Example usage for com.badlogic.gdx.graphics GL20 glGetIntegerv

List of usage examples for com.badlogic.gdx.graphics GL20 glGetIntegerv

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL20 glGetIntegerv.

Prototype

public void glGetIntegerv(int pname, IntBuffer params);

Source Link

Usage

From source file:com.microbasic.sm.tools.FrameBufferCubeMap.java

License:Apache License

private void build() {
    final GL20 gl = Gdx.gl20;

    // iOS uses a different framebuffer handle! (not necessarily 0)
    if (!defaultFramebufferHandleInitialized) {
        defaultFramebufferHandleInitialized = true;
        if (Gdx.app.getType() == ApplicationType.iOS) {
            final IntBuffer intbuf = ByteBuffer.allocateDirect(16 * Integer.SIZE / 8)
                    .order(ByteOrder.nativeOrder()).asIntBuffer();
            gl.glGetIntegerv(GL20.GL_FRAMEBUFFER_BINDING, intbuf);
            defaultFramebufferHandle = intbuf.get(0);
        } else {/*from   w w  w.j  ava2s .  c  om*/
            defaultFramebufferHandle = 0;
        }
    }

    setupTexture();

    final IntBuffer handle = BufferUtils.newIntBuffer(1);
    gl.glGenFramebuffers(1, handle);
    framebufferHandle = handle.get(0);

    if (hasDepth) {
        handle.clear();
        gl.glGenRenderbuffers(1, handle);
        depthbufferHandle = handle.get(0);
    }

    if (hasStencil) {
        handle.clear();
        gl.glGenRenderbuffers(1, handle);
        stencilbufferHandle = handle.get(0);
    }

    gl.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, colorTexture.getTextureObjectHandle());

    if (hasDepth) {
        gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, depthbufferHandle);
        gl.glRenderbufferStorage(GL20.GL_RENDERBUFFER, GL20.GL_DEPTH_COMPONENT16, colorTexture.getWidth(),
                colorTexture.getHeight());
    }

    if (hasStencil) {
        gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, stencilbufferHandle);
        gl.glRenderbufferStorage(GL20.GL_RENDERBUFFER, GL20.GL_STENCIL_INDEX8, colorTexture.getWidth(),
                colorTexture.getHeight());
    }

    gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, framebufferHandle);
    gl.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, GL20.GL_TEXTURE_CUBE_MAP,
            colorTexture.getTextureObjectHandle(), 0);
    if (hasDepth) {
        gl.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER, GL20.GL_DEPTH_ATTACHMENT, GL20.GL_RENDERBUFFER,
                depthbufferHandle);
    }

    if (hasStencil) {
        gl.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER, GL20.GL_STENCIL_ATTACHMENT, GL20.GL_RENDERBUFFER,
                stencilbufferHandle);
    }

    final int result = gl.glCheckFramebufferStatus(GL20.GL_FRAMEBUFFER);

    gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, 0);
    gl.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, 0);
    gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, defaultFramebufferHandle);

    /*for (int i = 0; i < 6; i++)
    {
       gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL20.GL_ALPHA, width, height, 0, GL20.GL_ALPHA, GL20.GL_UNSIGNED_BYTE, null);
    }*/

    if (result != GL20.GL_FRAMEBUFFER_COMPLETE) {
        colorTexture.dispose();
        if (hasDepth) {
            handle.clear();
            handle.put(depthbufferHandle);
            handle.flip();
            gl.glDeleteRenderbuffers(1, handle);
        }

        if (hasStencil) {
            handle.clear();
            handle.put(stencilbufferHandle);
            handle.flip();
            gl.glDeleteRenderbuffers(1, handle);
        }

        handle.clear();
        handle.put(framebufferHandle);
        handle.flip();
        gl.glDeleteFramebuffers(1, handle);

        if (result == GL20.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
            throw new IllegalStateException("frame buffer couldn't be constructed: incomplete attachment");
        }
        if (result == GL20.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS) {
            throw new IllegalStateException("frame buffer couldn't be constructed: incomplete dimensions");
        }
        if (result == GL20.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
            throw new IllegalStateException("frame buffer couldn't be constructed: missing attachment");
        }
        if (result == GL20.GL_FRAMEBUFFER_UNSUPPORTED) {
            throw new IllegalStateException(
                    "frame buffer couldn't be constructed: unsupported combination of formats");
        }
        throw new IllegalStateException("frame buffer couldn't be constructed: unknown error " + result);
    }
}

From source file:de.fatox.meta.graphics.buffer.MultisampleFBO.java

License:Apache License

protected void build() {
    GL20 gl = Gdx.gl20;

    checkValidBuilder();//ww  w . j av a  2 s.  c  o m

    // iOS uses a different framebuffer handle! (not necessarily 0)
    if (!defaultFramebufferHandleInitialized) {
        defaultFramebufferHandleInitialized = true;
        if (Gdx.app.getType() == ApplicationType.iOS) {
            IntBuffer intbuf = ByteBuffer.allocateDirect(16 * Integer.SIZE / 8).order(ByteOrder.nativeOrder())
                    .asIntBuffer();
            gl.glGetIntegerv(GL20.GL_FRAMEBUFFER_BINDING, intbuf);
            defaultFramebufferHandle = intbuf.get(0);
        } else {
            defaultFramebufferHandle = 0;
        }
    }

    framebufferHandle = gl.glGenFramebuffer();
    gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, framebufferHandle);
    GLFrameBuffer.FrameBufferBuilder imBuilder = new GLFrameBuffer.FrameBufferBuilder(getWidth(), getHeight());

    int width = bufferBuilder.width;
    int height = bufferBuilder.height;

    if (bufferBuilder.hasDepthRenderBuffer) {
        depthbufferHandle = gl.glGenRenderbuffer();
        gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, depthbufferHandle);
        Gdx.gl30.glRenderbufferStorageMultisample(GL20.GL_RENDERBUFFER, 4,
                bufferBuilder.depthRenderBufferSpec.internalFormat, width, height);
    }

    if (bufferBuilder.hasStencilRenderBuffer) {
        stencilbufferHandle = gl.glGenRenderbuffer();
        gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, stencilbufferHandle);
        Gdx.gl30.glRenderbufferStorageMultisample(GL20.GL_RENDERBUFFER, 4,
                bufferBuilder.stencilRenderBufferSpec.internalFormat, width, height);
    }

    if (bufferBuilder.hasPackedStencilDepthRenderBuffer) {
        depthStencilPackedBufferHandle = gl.glGenRenderbuffer();
        gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, depthStencilPackedBufferHandle);
        Gdx.gl30.glRenderbufferStorageMultisample(GL20.GL_RENDERBUFFER, 4,
                bufferBuilder.packedStencilDepthRenderBufferSpec.internalFormat, width, height);
    }

    isMRT = bufferBuilder.textureAttachmentSpecs.size > 1;
    isMRT = true;
    int colorTextureCounter = 0;
    if (isMRT) {
        for (FrameBufferTextureAttachmentSpec attachmentSpec : bufferBuilder.textureAttachmentSpecs) {
            int texture = createTexture(attachmentSpec);
            textureAttachments++;
            if (attachmentSpec.isColorTexture()) {
                gl.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0 + colorTextureCounter,
                        GL32.GL_TEXTURE_2D_MULTISAMPLE, texture, 0);
                imBuilder.addColorTextureAttachment(GL30.GL_RGBA8, GL30.GL_RGBA, GL30.GL_UNSIGNED_BYTE);
                colorTextureCounter++;
            } else if (attachmentSpec.isDepth) {
                gl.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_DEPTH_ATTACHMENT, GL30.GL_TEXTURE_2D,
                        texture, 0);
                imBuilder.addDepthTextureAttachment(GL30.GL_DEPTH_COMPONENT32F, GL30.GL_FLOAT);
            } else if (attachmentSpec.isStencil) {
                gl.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_STENCIL_ATTACHMENT, gl.GL_TEXTURE_2D,
                        texture, 0);
            }
        }
    } else {
        int texture = createTexture(bufferBuilder.textureAttachmentSpecs.first());
        textureAttachments = 1;
        imBuilder.addColorTextureAttachment(GL30.GL_RGBA8, GL30.GL_RGBA, GL30.GL_UNSIGNED_BYTE);
        gl.glBindTexture(GL32.GL_TEXTURE_2D_MULTISAMPLE, texture);
        Gdx.gl30.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0,
                GL32.GL_TEXTURE_2D_MULTISAMPLE, texture, 0);
    }

    if (isMRT) {
        IntBuffer buffer = BufferUtils.newIntBuffer(colorTextureCounter);
        for (int i = 0; i < colorTextureCounter; i++) {
            buffer.put(GL30.GL_COLOR_ATTACHMENT0 + i);
        }
        buffer.position(0);
        Gdx.gl30.glDrawBuffers(colorTextureCounter, buffer);
    }

    if (bufferBuilder.hasDepthRenderBuffer) {
        gl.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER, GL20.GL_DEPTH_ATTACHMENT, GL20.GL_RENDERBUFFER,
                depthbufferHandle);
    }

    if (bufferBuilder.hasStencilRenderBuffer) {
        gl.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER, GL20.GL_STENCIL_ATTACHMENT, GL20.GL_RENDERBUFFER,
                stencilbufferHandle);
    }

    if (bufferBuilder.hasPackedStencilDepthRenderBuffer) {
        gl.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER, GL30.GL_DEPTH_STENCIL_ATTACHMENT,
                GL20.GL_RENDERBUFFER, depthStencilPackedBufferHandle);
    }

    gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, 0);
    gl.glBindTexture(GL32.GL_TEXTURE_2D_MULTISAMPLE, 0);

    assertShit();
    gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, defaultFramebufferHandle);

    addManagedFrameBuffer(Gdx.app, this);
    nonMultisampledFbo = imBuilder.build();
}