int glDepthStencil;
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public int glMultisample;
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public int width;
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public int height;
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protected int depthBits;
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protected int stencilBits;
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protected boolean packedDepthStencil;
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protected boolean multisample;
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protected int nsamples;
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protected int numColorBuffers;
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protected Texture[] colorBufferTex;
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protected boolean screenFb;
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protected boolean noDepth;
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protected IntBuffer pixelBuffer;
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FrameBuffer() {
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pgl = PGraphicsOpenGL.pgl;
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context = pgl.createEmptyContext();
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}
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FrameBuffer(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();
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glFbo = 0;
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glDepth = 0;
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glStencil = 0;
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glDepthStencil = 0;
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glMultisample = 0;
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if (screen) {
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// If this framebuffer is used to represent a on-screen buffer,
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// then it doesn't make it sense for it to have multisampling,
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// color, depth or stencil buffers.
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depthBits = stencilBits = samples = colorBuffers = 0;
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}
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width = w;
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height = h;
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if (1 < samples) {
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multisample = true;
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nsamples = samples;
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} else {
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multisample = false;
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nsamples = 1;
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}
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numColorBuffers = colorBuffers;
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colorBufferTex = new Texture[numColorBuffers];
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for (int i = 0; i < numColorBuffers; i++) {
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colorBufferTex[i] = null;
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}
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if (depthBits < 1 && stencilBits < 1) {
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this.depthBits = 0;
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this.stencilBits = 0;
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this.packedDepthStencil = false;
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} else {
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if (packedDepthStencil) {
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// When combined depth/stencil format is required, the depth and stencil
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// bits are overriden and the 24/8 combination for a 32 bits surface is
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// used.
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this.depthBits = 24;
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this.stencilBits = 8;
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this.packedDepthStencil = true;
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} else {
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this.depthBits = depthBits;
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this.stencilBits = stencilBits;
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this.packedDepthStencil = false;
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}
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}
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screenFb = screen;
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allocate();
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noDepth = false;
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pixelBuffer = null;
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}
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FrameBuffer(int w, int h) {
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this(w, h, 1, 1, 0, 0, false, false);
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}
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FrameBuffer(int w, int h, boolean screen) {
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this(w, h, 1, 1, 0, 0, false, screen);
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}
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@Override
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protected void finalize() throws Throwable {
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try {
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// PApplet.println("finalize FBO");
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if (!screenFb) {
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if (glFbo != 0) {
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PGraphicsOpenGL.finalizeFrameBufferObject(glFbo, context);
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}
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if (glDepth != 0) {
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PGraphicsOpenGL.finalizeRenderBufferObject(glDepth, context);
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}
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if (glStencil != 0) {
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PGraphicsOpenGL.finalizeRenderBufferObject(glStencil, context);
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}
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if (glMultisample != 0) {
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PGraphicsOpenGL.finalizeRenderBufferObject(glMultisample, context);
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}
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if (glDepthStencil != 0) {
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PGraphicsOpenGL.finalizeRenderBufferObject(glDepthStencil, context);
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}
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}
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} finally {
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super.finalize();
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}
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}
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public void clear() {
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PGraphicsOpenGL.pushFramebuffer();
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PGraphicsOpenGL.setFramebuffer(this);
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pgl.clearDepth(1);
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pgl.clearStencil(0);
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pgl.clearColor(0, 0, 0, 0);
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pgl.clear(PGL.DEPTH_BUFFER_BIT |
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PGL.STENCIL_BUFFER_BIT |
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PGL.COLOR_BUFFER_BIT);
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PGraphicsOpenGL.popFramebuffer();
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}
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public void copy(FrameBuffer dest, FrameBuffer current) {
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pgl.bindFramebuffer(PGL.READ_FRAMEBUFFER, this.glFbo);
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pgl.bindFramebuffer(PGL.DRAW_FRAMEBUFFER, dest.glFbo);
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pgl.blitFramebuffer(0, 0, this.width, this.height,
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0, 0, dest.width, dest.height,
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PGL.COLOR_BUFFER_BIT, PGL.NEAREST);
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pgl.bindFramebuffer(PGL.READ_FRAMEBUFFER, current.glFbo);
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pgl.bindFramebuffer(PGL.DRAW_FRAMEBUFFER, current.glFbo);
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}
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public void bind() {
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pgl.bindFramebuffer(PGL.FRAMEBUFFER, glFbo);
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}
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public void disableDepthTest() {
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noDepth = true;
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}
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public void finish(PGraphicsOpenGL pg) {
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if (noDepth) {
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// No need to clear depth buffer because depth testing was disabled.
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if (pg.getHint(ENABLE_DEPTH_TEST)) {
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pgl.enable(PGL.DEPTH_TEST);
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} else {
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pgl.disable(PGL.DEPTH_TEST);
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}
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}
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}
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public void readPixels() {
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if (pixelBuffer == null) createPixelBuffer();
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pixelBuffer.rewind();
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pgl.readPixels(0, 0, width, height, PGL.RGBA, PGL.UNSIGNED_BYTE,
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pixelBuffer);
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}
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public void getPixels(int[] pixels) {
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if (pixelBuffer != null) {
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pixelBuffer.get(pixels, 0, pixels.length);
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pixelBuffer.rewind();
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}
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}
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public IntBuffer getPixelBuffer() {
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return pixelBuffer;
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}
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public boolean hasDepthBuffer() {
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return 0 < depthBits;
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}
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public boolean hasStencilBuffer() {
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return 0 < stencilBits;
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}
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public void setFBO(int id) {
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if (screenFb) {
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glFbo = id;
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}
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}
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///////////////////////////////////////////////////////////
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// Color buffer setters.
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public void setColorBuffer(Texture tex) {
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setColorBuffers(new Texture[] { tex }, 1);
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}
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public void setColorBuffers(Texture[] textures) {
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setColorBuffers(textures, textures.length);
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}
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public void setColorBuffers(Texture[] textures, int n) {
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if (screenFb) return;
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if (numColorBuffers != PApplet.min(n, textures.length)) {
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throw new RuntimeException("Wrong number of textures to set the color " +
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"buffers.");
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}
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for (int i = 0; i < numColorBuffers; i++) {
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colorBufferTex[i] = textures[i];
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}
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PGraphicsOpenGL.pushFramebuffer();
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PGraphicsOpenGL.setFramebuffer(this);
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// Making sure nothing is attached.
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for (int i = 0; i < numColorBuffers; i++) {
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pgl.framebufferTexture2D(PGL.FRAMEBUFFER, PGL.COLOR_ATTACHMENT0 + i,
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PGL.TEXTURE_2D, 0, 0);
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}
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for (int i = 0; i < numColorBuffers; i++) {
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pgl.framebufferTexture2D(PGL.FRAMEBUFFER, PGL.COLOR_ATTACHMENT0 + i,
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colorBufferTex[i].glTarget,
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colorBufferTex[i].glName, 0);
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}
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pgl.validateFramebuffer();
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PGraphicsOpenGL.popFramebuffer();
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}
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public void swapColorBuffers() {
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for (int i = 0; i < numColorBuffers - 1; i++) {
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int i1 = (i + 1);
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Texture tmp = colorBufferTex[i];
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colorBufferTex[i] = colorBufferTex[i1];
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colorBufferTex[i1] = tmp;
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}
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PGraphicsOpenGL.pushFramebuffer();
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PGraphicsOpenGL.setFramebuffer(this);
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for (int i = 0; i < numColorBuffers; i++) {
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pgl.framebufferTexture2D(PGL.FRAMEBUFFER, PGL.COLOR_ATTACHMENT0 + i,
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colorBufferTex[i].glTarget,
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colorBufferTex[i].glName, 0);
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}
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pgl.validateFramebuffer();
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PGraphicsOpenGL.popFramebuffer();
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}
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public int getDefaultReadBuffer() {
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if (screenFb) {
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return pgl.getDefaultReadBuffer();
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} else {
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return PGL.COLOR_ATTACHMENT0;
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}
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}
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public int getDefaultDrawBuffer() {
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if (screenFb) {
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return pgl.getDefaultDrawBuffer();
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} else {
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return PGL.COLOR_ATTACHMENT0;
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}
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}
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///////////////////////////////////////////////////////////
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// Allocate/release framebuffer.
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protected void allocate() {
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dispose(); // Just in the case this object is being re-allocated.
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context = pgl.getCurrentContext();
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if (screenFb) {
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glFbo = 0;
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} else {
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//create the FBO object...
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glFbo = PGraphicsOpenGL.createFrameBufferObject(context);
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// ... and then create the rest of the stuff.
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if (multisample) {
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createColorBufferMultisample();
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}
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if (packedDepthStencil) {
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createPackedDepthStencilBuffer();
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} else {
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if (0 < depthBits) {
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createDepthBuffer();
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}
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if (0 < stencilBits) {
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createStencilBuffer();
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}
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}
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}
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}
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protected void dispose() {
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if (screenFb) return;
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if (glFbo != 0) {
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PGraphicsOpenGL.finalizeFrameBufferObject(glFbo, context);
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glFbo = 0;
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}
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if (glDepth != 0) {
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PGraphicsOpenGL.finalizeRenderBufferObject(glDepth, context);
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glDepth = 0;
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}
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if (glStencil != 0) {
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PGraphicsOpenGL.finalizeRenderBufferObject(glStencil, context);
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glStencil = 0;
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}
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if (glMultisample != 0) {
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PGraphicsOpenGL.finalizeRenderBufferObject(glMultisample, context);
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glMultisample = 0;
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}
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if (glDepthStencil != 0) {
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PGraphicsOpenGL.finalizeRenderBufferObject(glDepthStencil, context);
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glDepthStencil = 0;
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}
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}
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protected boolean contextIsOutdated() {
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if (screenFb) return false;
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boolean outdated = !pgl.contextIsCurrent(context);
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if (outdated) {
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PGraphicsOpenGL.removeFrameBufferObject(glFbo, context);
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PGraphicsOpenGL.removeRenderBufferObject(glDepth, context);
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PGraphicsOpenGL.removeRenderBufferObject(glStencil, context);
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PGraphicsOpenGL.removeRenderBufferObject(glDepthStencil, context);
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PGraphicsOpenGL.removeRenderBufferObject(glMultisample, context);
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glFbo = 0;
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glDepth = 0;
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glStencil = 0;
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glDepthStencil = 0;
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glMultisample = 0;
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for (int i = 0; i < numColorBuffers; i++) {
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colorBufferTex[i] = null;
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}
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}
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return outdated;
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}
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protected void createColorBufferMultisample() {
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if (screenFb) return;
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PGraphicsOpenGL.pushFramebuffer();
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PGraphicsOpenGL.setFramebuffer(this);
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glMultisample = PGraphicsOpenGL.createRenderBufferObject(context);
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pgl.bindRenderbuffer(PGL.RENDERBUFFER, glMultisample);
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pgl.renderbufferStorageMultisample(PGL.RENDERBUFFER, nsamples,
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PGL.RGBA8, width, height);
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pgl.framebufferRenderbuffer(PGL.FRAMEBUFFER, PGL.COLOR_ATTACHMENT0,
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PGL.RENDERBUFFER, glMultisample);
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PGraphicsOpenGL.popFramebuffer();
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}
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protected void createPackedDepthStencilBuffer() {
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if (screenFb) return;
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if (width == 0 || height == 0) {
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throw new RuntimeException("PFramebuffer: size undefined.");
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}
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PGraphicsOpenGL.pushFramebuffer();
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PGraphicsOpenGL.setFramebuffer(this);
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glDepthStencil = PGraphicsOpenGL.createRenderBufferObject(context);
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pgl.bindRenderbuffer(PGL.RENDERBUFFER, glDepthStencil);
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if (multisample) {
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pgl.renderbufferStorageMultisample(PGL.RENDERBUFFER, nsamples,
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PGL.DEPTH24_STENCIL8, width, height);
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} else {
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pgl.renderbufferStorage(PGL.RENDERBUFFER, PGL.DEPTH24_STENCIL8,
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width, height);
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}
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pgl.framebufferRenderbuffer(PGL.FRAMEBUFFER, PGL.DEPTH_ATTACHMENT,
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PGL.RENDERBUFFER, glDepthStencil);
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pgl.framebufferRenderbuffer(PGL.FRAMEBUFFER, PGL.STENCIL_ATTACHMENT,
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PGL.RENDERBUFFER, glDepthStencil);
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PGraphicsOpenGL.popFramebuffer();
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}
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protected void createDepthBuffer() {
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if (screenFb) return;
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if (width == 0 || height == 0) {
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throw new RuntimeException("PFramebuffer: size undefined.");
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}
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PGraphicsOpenGL.pushFramebuffer();
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PGraphicsOpenGL.setFramebuffer(this);
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glDepth = PGraphicsOpenGL.createRenderBufferObject(context);
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pgl.bindRenderbuffer(PGL.RENDERBUFFER, glDepth);
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int glConst = PGL.DEPTH_COMPONENT16;
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if (depthBits == 16) {
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glConst = PGL.DEPTH_COMPONENT16;
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} else if (depthBits == 24) {
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glConst = PGL.DEPTH_COMPONENT24;
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} else if (depthBits == 32) {
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glConst = PGL.DEPTH_COMPONENT32;
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}
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if (multisample) {
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pgl.renderbufferStorageMultisample(PGL.RENDERBUFFER, nsamples, glConst,
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width, height);
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} else {
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pgl.renderbufferStorage(PGL.RENDERBUFFER, glConst, width, height);
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}
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pgl.framebufferRenderbuffer(PGL.FRAMEBUFFER, PGL.DEPTH_ATTACHMENT,
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PGL.RENDERBUFFER, glDepth);
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PGraphicsOpenGL.popFramebuffer();
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}
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protected void createStencilBuffer() {
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if (screenFb) return;
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if (width == 0 || height == 0) {
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throw new RuntimeException("PFramebuffer: size undefined.");
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}
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PGraphicsOpenGL.pushFramebuffer();
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PGraphicsOpenGL.setFramebuffer(this);
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glStencil = PGraphicsOpenGL.createRenderBufferObject(context);
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pgl.bindRenderbuffer(PGL.RENDERBUFFER, glStencil);
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int glConst = PGL.STENCIL_INDEX1;
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if (stencilBits == 1) {
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glConst = PGL.STENCIL_INDEX1;
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} else if (stencilBits == 4) {
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glConst = PGL.STENCIL_INDEX4;
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} else if (stencilBits == 8) {
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glConst = PGL.STENCIL_INDEX8;
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}
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if (multisample) {
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pgl.renderbufferStorageMultisample(PGL.RENDERBUFFER, nsamples, glConst,
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width, height);
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} else {
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pgl.renderbufferStorage(PGL.RENDERBUFFER, glConst, width, height);
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}
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pgl.framebufferRenderbuffer(PGL.FRAMEBUFFER, PGL.STENCIL_ATTACHMENT,
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PGL.RENDERBUFFER, glStencil);
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PGraphicsOpenGL.popFramebuffer();
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}
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protected void createPixelBuffer() {
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pixelBuffer = IntBuffer.allocate(width * height);
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pixelBuffer.rewind();
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}
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}
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