/******************************************************************************* * 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.Cubemap; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Pixmap; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.Texture.TextureWrap; 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 cubemap for the color attachment and a renderbuffer for the depth buffer. You can get a hold of the * cubemap by {@link FrameBufferCubemap#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> * * <p> * Typical use: <br /> * FrameBufferCubemap frameBuffer = new FrameBufferCubemap(Format.RGBA8888, fSize, fSize, true); <br /> * frameBuffer.begin(); <br /> * while( frameBuffer.nextSide() ) { <br /> * frameBuffer.getSide().getUp(camera.up); <br /> * frameBuffer.getSide().getDirection(camera.direction);<br /> * camera.update(); <br /> * * Gdx.gl.glClearColor(0, 0, 0, 1); <br /> * Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); <br /> * modelBatch.begin(camera); <br /> * modelBatch.render(renderableProviders); <br /> * modelBatch.end(); <br /> * } <br /> * frameBuffer.end(); <br /> * Cubemap cubemap = frameBuffer.getColorBufferCubemap(); * </p> * * @author realitix */ public class FrameBufferCubemap extends GLFrameBuffer<Cubemap> { /** the zero-based index of the active side **/ private int currentSide; /** Creates a new FrameBuffer having the given dimensions and potentially a depth buffer attached. * * @param format * @param width * @param height * @param hasDepth */ public FrameBufferCubemap (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 cubemap in pixels * @param height the height of the cubemap in pixels * @param hasDepth whether to attach a depth buffer * @param hasStencil whether to attach a stencil buffer * @throws com.badlogic.gdx.utils.GdxRuntimeException in case the FrameBuffer could not be created */ public FrameBufferCubemap (Pixmap.Format format, int width, int height, boolean hasDepth, boolean hasStencil) { super(format, width, height, hasDepth, hasStencil); } @Override protected Cubemap createColorTexture () { int glFormat = Pixmap.Format.toGlFormat(format); int glType = Pixmap.Format.toGlType(format); GLOnlyTextureData data = new GLOnlyTextureData(width, height, 0, glFormat, glFormat, glType); Cubemap result = new Cubemap(data, data, data, data, data, data); result.setFilter(TextureFilter.Linear, TextureFilter.Linear); result.setWrap(TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); return result; } @Override protected void disposeColorTexture (Cubemap colorTexture) { colorTexture.dispose(); } @Override protected void attachFrameBufferColorTexture() { GL20 gl = Gdx.gl20; int glHandle = colorTexture.getTextureObjectHandle(); Cubemap.CubemapSide[] sides = Cubemap.CubemapSide.values(); for (Cubemap.CubemapSide side : sides) { gl.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, side.glEnum, glHandle, 0); } } /** Makes the frame buffer current so everything gets drawn to it, must be followed by call to either {@link #nextSide()} or * {@link #bindSide(com.badlogic.gdx.graphics.Cubemap.CubemapSide)} to activate the side to render onto. */ @Override public void bind () { currentSide = -1; super.bind(); } /** Bind the next side of cubemap and return false if no more side. Should be called in between a call to {@link #begin()} and * #end to cycle to each side of the cubemap to render on. */ public boolean nextSide () { if (currentSide > 5) { throw new GdxRuntimeException("No remaining sides."); } else if (currentSide == 5) { return false; } currentSide++; bindSide(getSide()); return true; } /** Bind the side, making it active to render on. Should be called in between a call to {@link #begin()} and {@link #end()}. * @param side The side to bind */ protected void bindSide (final Cubemap.CubemapSide side) { Gdx.gl20.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, side.glEnum, colorTexture.getTextureObjectHandle(), 0); } /** Get the currently bound side. */ public Cubemap.CubemapSide getSide () { return currentSide < 0 ? null : Cubemap.CubemapSide.values()[currentSide]; } }