/******************************************************************************* * 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.Gdx; 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; /** <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, realitix */ public class FrameBuffer extends GLFrameBuffer<Texture> { /** Creates a new FrameBuffer having the given dimensions and potentially a depth buffer attached. */ public FrameBuffer (Pixmap.Format format, int width, int height, boolean hasDepth) { this(format, width, height, hasDepth, false); } /** Creates a new FrameBuffer having the given dimensions and potentially a depth and a stencil buffer attached. * * @param format the format of the color buffer; according to the OpenGL ES 2.0 spec, only RGB565, RGBA4444 and RGB5_A1 are * color-renderable * @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 com.badlogic.gdx.utils.GdxRuntimeException in case the FrameBuffer could not be created */ public FrameBuffer (Pixmap.Format format, int width, int height, boolean hasDepth, boolean hasStencil) { super(format, width, height, hasDepth, hasStencil); } @Override protected Texture createColorTexture () { int glFormat = Pixmap.Format.toGlFormat(format); int glType = Pixmap.Format.toGlType(format); GLOnlyTextureData data = new GLOnlyTextureData(width, height, 0, glFormat, glFormat, glType); Texture result = new Texture(data); result.setFilter(TextureFilter.Linear, TextureFilter.Linear); result.setWrap(TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); return result; } @Override protected void disposeColorTexture (Texture colorTexture) { colorTexture.dispose(); } @Override protected void attachFrameBufferColorTexture () { Gdx.gl20.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, GL20.GL_TEXTURE_2D, colorTexture.getTextureObjectHandle(), 0); } /** See {@link GLFrameBuffer#unbind()} */ public static void unbind () { GLFrameBuffer.unbind(); } }