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+package eu.tankernn.gameEngine.postProcessing;
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+
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+import java.nio.ByteBuffer;
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+
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+import org.lwjgl.opengl.Display;
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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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+
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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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+
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+ private final int width;
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+ private final int height;
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+
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+ private int frameBuffer;
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+
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+ private int colourTexture;
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+ private int depthTexture;
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+
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+ private int depthBuffer;
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+ private int colourBuffer;
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+
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+ /**
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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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+ */
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+ public Fbo(int width, int height, int depthBufferType) {
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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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+
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+ /**
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+ * Deletes the frame buffer and its attachments when the game closes.
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+ */
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+ public void cleanUp() {
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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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+
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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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+ */
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+ public void bindFrameBuffer() {
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+ GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
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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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+
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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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+ */
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+ public void unbindFrameBuffer() {
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+ GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
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+ GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
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+ }
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+
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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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+ */
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+ public void bindToRead() {
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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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+
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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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+ */
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+ public int getColourTexture() {
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+ return colourTexture;
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+ }
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+
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+ /**
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+ * @return The texture containing the FBOs depth buffer.
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+ */
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+ public int getDepthTexture() {
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+ return depthTexture;
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+ }
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+
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+ /**
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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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+ */
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+ private void initialiseFrameBuffer(int type) {
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+ createFrameBuffer();
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+ createTextureAttachment();
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+ if (type == DEPTH_RENDER_BUFFER) {
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+ createDepthBufferAttachment();
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+ } else if (type == DEPTH_TEXTURE) {
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+ createDepthTextureAttachment();
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+ }
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+ unbindFrameBuffer();
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+ }
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+
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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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+ *
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+ */
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+ private void createFrameBuffer() {
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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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+
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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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+ */
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+ private void createTextureAttachment() {
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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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+
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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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+ */
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+ private void createDepthTextureAttachment() {
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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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+
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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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+ */
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+ private void createDepthBufferAttachment() {
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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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+}
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