List of usage examples for org.lwjgl.opengl ARBMultisample GL_MULTISAMPLE_ARB
int GL_MULTISAMPLE_ARB
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From source file:com.ardor3d.framework.lwjgl.LwjglCanvasRenderer.java
License:Open Source License
@MainThread public void init(final DisplaySettings settings, final boolean doSwap) { _doSwap = doSwap;/*from www.j a v a 2s .com*/ // Look up a shared context, if a shared LwjglCanvasRenderer is given. // XXX: Shared contexts will probably not work... lwjgl does not seem to have a way to make a new glcontext that // shares lists, textures, etc. RenderContext sharedContext = null; if (settings.getShareContext() != null) { sharedContext = ContextManager .getContextForKey(settings.getShareContext().getRenderContext().getContextKey()); } try { _canvasCallback.makeCurrent(); GLContext.useContext(_context); } catch (final LWJGLException e) { throw new Ardor3dException("Unable to init CanvasRenderer.", e); } final ContextCapabilities caps = createContextCapabilities(); _currentContext = new RenderContext(this, caps, sharedContext); ContextManager.addContext(this, _currentContext); ContextManager.switchContext(this); _renderer = createRenderer(); if (settings.getSamples() != 0 && caps.isMultisampleSupported()) { GL11.glEnable(ARBMultisample.GL_MULTISAMPLE_ARB); } _renderer.setBackgroundColor(ColorRGBA.BLACK); if (_camera == null) { /** Set up how our camera sees. */ _camera = new Camera(settings.getWidth(), settings.getHeight()); _camera.setFrustumPerspective(45.0f, (float) settings.getWidth() / (float) settings.getHeight(), 1, 1000); _camera.setProjectionMode(ProjectionMode.Perspective); final Vector3 loc = new Vector3(0.0f, 0.0f, 10.0f); final Vector3 left = new Vector3(-1.0f, 0.0f, 0.0f); final Vector3 up = new Vector3(0.0f, 1.0f, 0.0f); final Vector3 dir = new Vector3(0.0f, 0f, -1.0f); /** Move our camera to a correct place and orientation. */ _camera.setFrame(loc, left, up, dir); } else { // use new width and height to set ratio. _camera.setFrustumPerspective(_camera.getFovY(), (float) settings.getWidth() / (float) settings.getHeight(), _camera.getFrustumNear(), _camera.getFrustumFar()); } }
From source file:com.ardor3d.framework.lwjgl.LwjglHeadlessCanvas.java
License:Open Source License
protected void init() { final int width = _settings.getWidth(); final int height = _settings.getHeight(); try {//from w w w.j a va 2s . c o m // Create a Pbuffer so we can have a valid gl context to work with final PixelFormat format = new PixelFormat(_settings.getAlphaBits(), _settings.getDepthBits(), _settings.getStencilBits()); _buff = new Pbuffer(1, 1, format, null); _buff.makeCurrent(); } catch (final LWJGLException ex) { ex.printStackTrace(); } // Set up our Ardor3D context and capabilities objects final LwjglContextCapabilities caps = new LwjglContextCapabilities(GLContext.getCapabilities()); final RenderContext currentContext = new RenderContext(this, caps, null); if (!caps.isFBOSupported()) { throw new Ardor3dException("Headless requires FBO support."); } if (caps.isFBOMultisampleSupported() && caps.isFBOBlitSupported() && _settings.getSamples() > 0) { _useMSAA = true; } // Init our FBO. final IntBuffer buffer = BufferUtils.createIntBuffer(1); EXTFramebufferObject.glGenFramebuffersEXT(buffer); // generate id // Bind the FBO _fboID = buffer.get(0); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, _fboID); // initialize our color renderbuffer EXTFramebufferObject.glGenRenderbuffersEXT(buffer); // generate id _colorRBID = buffer.get(0); EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, _colorRBID); EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, GL11.GL_RGBA, width, height); // Attach color renderbuffer to framebuffer EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, _colorRBID); // initialize our depth renderbuffer EXTFramebufferObject.glGenRenderbuffersEXT(buffer); // generate id _depthRBID = buffer.get(0); EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, _depthRBID); EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, GL11.GL_DEPTH_COMPONENT, width, height); // Attach depth renderbuffer to framebuffer EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, _depthRBID); // Check FBO complete LwjglTextureRenderer.checkFBOComplete(_fboID); // Now do it all again for multisample, if requested and supported if (_useMSAA) { // Init our ms FBO. EXTFramebufferObject.glGenFramebuffersEXT(buffer); // generate id // Bind the ms FBO _msfboID = buffer.get(0); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, _msfboID); // initialize our ms color renderbuffer EXTFramebufferObject.glGenRenderbuffersEXT(buffer); // generate id _mscolorRBID = buffer.get(0); EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, _mscolorRBID); EXTFramebufferMultisample.glRenderbufferStorageMultisampleEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, _settings.getSamples(), GL11.GL_RGBA, width, height); // Attach ms color renderbuffer to ms framebuffer EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, _mscolorRBID); // initialize our ms depth renderbuffer EXTFramebufferObject.glGenRenderbuffersEXT(buffer); // generate id _msdepthRBID = buffer.get(0); EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, _msdepthRBID); EXTFramebufferMultisample.glRenderbufferStorageMultisampleEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, _settings.getSamples(), GL11.GL_DEPTH_COMPONENT, width, height); // Attach ms depth renderbuffer to ms framebuffer EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, _msdepthRBID); // Check MS FBO complete LwjglTextureRenderer.checkFBOComplete(_msfboID); // enable multisample GL11.glEnable(ARBMultisample.GL_MULTISAMPLE_ARB); } // Setup our data buffer for storing rendered image data. _data = ByteBuffer.allocateDirect(width * height * 4).order(ByteOrder.LITTLE_ENDIAN).asIntBuffer(); // Add context to manager and set as active. ContextManager.addContext(this, currentContext); ContextManager.switchContext(this); // Setup a default bg color. _renderer.setBackgroundColor(ColorRGBA.BLACK); // Setup a default camera _camera = new Camera(width, _settings.getHeight()); _camera.setFrustumPerspective(45.0f, (float) width / (float) _settings.getHeight(), 1, 1000); _camera.setProjectionMode(ProjectionMode.Perspective); // setup camera orientation and position. final Vector3 loc = new Vector3(0.0f, 0.0f, 0.0f); final Vector3 left = new Vector3(-1.0f, 0.0f, 0.0f); final Vector3 up = new Vector3(0.0f, 1.0f, 0.0f); final Vector3 dir = new Vector3(0.0f, 0f, -1.0f); _camera.setFrame(loc, left, up, dir); // release our FBO(s) until used. EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); }