/******************************************************************************* * 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 com.badlogic.gdx.Application.ApplicationType; import com.badlogic.gdx.Gdx; 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.GdxRuntimeException; /** This is a {@link FrameBuffer} variant backed by a float texture. */ public class FloatFrameBuffer extends FrameBuffer { /** Creates a new FrameBuffer with a float backing texture, having the given dimensions and potentially a depth buffer attached. * * @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 FrameBuffer could not be created */ public FloatFrameBuffer (int width, int height, boolean hasDepth) { super(null, width, height, hasDepth); } @Override protected Texture createColorTexture () { FloatTextureData data = new FloatTextureData(width, height); Texture result = new Texture(data); if (Gdx.app.getType() == ApplicationType.Desktop || Gdx.app.getType() == ApplicationType.Applet) result.setFilter(TextureFilter.Linear, TextureFilter.Linear); else // no filtering for float textures in OpenGL ES result.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); result.setWrap(TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); return result; } @Override protected void disposeColorTexture (Texture colorTexture) { colorTexture.dispose(); } }