private int setupRenderTextureAndRenderbuffer(final int width, final int height) { if (this.mTextureId != -1) { GLES20.glDeleteTextures(1, new int[] {this.mTextureId}, 0); } if (this.mRenderbufferId != -1) { GLES20.glDeleteRenderbuffers(1, new int[] {this.mRenderbufferId}, 0); } if (this.mFramebufferId != -1) { GLES20.glDeleteFramebuffers(1, new int[] {this.mFramebufferId}, 0); } this.mTextureId = this.createTexture(width, height, this.mTextureFormat, this.mTextureType); this.mTextureFormatChanged = false; this.checkGlError("setupRenderTextureAndRenderbuffer: create texture"); final int[] renderbufferIds = {0}; GLES20.glGenRenderbuffers(1, renderbufferIds, 0); GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, renderbufferIds[0]); GLES20.glRenderbufferStorage( GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16, width, height); this.mRenderbufferId = renderbufferIds[0]; this.checkGlError("setupRenderTextureAndRenderbuffer: create renderbuffer"); final int[] framebufferIds = {0}; GLES20.glGenFramebuffers(1, framebufferIds, 0); GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, framebufferIds[0]); this.mFramebufferId = framebufferIds[0]; GLES20.glFramebufferTexture2D( GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, this.mTextureId, 0); GLES20.glFramebufferRenderbuffer( GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER, renderbufferIds[0]); final int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER); if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) { final String s = "Framebuffer is not complete: "; final String value = String.valueOf(Integer.toHexString(status)); throw new RuntimeException((value.length() != 0) ? s.concat(value) : new String(s)); } GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); return framebufferIds[0]; }
private void genFBO(GL10 glUnused) { fboWidth = camera.getViewport().getWidth(); fboHeight = camera.getViewport().getHeight(); GLES20.glGenFramebuffers(1, fb, 0); GLES20.glGenRenderbuffers(1, depthRb, 0); GLES20.glGenTextures(1, renderTex, 0); // generate texture GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTex[0]); // parameters - we have to make sure we clamp the textures to the edges GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); // create it // create an empty intbuffer first int[] buf = new int[fboWidth * fboHeight]; IntBuffer texBuffer = ByteBuffer.allocateDirect(buf.length * 4).order(ByteOrder.nativeOrder()).asIntBuffer(); // generate the textures GLES20.glTexImage2D( GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGB, fboWidth, fboHeight, 0, GLES20.GL_RGB, GLES20.GL_UNSIGNED_BYTE, texBuffer); // create render buffer and bind 16-bit depth buffer GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, depthRb[0]); GLES20.glRenderbufferStorage( GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16, fboWidth, fboHeight); }
@Override public void glRenderbufferStorage(int target, int internalformat, int width, int height) { GLES20.glRenderbufferStorage(target, internalformat, width, height); }