com.watabou.glwrap.Framebuffer.java Source code

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Here is the source code for com.watabou.glwrap.Framebuffer.java

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/*
 * 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;
    }
}