154 lines
5.4 KiB
Java
154 lines
5.4 KiB
Java
package io.github.hydos.ginger.engine.postprocessing;
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import java.nio.ByteBuffer;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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import org.lwjgl.opengl.GL14;
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import org.lwjgl.opengl.GL30;
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import com.github.halotroop.litecraft.LiteCraftMain;
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public class Fbo
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{
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public static final int NONE = 0;
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public static final int DEPTH_TEXTURE = 1;
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public static final int DEPTH_RENDER_BUFFER = 2;
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private final int width;
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private final int height;
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private int frameBuffer;
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private int colourTexture;
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private int depthTexture;
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private int depthBuffer;
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private int colourBuffer;
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/** Creates an FBO of a specified width and height, with the desired type of
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* depth buffer attachment.
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*
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* @param width
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* - the width of the FBO.
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* @param height
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* - the height of the FBO.
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* @param depthBufferType
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* - an int indicating the type of depth buffer attachment that
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* this FBO should use. */
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public Fbo(int width, int height, int depthBufferType)
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{
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this.width = width;
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this.height = height;
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initialiseFrameBuffer(depthBufferType);
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}
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/** Deletes the frame buffer and its attachments when the game closes. */
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public void cleanUp()
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{
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GL30.glDeleteFramebuffers(frameBuffer);
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GL11.glDeleteTextures(colourTexture);
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GL11.glDeleteTextures(depthTexture);
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GL30.glDeleteRenderbuffers(depthBuffer);
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GL30.glDeleteRenderbuffers(colourBuffer);
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}
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/** Binds the frame buffer, setting it as the current render target. Anything
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* rendered after this will be rendered to this FBO, and not to the screen. */
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public void bindFrameBuffer()
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{
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GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, frameBuffer);
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GL11.glViewport(0, 0, width, height);
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}
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/** Unbinds the frame buffer, setting the default frame buffer as the current
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* render target. Anything rendered after this will be rendered to the
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* screen, and not this FBO. */
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public void unbindFrameBuffer()
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{
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GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
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GL11.glViewport(0, 0, LiteCraftMain.width, LiteCraftMain.height);
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}
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/** Binds the current FBO to be read from (not used in tutorial 43). */
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public void bindToRead()
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{
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
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GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, frameBuffer);
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GL11.glReadBuffer(GL30.GL_COLOR_ATTACHMENT0);
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}
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/** @return The ID of the texture containing the colour buffer of the FBO. */
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public int getColourTexture()
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{ return colourTexture; }
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/** @return The texture containing the FBOs depth buffer. */
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public int getDepthTexture()
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{ return depthTexture; }
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/** Creates the FBO along with a colour buffer texture attachment, and
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* possibly a depth buffer.
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*
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* @param type
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* - the type of depth buffer attachment to be attached to the
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* FBO. */
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private void initialiseFrameBuffer(int type)
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{
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createFrameBuffer();
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createTextureAttachment();
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if (type == DEPTH_RENDER_BUFFER)
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{
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createDepthBufferAttachment();
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}
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else if (type == DEPTH_TEXTURE)
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{ createDepthTextureAttachment(); }
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unbindFrameBuffer();
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}
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/** Creates a new frame buffer object and sets the buffer to which drawing
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* will occur - colour attachment 0. This is the attachment where the colour
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* buffer texture is. */
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private void createFrameBuffer()
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{
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frameBuffer = GL30.glGenFramebuffers();
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GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBuffer);
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GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0);
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}
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/** Creates a texture and sets it as the colour buffer attachment for this
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* FBO. */
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private void createTextureAttachment()
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{
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colourTexture = GL11.glGenTextures();
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, colourTexture);
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GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE,
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(ByteBuffer) null);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
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GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colourTexture,
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0);
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}
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/** Adds a depth buffer to the FBO in the form of a texture, which can later
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* be sampled. */
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private void createDepthTextureAttachment()
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{
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depthTexture = GL11.glGenTextures();
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTexture);
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GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT24, width, height, 0, GL11.GL_DEPTH_COMPONENT,
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GL11.GL_FLOAT, (ByteBuffer) null);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
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GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, depthTexture, 0);
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}
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/** Adds a depth buffer to the FBO in the form of a render buffer. This can't
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* be used for sampling in the shaders. */
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private void createDepthBufferAttachment()
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{
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depthBuffer = GL30.glGenRenderbuffers();
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GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
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GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL14.GL_DEPTH_COMPONENT24, width, height);
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GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
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depthBuffer);
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}
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}
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