コード例 #1
0
ファイル: PerlinNoise.java プロジェクト: hubdaba/cs5625Final
  public static void init(GL2 gl) throws OpenGLException {
    // permutation setup
    permutation = new int[256];
    for (int i = 0; i < 256; i++) {
      permutation[i] = i;
    }

    Random rand = new Random();
    for (int i = 255; i > 0; i--) {
      int index = rand.nextInt(i + 1);
      int tmp = permutation[i];
      permutation[i] = permutation[index];
      permutation[index] = tmp;
    }
    byte[] permutationBytes = new byte[256 * 4];
    int count = 0;
    for (int i = 0; i < 255; i++) {
      permutationBytes[count++] = (byte) (0xFF & permutation[i]);
      permutationBytes[count++] = (byte) (0xFF & permutation[i]);
      permutationBytes[count++] = (byte) (0xFF & permutation[i]);
      permutationBytes[count++] = (byte) (0xFF & permutation[i]);
    }
    ByteBuffer permBuff = ByteBuffer.wrap(permutationBytes);

    permutationTexture = new Texture2D(gl, Format.RGBA, Datatype.INT8, 256, 1, permBuff);
    permutationTexture.setWrapModeOne(gl, WrapMode.REPEAT, TextureWrapCoordinate.S);
    permutationTexture.setWrapModeOne(gl, WrapMode.CLAMP, TextureWrapCoordinate.T);
    permutationTexture.enableInterpolation(gl, false);

    // gradient setup
    gradients =
        new int[][] {
          {1, 1, 0}, {-1, 1, 0}, {1, -1, 0}, {-1, -1, 0}, {1, 0, 1}, {-1, 0, 1}, {1, 0, -1},
          {-1, 0, -1}, {0, 1, 1}, {0, -1, 1}, {0, 1, -1}, {0, -1, -1}, {1, 1, 0}, {0, -1, 1},
          {-1, 1, 0}, {0, -1, -1}
        };

    float[] gradientBytes = new float[16 * 4];
    for (int i = 0; i < 16; i++) {
      gradientBytes[i * 4] = gradients[i][0];
      gradientBytes[i * 4 + 1] = gradients[i][1];
      gradientBytes[i * 4 + 2] = gradients[i][2];
      gradientBytes[i * 4 + 3] = 1;
    }

    FloatBuffer gradBuff = FloatBuffer.wrap(gradientBytes);

    gradientTexture = new Texture2D(gl, Format.RGBA, Datatype.FLOAT16, 16, 1, gradBuff);
    // gradientTexture.setWrapModeOne(gl, WrapMode.REPEAT, TextureWrapCoordinate.S);
    // gradientTexture.setWrapModeOne(gl, WrapMode.CLAMP, TextureWrapCoordinate.T);
    gradientTexture.setWrapModeAll(gl, WrapMode.REPEAT);
    gradientTexture.enableInterpolation(gl, false);
  }
コード例 #2
0
ファイル: FramebufferObject.java プロジェクト: bae43/Graphics
  /**
   * Destroys this framebuffer object.
   *
   * <p>The owned textures are also destroyed, so copy any you need first!
   */
  public void releaseGPUResources(GL2 gl) {
    /* Release textures. */
    for (Texture2D tex : mColorTextures) {
      tex.releaseGPUResources(gl);
    }

    if (mDepthTexture != null) {
      mDepthTexture.releaseGPUResources(gl);
    }

    /* Destroy the FBO itself. */
    if (mHandle >= 0) {
      int names[] = new int[1];
      names[0] = mHandle;
      gl.glDeleteFramebuffers(1, names, 0);
      mHandle = -1;
    }
  }
コード例 #3
0
ファイル: FramebufferObject.java プロジェクト: bae43/Graphics
  /**
   * Creates a new FBO with the passed attributes and number of render targets.
   *
   * @param gl The OpenGL context in which this FBO lives.
   * @param format The format for data in the color textures.
   * @param datatype The datatype for data in the color textures.
   * @param width The width of the renderable viewport and all the textures.
   * @param height The height of the renderable viewport and all the textures.
   * @param colorTextureCount The number of associated color textures/render targets. May specify 0
   *     if you don't care about color output. It is an error to request 0 color textures and no
   *     depth buffer.
   * @param makeDepthTexture True if a depth texture should be created. False if you don't need a
   *     depth buffer. It is an error to request 0 color textures and no depth buffer.
   * @param rectTextures If true, the created textures will be rectangular textures. If false, they
   *     will be regular 2D textures, which requires GL_EXT_texture_non_power_of_two if `width` and
   *     `height` aren't powers of two.
   */
  public FramebufferObject(
      GL2 gl,
      Texture2D.Format format,
      Texture2D.Datatype datatype,
      int width,
      int height,
      int colorTextureCount,
      boolean makeDepthTexture,
      boolean rectTextures)
      throws OpenGLException {
    /* Sanity check. */
    if (colorTextureCount == 0 && !makeDepthTexture) {
      throw new OpenGLException(
          "It is not valid to make an FBO with no color buffers and no depth buffer.");
    }

    int maxColorTextures[] = new int[1];
    gl.glGetIntegerv(GL2.GL_MAX_COLOR_ATTACHMENTS, maxColorTextures, 0);
    if (colorTextureCount > maxColorTextures[0]) {
      throw new OpenGLException(
          "Cannot create an FBO with "
              + colorTextureCount
              + " render targets. Your graphics card only supports "
              + maxColorTextures[0]
              + ".");
    }

    mWidth = width;
    mHeight = height;

    /* Create OpenGL FBO. */
    int names[] = new int[1];
    gl.glGenFramebuffers(1, names, 0);
    mHandle = names[0];

    /* Remember previous FBO binding, and then bind this one. */
    int previousBinding[] = new int[1];
    gl.glGetIntegerv(GL2.GL_FRAMEBUFFER_BINDING, previousBinding, 0);
    gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, mHandle);

    /* Create and attach color textures. */
    mColorTextures = new Texture2D[colorTextureCount];

    for (int i = 0; i < colorTextureCount; ++i) {
      mColorTextures[i] = new Texture2D(gl, format, datatype, width, height, null, rectTextures);
      gl.glFramebufferTexture2D(
          GL2.GL_FRAMEBUFFER,
          GL2.GL_COLOR_ATTACHMENT0 + i,
          mColorTextures[i].getTextureTarget(),
          mColorTextures[i].getHandle(),
          0);
    }

    /* Create and attach depth texture, if requested. */
    if (makeDepthTexture) {
      mDepthTexture =
          new Texture2D(gl, Format.DEPTH, Datatype.INT32, width, height, null, rectTextures);
      gl.glFramebufferTexture2D(
          GL2.GL_FRAMEBUFFER,
          GL2.GL_DEPTH_ATTACHMENT,
          mDepthTexture.getTextureTarget(),
          mDepthTexture.getHandle(),
          0);
    }

    /* Make sure everything is set up properly. */
    int status = gl.glCheckFramebufferStatus(GL2.GL_FRAMEBUFFER);
    if (status != GL2.GL_FRAMEBUFFER_COMPLETE) {
      throw new OpenGLException("Framebuffer incomplete: " + status + ".");
    }

    /* Restore whatever FBO was bound before this function was called. */
    gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, previousBinding[0]);
  }
コード例 #4
0
ファイル: PerlinNoise.java プロジェクト: hubdaba/cs5625Final
 public static void unbind(GL2 gl) {
   permutationTexture.unbind(gl);
   gradientTexture.unbind(gl);
 }
コード例 #5
0
ファイル: PerlinNoise.java プロジェクト: hubdaba/cs5625Final
 public static void bind(GL2 gl, int textureUnit1, int textureUnit2) throws OpenGLException {
   permutationTexture.bind(gl, textureUnit1);
   gradientTexture.bind(gl, textureUnit2);
 }