/* * opsu! - an open-source osu! client * Copyright (C) 2014, 2015 Jeffrey Han * * opsu! is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * opsu! is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with opsu!. If not, see . */ package itdelatrisu.opsu.render; import java.nio.ByteBuffer; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL20; import org.lwjgl.opengl.GL30; import org.lwjgl.opengl.GL32; /** * Represents a rendertarget. For now this maps to an OpenGL FBO via LWJGL. * * @author Bigpet {@literal } */ public class Rendertarget { /** The dimensions. */ public final int width, height; /** The FBO ID. */ private final int fboID; /** The texture ID. */ private final int textureID; /** * Create a new FBO. * @param width the width * @param height the height */ private Rendertarget(int width, int height) { this.width = width; this.height = height; fboID = GL30.glGenFramebuffers(); textureID = GL11.glGenTextures(); } /** * Bind this rendertarget as the primary framebuffer. */ public void bind() { GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, fboID); } /** * Returns the FBO ID. */ // NOTE: use judiciously, try to avoid if possible and consider adding a // method to this class if you find yourself calling this repeatedly. public int getID() { return fboID; } /** * Returns the texture ID. */ // NOTE: try not to use, could be moved into separate class. public int getTextureID() { return textureID; } /** * Bind the default framebuffer. */ public static void unbind() { GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, 0); } /** * 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 */ public static Rendertarget createRTTFramebuffer(int width, int height) { int old_framebuffer = GL11.glGetInteger(GL30.GL_READ_FRAMEBUFFER_BINDING); 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); int fboDepth = GL30.glGenRenderbuffers(); GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, fboDepth); GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL11.GL_DEPTH_COMPONENT, width, height); GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER, fboDepth); GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, fboTexture, 0); GL20.glDrawBuffers(GL30.GL_COLOR_ATTACHMENT0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, old_texture); GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, old_framebuffer); return buffer; } }