List of usage examples for org.lwjgl.opengl ARBDepthTexture GL_DEPTH_COMPONENT16_ARB
int GL_DEPTH_COMPONENT16_ARB
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From source file:com.ardor3d.renderer.lwjgl.LwjglTextureRenderer.java
License:Open Source License
@Override protected void activate() { // Lazy init/*ww w . j ava 2s . c o m*/ if (_fboID == 0) { final IntBuffer buffer = BufferUtils.createIntBuffer(1); // Create our texture binding FBO EXTFramebufferObject.glGenFramebuffersEXT(buffer); // generate id _fboID = buffer.get(0); // Create a depth renderbuffer to use for RTT use EXTFramebufferObject.glGenRenderbuffersEXT(buffer); // generate id _depthRBID = buffer.get(0); EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, _depthRBID); int format = GL11.GL_DEPTH_COMPONENT; if (_supportsDepthTexture && _depthBits > 0) { switch (_depthBits) { case 16: format = ARBDepthTexture.GL_DEPTH_COMPONENT16_ARB; break; case 24: format = ARBDepthTexture.GL_DEPTH_COMPONENT24_ARB; break; case 32: format = ARBDepthTexture.GL_DEPTH_COMPONENT32_ARB; break; default: // stick with the "undefined" GL_DEPTH_COMPONENT } } EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, format, _width, _height); // unbind... EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, 0); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); // If we support it, rustle up a multisample framebuffer + renderbuffers if (_samples != 0 && _supportsMultisample) { // create ms framebuffer object EXTFramebufferObject.glGenFramebuffersEXT(buffer); _msfboID = buffer.get(0); // create ms renderbuffers EXTFramebufferObject.glGenRenderbuffersEXT(buffer); // generate id _mscolorRBID = buffer.get(0); EXTFramebufferObject.glGenRenderbuffersEXT(buffer); // generate id _msdepthRBID = buffer.get(0); // set up renderbuffer properties EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, _mscolorRBID); EXTFramebufferMultisample.glRenderbufferStorageMultisampleEXT( EXTFramebufferObject.GL_RENDERBUFFER_EXT, _samples, GL11.GL_RGBA, _width, _height); EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, _msdepthRBID); EXTFramebufferMultisample.glRenderbufferStorageMultisampleEXT( EXTFramebufferObject.GL_RENDERBUFFER_EXT, _samples, format, _width, _height); EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, 0); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, _msfboID); EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, _mscolorRBID); EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, _msdepthRBID); // check for errors checkFBOComplete(_msfboID); // release EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); } } if (_active == 0) { final RenderContext context = ContextManager.getCurrentContext(); final RendererRecord record = context.getRendererRecord(); // needed as FBOs do not share this flag it seems record.setClippingTestValid(false); // push a delimiter onto the clip stack _neededClip = _parentRenderer.isClipTestEnabled(); if (_neededClip) { _parentRenderer.pushEmptyClip(); } GL11.glClearColor(_backgroundColor.getRed(), _backgroundColor.getGreen(), _backgroundColor.getBlue(), _backgroundColor.getAlpha()); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, _fboID); ContextManager.getCurrentContext().pushEnforcedStates(); ContextManager.getCurrentContext().clearEnforcedStates(); ContextManager.getCurrentContext().enforceStates(_enforcedStates); } _active++; }
From source file:com.ardor3d.scene.state.lwjgl.util.LwjglTextureUtil.java
License:Open Source License
public static int getGLInternalFormat(final TextureStoreFormat format) { switch (format) { // first some frequently used formats case RGBA8://from w w w.j a v a 2 s. c o m return GL11.GL_RGBA8; case RGB8: return GL11.GL_RGB8; case Alpha8: return GL11.GL_ALPHA8; case CompressedRGBA: return ARBTextureCompression.GL_COMPRESSED_RGBA_ARB; case CompressedRGB: return ARBTextureCompression.GL_COMPRESSED_RGB_ARB; case CompressedRG: return GL30.GL_COMPRESSED_RG; case CompressedRed: return GL30.GL_COMPRESSED_RED; case CompressedLuminance: return ARBTextureCompression.GL_COMPRESSED_LUMINANCE_ARB; case CompressedLuminanceAlpha: return ARBTextureCompression.GL_COMPRESSED_LUMINANCE_ALPHA_ARB; case NativeDXT1: return EXTTextureCompressionS3TC.GL_COMPRESSED_RGB_S3TC_DXT1_EXT; case NativeDXT1A: return EXTTextureCompressionS3TC.GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; case NativeDXT3: return EXTTextureCompressionS3TC.GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; case NativeDXT5: return EXTTextureCompressionS3TC.GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; case NativeLATC_L: return EXTTextureCompressionLATC.GL_COMPRESSED_LUMINANCE_LATC1_EXT; case NativeLATC_LA: return EXTTextureCompressionLATC.GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT; // The rest... case Alpha4: return GL11.GL_ALPHA4; case Alpha12: return GL11.GL_ALPHA12; case Alpha16: return GL11.GL_ALPHA16; case Luminance4: return GL11.GL_LUMINANCE4; case Luminance8: return GL11.GL_LUMINANCE8; case Luminance12: return GL11.GL_LUMINANCE12; case Luminance16: return GL11.GL_LUMINANCE16; case Intensity4: return GL11.GL_INTENSITY4; case Intensity8: return GL11.GL_INTENSITY8; case Intensity12: return GL11.GL_INTENSITY12; case Intensity16: return GL11.GL_INTENSITY16; case Luminance4Alpha4: return GL11.GL_LUMINANCE4_ALPHA4; case Luminance6Alpha2: return GL11.GL_LUMINANCE6_ALPHA2; case Luminance8Alpha8: return GL11.GL_LUMINANCE8_ALPHA8; case Luminance12Alpha4: return GL11.GL_LUMINANCE12_ALPHA4; case Luminance12Alpha12: return GL11.GL_LUMINANCE12_ALPHA12; case Luminance16Alpha16: return GL11.GL_LUMINANCE16_ALPHA16; case R3G3B2: return GL11.GL_R3_G3_B2; case RGB4: return GL11.GL_RGB4; case RGB5: return GL11.GL_RGB5; case RGB10: return GL11.GL_RGB10; case RGB12: return GL11.GL_RGB12; case RGB16: return GL11.GL_RGB16; case RGBA2: return GL11.GL_RGBA2; case RGBA4: return GL11.GL_RGBA4; case RGB5A1: return GL11.GL_RGB5_A1; case RGB10A2: return GL11.GL_RGB10_A2; case RGBA12: return GL11.GL_RGBA12; case RGBA16: return GL11.GL_RGBA16; case Depth: return GL11.GL_DEPTH_COMPONENT; case Depth16: return ARBDepthTexture.GL_DEPTH_COMPONENT16_ARB; case Depth24: return ARBDepthTexture.GL_DEPTH_COMPONENT24_ARB; case Depth32: return ARBDepthTexture.GL_DEPTH_COMPONENT32_ARB; case Depth32F: return ARBDepthBufferFloat.GL_DEPTH_COMPONENT32F; case RGB16F: return ARBTextureFloat.GL_RGB16F_ARB; case RGB32F: return ARBTextureFloat.GL_RGB32F_ARB; case RGBA16F: return ARBTextureFloat.GL_RGBA16F_ARB; case RGBA32F: return ARBTextureFloat.GL_RGBA32F_ARB; case Alpha16F: return ARBTextureFloat.GL_ALPHA16F_ARB; case Alpha32F: return ARBTextureFloat.GL_ALPHA32F_ARB; case Luminance16F: return ARBTextureFloat.GL_LUMINANCE16F_ARB; case Luminance32F: return ARBTextureFloat.GL_LUMINANCE32F_ARB; case LuminanceAlpha16F: return ARBTextureFloat.GL_LUMINANCE_ALPHA16F_ARB; case LuminanceAlpha32F: return ARBTextureFloat.GL_LUMINANCE_ALPHA32F_ARB; case Intensity16F: return ARBTextureFloat.GL_INTENSITY16F_ARB; case Intensity32F: return ARBTextureFloat.GL_INTENSITY32F_ARB; case R8: return ARBTextureRg.GL_R8; case R16: return ARBTextureRg.GL_R16; case RG8: return ARBTextureRg.GL_RG8; case RG16: return ARBTextureRg.GL_RG16; case R16F: return ARBTextureRg.GL_R16F; case R32F: return ARBTextureRg.GL_R32F; case RG16F: return ARBTextureRg.GL_RG16F; case RG32F: return ARBTextureRg.GL_RG32F; case R8I: return ARBTextureRg.GL_R8I; case R8UI: return ARBTextureRg.GL_R8UI; case R16I: return ARBTextureRg.GL_R16I; case R16UI: return ARBTextureRg.GL_R16UI; case R32I: return ARBTextureRg.GL_R32I; case R32UI: return ARBTextureRg.GL_R32UI; case RG8I: return ARBTextureRg.GL_RG8I; case RG8UI: return ARBTextureRg.GL_RG8UI; case RG16I: return ARBTextureRg.GL_RG16I; case RG16UI: return ARBTextureRg.GL_RG16UI; case RG32I: return ARBTextureRg.GL_RG32I; case RG32UI: return ARBTextureRg.GL_RG32UI; default: break; } throw new IllegalArgumentException("Incorrect format set: " + format); }