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1 /*******************************************************************************
2  * Copyright 2011 See AUTHORS file.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *   http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  ******************************************************************************/
16 
17 package com.badlogic.gdx.graphics.glutils;
18 
19 import com.badlogic.gdx.Gdx;
20 import com.badlogic.gdx.graphics.Cubemap;
21 import com.badlogic.gdx.graphics.GL20;
22 import com.badlogic.gdx.graphics.Pixmap;
23 import com.badlogic.gdx.graphics.Texture.TextureFilter;
24 import com.badlogic.gdx.graphics.Texture.TextureWrap;
25 import com.badlogic.gdx.graphics.g2d.Gdx2DPixmap;
26 import com.badlogic.gdx.utils.GdxRuntimeException;
27 
28 /** <p>
29  * Encapsulates OpenGL ES 2.0 frame buffer objects. This is a simple helper class which should cover most FBO uses. It will
30  * automatically create a cubemap for the color attachment and a renderbuffer for the depth buffer. You can get a hold of the
31  * cubemap by {@link FrameBufferCubemap#getColorBufferTexture()}. This class will only work with OpenGL ES 2.0.
32  * </p>
33  *
34  * <p>
35  * FrameBuffers are managed. In case of an OpenGL context loss, which only happens on Android when a user switches to another
36  * application or receives an incoming call, the framebuffer will be automatically recreated.
37  * </p>
38  *
39  * <p>
40  * A FrameBuffer must be disposed if it is no longer needed
41  * </p>
42  *
43  * <p>
44  * Typical use: <br />
45  * FrameBufferCubemap frameBuffer = new FrameBufferCubemap(Format.RGBA8888, fSize, fSize, true); <br />
46  * frameBuffer.begin(); <br />
47  * while( frameBuffer.nextSide() ) { <br />
48  * frameBuffer.getSide().getUp(camera.up); <br />
49  * frameBuffer.getSide().getDirection(camera.direction);<br />
50  * camera.update(); <br />
51  *
52  * Gdx.gl.glClearColor(0, 0, 0, 1); <br />
53  * Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); <br />
54  * modelBatch.begin(camera); <br />
55  * modelBatch.render(renderableProviders); <br />
56  * modelBatch.end(); <br />
57  * } <br />
58  * frameBuffer.end(); <br />
59  * Cubemap cubemap = frameBuffer.getColorBufferCubemap();
60  * </p>
61  *
62  * @author realitix */
63 public class FrameBufferCubemap extends GLFrameBuffer<Cubemap> {
64 
65 	/** the zero-based index of the active side **/
66 	private int currentSide;
67 
68 	/** Creates a new FrameBuffer having the given dimensions and potentially a depth buffer attached.
69 	 *
70 	 * @param format
71 	 * @param width
72 	 * @param height
73 	 * @param hasDepth */
FrameBufferCubemap(Pixmap.Format format, int width, int height, boolean hasDepth)74 	public FrameBufferCubemap (Pixmap.Format format, int width, int height, boolean hasDepth) {
75 		this(format, width, height, hasDepth, false);
76 	}
77 
78 	/** Creates a new FrameBuffer having the given dimensions and potentially a depth and a stencil buffer attached.
79 	 *
80 	 * @param format the format of the color buffer; according to the OpenGL ES 2.0 spec, only RGB565, RGBA4444 and RGB5_A1 are
81 	 *           color-renderable
82 	 * @param width the width of the cubemap in pixels
83 	 * @param height the height of the cubemap in pixels
84 	 * @param hasDepth whether to attach a depth buffer
85 	 * @param hasStencil whether to attach a stencil buffer
86 	 * @throws com.badlogic.gdx.utils.GdxRuntimeException in case the FrameBuffer could not be created */
FrameBufferCubemap(Pixmap.Format format, int width, int height, boolean hasDepth, boolean hasStencil)87 	public FrameBufferCubemap (Pixmap.Format format, int width, int height, boolean hasDepth, boolean hasStencil) {
88 		super(format, width, height, hasDepth, hasStencil);
89 	}
90 
91 	@Override
createColorTexture()92 	protected Cubemap createColorTexture () {
93 		int glFormat = Pixmap.Format.toGlFormat(format);
94 		int glType = Pixmap.Format.toGlType(format);
95 		GLOnlyTextureData data = new GLOnlyTextureData(width, height, 0, glFormat, glFormat, glType);
96 		Cubemap result = new Cubemap(data, data, data, data, data, data);
97 		result.setFilter(TextureFilter.Linear, TextureFilter.Linear);
98 		result.setWrap(TextureWrap.ClampToEdge, TextureWrap.ClampToEdge);
99 		return result;
100 	}
101 
102 	@Override
disposeColorTexture(Cubemap colorTexture)103 	protected void disposeColorTexture (Cubemap colorTexture) {
104 		colorTexture.dispose();
105 	}
106 
107 	/** Makes the frame buffer current so everything gets drawn to it, must be followed by call to either {@link #nextSide()} or
108 	 * {@link #bindSide(com.badlogic.gdx.graphics.Cubemap.CubemapSide)} to activate the side to render onto. */
109 	@Override
bind()110 	public void bind () {
111 		currentSide = -1;
112 		super.bind();
113 	}
114 
115 	/** Bind the next side of cubemap and return false if no more side. Should be called in between a call to {@link #begin()} and
116 	 * #end to cycle to each side of the cubemap to render on. */
nextSide()117 	public boolean nextSide () {
118 		if (currentSide > 5) {
119 			throw new GdxRuntimeException("No remaining sides.");
120 		} else if (currentSide == 5) {
121 			return false;
122 		}
123 
124 		currentSide++;
125 		bindSide(getSide());
126 		return true;
127 	}
128 
129 	/** Bind the side, making it active to render on. Should be called in between a call to {@link #begin()} and {@link #end()}.
130 	 * @param side The side to bind */
bindSide(final Cubemap.CubemapSide side)131 	protected void bindSide (final Cubemap.CubemapSide side) {
132 		Gdx.gl20.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, side.glEnum,
133 			colorTexture.getTextureObjectHandle(), 0);
134 	}
135 
136 	/** Get the currently bound side. */
getSide()137 	public Cubemap.CubemapSide getSide () {
138 		return currentSide < 0 ? null : Cubemap.CubemapSide.values()[currentSide];
139 	}
140 }
141