/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on * an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the * specific language governing permissions and limitations under the License. ******************************************************************************/ package com.badlogic.gdx.graphics.glutils; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.IntBuffer; import java.util.ArrayList; import java.util.HashMap; import java.util.List; import java.util.Map; import com.badlogic.gdx.Application; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Application.ApplicationType; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Pixmap; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.Texture.TextureWrap; import com.badlogic.gdx.utils.BufferUtils; import com.badlogic.gdx.utils.Disposable; import com.badlogic.gdx.utils.GdxRuntimeException; /** * <p> * Encapsulates OpenGL ES 2.0 frame buffer objects. This is a simple helper class which should cover most FBO uses. It * will automatically create a texture for the color attachment and a renderbuffer for the depth buffer. You can get a * hold of the texture by {@link FrameBuffer#getColorBufferTexture()}. This class will only work with OpenGL ES 2.0. * </p> * * <p> * FrameBuffers are managed. In case of an OpenGL context loss, which only happens on Android when a user switches to * another application or receives an incoming call, the framebuffer will be automatically recreated. * </p> * * <p> * A FrameBuffer must be disposed if it is no longer needed * </p> * * @author mzechner */ public class FrameBuffer implements Disposable { /** the frame buffers **/ private final static Map<Application, List<FrameBuffer>> buffers = new HashMap<Application, List<FrameBuffer>>(); /** the color buffer texture **/ protected Texture colorTexture; /** the default framebuffer handle, a.k.a screen. */ private static int defaultFramebufferHandle; /** true if we have polled for the default handle already. */ private static boolean defaultFramebufferHandleInitialized = false; /** the framebuffer handle **/ private int framebufferHandle; /** the depthbuffer render object handle **/ private int depthbufferHandle; /** width **/ protected final int width; /** height **/ protected final int height; /** depth **/ protected final boolean hasDepth; /** format **/ protected final Pixmap.Format format; /** * Creates a new FrameBuffer having the given dimensions and potentially a depth buffer attached. * * @param format * the format of the color buffer * @param width * the width of the framebuffer in pixels * @param height * the height of the framebuffer in pixels * @param hasDepth * whether to attach a depth buffer * @throws GdxRuntimeException * in case the FraeBuffer could not be created */ public FrameBuffer(Pixmap.Format format, int width, int height, boolean hasDepth) { this.width = width; this.height = height; this.format = format; this.hasDepth = hasDepth; build(); addManagedFrameBuffer(Gdx.app, this); } /** * Override this method in a derived class to set up the backing texture as you like. */ protected void setupTexture() { colorTexture = new Texture(width, height, format); colorTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear); colorTexture.setWrap(TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } private void build() { if (!Gdx.graphics.isGL20Available()) throw new GdxRuntimeException("GL2 is required."); GL20 gl = Gdx.graphics.getGL20(); // iOS uses a different framebuffer handle! (not necessarily 0) if (!defaultFramebufferHandleInitialized) { defaultFramebufferHandleInitialized = true; if (Gdx.app.getType() == ApplicationType.iOS) { IntBuffer intbuf = ByteBuffer.allocateDirect(16 * Integer.SIZE / 8).order(ByteOrder.nativeOrder()) .asIntBuffer(); gl.glGetIntegerv(GL20.GL_FRAMEBUFFER_BINDING, intbuf); defaultFramebufferHandle = intbuf.get(); } else { defaultFramebufferHandle = 0; } } setupTexture(); IntBuffer handle = BufferUtils.newIntBuffer(1); gl.glGenFramebuffers(1, handle); framebufferHandle = handle.get(0); if (hasDepth) { handle.clear(); gl.glGenRenderbuffers(1, handle); depthbufferHandle = handle.get(0); } gl.glBindTexture(GL20.GL_TEXTURE_2D, colorTexture.getTextureObjectHandle()); if (hasDepth) { gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, depthbufferHandle); gl.glRenderbufferStorage(GL20.GL_RENDERBUFFER, GL20.GL_DEPTH_COMPONENT16, colorTexture.getWidth(), colorTexture.getHeight()); } gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, framebufferHandle); gl.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, GL20.GL_TEXTURE_2D, colorTexture.getTextureObjectHandle(), 0); if (hasDepth) { gl.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER, GL20.GL_DEPTH_ATTACHMENT, GL20.GL_RENDERBUFFER, depthbufferHandle); } int result = gl.glCheckFramebufferStatus(GL20.GL_FRAMEBUFFER); gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, 0); gl.glBindTexture(GL20.GL_TEXTURE_2D, 0); gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, defaultFramebufferHandle); if (result != GL20.GL_FRAMEBUFFER_COMPLETE) { colorTexture.dispose(); if (hasDepth) { handle.clear(); handle.put(depthbufferHandle); handle.flip(); gl.glDeleteRenderbuffers(1, handle); } colorTexture.dispose(); handle.clear(); handle.put(framebufferHandle); handle.flip(); gl.glDeleteFramebuffers(1, handle); if (result == GL20.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) throw new IllegalStateException("frame buffer couldn't be constructed: incomplete attachment"); if (result == GL20.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS) throw new IllegalStateException("frame buffer couldn't be constructed: incomplete dimensions"); if (result == GL20.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) throw new IllegalStateException("frame buffer couldn't be constructed: missing attachment"); } } /** Releases all resources associated with the FrameBuffer. */ public void dispose() { GL20 gl = Gdx.graphics.getGL20(); IntBuffer handle = BufferUtils.newIntBuffer(1); colorTexture.dispose(); if (hasDepth) { handle.put(depthbufferHandle); handle.flip(); gl.glDeleteRenderbuffers(1, handle); } handle.clear(); handle.put(framebufferHandle); handle.flip(); gl.glDeleteFramebuffers(1, handle); if (buffers.get(Gdx.app) != null) buffers.get(Gdx.app).remove(this); } /** Makes the frame buffer current so everything gets drawn to it. */ public void begin() { Gdx.graphics.getGL20().glViewport(0, 0, colorTexture.getWidth(), colorTexture.getHeight()); Gdx.graphics.getGL20().glBindFramebuffer(GL20.GL_FRAMEBUFFER, framebufferHandle); } /** Unbinds the framebuffer, all drawing will be performed to the normal framebuffer from here on. */ public void end() { Gdx.graphics.getGL20().glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.graphics.getGL20().glBindFramebuffer(GL20.GL_FRAMEBUFFER, defaultFramebufferHandle); } private void addManagedFrameBuffer(Application app, FrameBuffer frameBuffer) { List<FrameBuffer> managedResources = buffers.get(app); if (managedResources == null) managedResources = new ArrayList<FrameBuffer>(); managedResources.add(frameBuffer); buffers.put(app, managedResources); } /** * Invalidates all frame buffers. This can be used when the OpenGL context is lost to rebuild all managed frame * buffers. This assumes that the texture attached to this buffer has already been rebuild! Use with care. */ public static void invalidateAllFrameBuffers(Application app) { if (Gdx.graphics.getGL20() == null) return; List<FrameBuffer> bufferList = buffers.get(app); if (bufferList == null) return; for (int i = 0; i < bufferList.size(); i++) { bufferList.get(i).build(); } } public static void clearAllFrameBuffers(Application app) { buffers.remove(app); } public static String getManagedStatus() { StringBuilder builder = new StringBuilder(); int i = 0; builder.append("Managed buffers/app: { "); for (Application app : buffers.keySet()) { builder.append(buffers.get(app).size()); builder.append(" "); } builder.append("}"); return builder.toString(); } /** @return the color buffer texture */ public Texture getColorBufferTexture() { return colorTexture; } /** @return the height of the framebuffer in pixels */ public int getHeight() { return colorTexture.getHeight(); } /** @return the width of the framebuffer in pixels */ public int getWidth() { return colorTexture.getWidth(); } }