Java tutorial
/* * Copyright (C) 2012-2014 Oleg Dolya * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> */ package com.watabou.glwrap; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.utils.BufferUtils; import java.nio.IntBuffer; public class Framebuffer { public static final int COLOR = GL20.GL_COLOR_ATTACHMENT0; public static final int DEPTH = GL20.GL_DEPTH_ATTACHMENT; public static final int STENCIL = GL20.GL_STENCIL_ATTACHMENT; public static final Framebuffer system = new Framebuffer(0); private int id; public Framebuffer() { IntBuffer buf = BufferUtils.newIntBuffer(1); Gdx.gl.glGenBuffers(1, buf); id = buf.get(); } private Framebuffer(int n) { } public void bind() { Gdx.gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, id); } public void delete() { IntBuffer buf = BufferUtils.newIntBuffer(1); buf.put(id); Gdx.gl.glDeleteFramebuffers(1, buf); } /*public void attach( int point, Texture tex ) { bind(); Gdx.gl.glFramebufferTexture2D( GL20.GL_FRAMEBUFFER, point, GL20.GL_TEXTURE_2D, tex.id, 0 ); } public void attach( int point, Renderbuffer buffer ) { bind(); Gdx.gl.glFramebufferRenderbuffer( GL20.GL_RENDERBUFFER, point, GL20.GL_TEXTURE_2D, buffer.id() ); }*/ public boolean status() { bind(); return Gdx.gl.glCheckFramebufferStatus(GL20.GL_FRAMEBUFFER) == GL20.GL_FRAMEBUFFER_COMPLETE; } }