private static void setupShadowFrameBuffer() { if (shadowPassInterval <= 0) { return; } setupShadowRenderTexture(); glDeleteFramebuffersEXT(sfb); sfb = glGenFramebuffersEXT(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, sfb); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); glDeleteRenderbuffersEXT(sfbDepthBuffer); sfbDepthBuffer = glGenRenderbuffersEXT(); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, sfbDepthBuffer); glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, shadowMapWidth, shadowMapHeight); glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, sfbDepthBuffer); glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, sfbDepthTexture, 0); int status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { System.out.println("Failed creating shadow framebuffer! (Status " + status + ")"); } }
void read(ByteBuffer buffer) { EXTFramebufferObject.glBindFramebufferEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, frameBuffer); buffer.position(0); GL11.glReadPixels( x0, y0, width, height, MipmapHelper.TEX_FORMAT, MipmapHelper.TEX_DATA_TYPE, buffer); }
public void activate() { if (framebuffer == INVALID_BUFFER) return; // Can't set this to active if it's not created yet if (useEXT) EXTFramebufferObject.glBindFramebufferEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, framebuffer); else GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer); GL11.glViewport(0, 0, width, height); }
public static void beginWeather() { glEnable(GL_BLEND); useProgram(Shaders.ProgramWeather); if (isShadowPass) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // will be set to sbf in endHand() } }
public static void endHand() { glDisable(GL_BLEND); useProgram(lightmapEnabled ? ProgramTexturedLit : ProgramTextured); if (isShadowPass) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, sfb); // was set to 0 in beginWeather() } }
public void release() { if (framebuffer != INVALID_BUFFER) { if (useEXT) EXTFramebufferObject.glBindFramebufferEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, SCREEN_BUFFER); else GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, SCREEN_BUFFER); GL11.glViewport(0, 0, width, height); } }
public static void beginRender(Minecraft minecraft, float f, long l) { if (isShadowPass) { return; } mc = minecraft; if (!isInitialized) { init(); } if (mc.displayWidth != renderWidth || mc.displayHeight != renderHeight) { resize(); } if (shadowPassInterval > 0 && --shadowPassCounter <= 0) { // do shadow pass preShadowPassThirdPersonView = mc.gameSettings.thirdPersonView; mc.gameSettings.thirdPersonView = 1; isShadowPass = true; shadowPassCounter = shadowPassInterval; glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, sfb); useProgram(ProgramNone); mc.entityRenderer.renderWorld(f, l); glFlush(); isShadowPass = false; mc.gameSettings.thirdPersonView = preShadowPassThirdPersonView; } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, dfb); useProgram(lightmapEnabled ? ProgramTexturedLit : ProgramTextured); }
void unbind() { GL11.glPopAttrib(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); if (lightmapEnabled) { GL13.glActiveTexture(GL13.GL_TEXTURE1); GL11.glEnable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE0); } GL11.glEnable(GL11.GL_BLEND); GLAPI.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); }
void bind() { EXTFramebufferObject.glBindFramebufferEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, frameBuffer); GL11.glPushAttrib(glAttributes); GL11.glViewport(x0, y0, width, height); GL11.glEnable(GL11.GL_SCISSOR_TEST); GL11.glScissor(x0, y0, width, height); lightmapEnabled = false; if (gl13Supported) { GL13.glActiveTexture(GL13.GL_TEXTURE1); lightmapEnabled = GL11.glIsEnabled(GL11.GL_TEXTURE_2D); if (lightmapEnabled) { GL11.glDisable(GL11.GL_TEXTURE_2D); } GL13.glActiveTexture(GL13.GL_TEXTURE0); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GLAPI.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_ALPHA_TEST); GLAPI.glAlphaFunc(GL11.GL_GREATER, 0.01f); if (useGL13) { GL11.glDisable(GL13.GL_MULTISAMPLE); } GLAPI.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glOrtho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); }
private FBO(int texture, boolean ownTexture, int x0, int y0, int width, int height) { this.texture = texture; this.ownTexture = ownTexture; this.x0 = x0; this.y0 = y0; this.width = width; this.height = height; frameBuffer = EXTFramebufferObject.glGenFramebuffersEXT(); if (frameBuffer < 0) { throw new RuntimeException("could not get framebuffer object"); } GLAPI.glBindTexture(texture); EXTFramebufferObject.glBindFramebufferEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, frameBuffer); EXTFramebufferObject.glFramebufferTexture2DEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, texture, 0); }
private static void setupFrameBuffer() { setupRenderTextures(); if (dfb != 0) { glDeleteFramebuffersEXT(dfb); glDeleteRenderbuffersEXT(dfbRenderBuffers); } dfb = glGenFramebuffersEXT(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, dfb); glGenRenderbuffersEXT(dfbRenderBuffers); for (int i = 0; i < colorAttachments; ++i) { glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbRenderBuffers.get(i)); if (i == 1) { // depth buffer glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB32F_ARB, renderWidth, renderHeight); } else { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderWidth, renderHeight); } glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, dfbDrawBuffers.get(i), GL_RENDERBUFFER_EXT, dfbRenderBuffers.get(i)); glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, dfbDrawBuffers.get(i), GL_TEXTURE_2D, dfbTextures.get(i), 0); } glDeleteRenderbuffersEXT(dfbDepthBuffer); dfbDepthBuffer = glGenRenderbuffersEXT(); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbDepthBuffer); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, renderWidth, renderHeight); glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, dfbDepthBuffer); int status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { System.out.println("Failed creating framebuffer! (Status " + status + ")"); } }
public static boolean update(TextureAtlasSprite icon, boolean itemFrameRenderer) { if (!initialized) { logger.finer("deferring %s update until initialization finishes", IconAPI.getIconName(icon)); return false; } if (!active) { return false; } int oldFB = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT); if (oldFB != 0 && warnCount < 10) { logger.finer( "rendering %s while non-default framebuffer %d is active", IconAPI.getIconName(icon), oldFB); warnCount++; } int oldTexture = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); try { FancyDial instance = getInstance(icon); return instance != null && instance.render(itemFrameRenderer); } finally { EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFB); GLAPI.glBindTexture(oldTexture); } }
public void glBindFramebuffer(int target, int framebuffer) { EXTFramebufferObject.glBindFramebufferEXT(target, framebuffer); }
@Override public void writeGPU() { if (framebuffer != INVALID_BUFFER) throw new IllegalStateException("Framebuffer already created!"); // Create the color buffer for this renderTexture textureID = GL11.glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTexImage2D( GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_INT, (java.nio.ByteBuffer) null); // Create the texture data if (useEXT) { framebuffer = EXTFramebufferObject.glGenFramebuffersEXT(); EXTFramebufferObject.glBindFramebufferEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, framebuffer); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); EXTFramebufferObject.glFramebufferTexture2DEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, textureID, 0); if (useDepthBuffer) { depthTarget = GL30.glGenRenderbuffers(); EXTFramebufferObject.glBindRenderbufferEXT( EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthTarget); EXTFramebufferObject.glRenderbufferStorageEXT( EXTFramebufferObject.GL_RENDERBUFFER_EXT, GL11.GL_DEPTH_COMPONENT, this.getWidth(), this.getHeight()); EXTFramebufferObject.glFramebufferRenderbufferEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, GL30.GL_DEPTH_ATTACHMENT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthTarget); } if (EXTFramebufferObject.glCheckFramebufferStatusEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT) != EXTFramebufferObject.GL_FRAMEBUFFER_COMPLETE_EXT) { System.out.println("ERROR: Framebuffer not complete"); throw new ComputerIsPotatoException("Framebuffer not complete"); } } else { framebuffer = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); GL30.glFramebufferTexture2D( GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, textureID, 0); if (useDepthBuffer) { depthTarget = GL30.glGenRenderbuffers(); GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthTarget); GL30.glRenderbufferStorage( GL30.GL_RENDERBUFFER, GL11.GL_DEPTH_COMPONENT, this.getWidth(), this.getHeight()); GL30.glFramebufferRenderbuffer( GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER, depthTarget); } GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, SCREEN_BUFFER); if (GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE) { System.out.println("ERROR: Framebuffer not complete"); throw new ComputerIsPotatoException("Framebuffer not complete"); } } GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); }
public static void endRender() { if (isShadowPass) { return; } glPushMatrix(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); // composite glDisable(GL_BLEND); useProgram(ProgramComposite); glDrawBuffers(dfbDrawBuffers); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(0)); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(1)); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(2)); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(3)); if (colorAttachments >= 5) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(4)); if (colorAttachments >= 6) { glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(5)); if (colorAttachments >= 7) { glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(6)); } } } if (shadowPassInterval > 0) { glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, sfbDepthTexture); } glActiveTexture(GL_TEXTURE0); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, 1.0f, 0.0f); glEnd(); // final glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); useProgram(ProgramFinal); glClearColor(clearColor[0], clearColor[1], clearColor[2], 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(0)); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(1)); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(2)); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(3)); if (colorAttachments >= 5) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(4)); if (colorAttachments >= 6) { glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(5)); if (colorAttachments >= 7) { glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(6)); } } } if (shadowPassInterval > 0) { glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, sfbDepthTexture); } glActiveTexture(GL_TEXTURE0); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, 1.0f, 0.0f); glEnd(); glEnable(GL_BLEND); glPopMatrix(); useProgram(ProgramNone); }