public static void glGenFramebuffers( int n, IntBuffer framebuffers) { gl().glGenFramebuffers( n, framebuffers); }
public static void glGenFramebuffers( int n, int[] framebuffers, int framebuffers_offset) { gl().glGenFramebuffers( n, framebuffers, framebuffers_offset); }
public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); gl.setSwapInterval(1); // Sync to VBlank if (inverseGamma != 1.0) { // Yeah baby, gamma correction in hardware! Gamma.setDisplayGamma(drawable, (float)inverseGamma, 0, 1); } gl.glGenFramebuffers(1, params, 0); frameBuffer = params[0]; } public void dispose(GLAutoDrawable drawable) {
public void init(GL2 gl2) { int[] params1 = new int[1]; gl2.glGenTextures(1, params1, 0); textureID = params1[0]; gl2.glBindTexture(GL.GL_TEXTURE_2D, textureID); gl2.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST); gl2.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); gl2.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, Game.RES_WIDTH, Game.RES_HEIGHT, 0, GL.GL_BGRA, GL.GL_UNSIGNED_BYTE, null); int[] params2 = new int[1]; gl2.glGenFramebuffers(1, params2, 0); frameBufferID = params2[0]; gl2.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, frameBufferID); gl2.glFramebufferTexture2D(GL2.GL_DRAW_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, textureID, 0); gl2.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, 0); }
protected void initFrontPeelingRenderTargets(GL2 gl, int g_imageWidth, int g_imageHeight) { gl.glGenTextures(2, g_frontDepthTexId, 0); gl.glGenTextures(2, g_frontColorTexId, 0); gl.glGenFramebuffers(2, g_frontFboId, 0); gl.glTexImage2D(GL2.GL_TEXTURE_RECTANGLE_ARB, 0, GL2.GL_RGBA, g_imageWidth, g_imageHeight, 0, GL2.GL_RGBA, GL2.GL_FLOAT, null); gl.glGenFramebuffers(1, g_frontColorBlenderFboId, 0); gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, g_frontColorBlenderFboId[0]); gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_DEPTH_ATTACHMENT, GL2.GL_TEXTURE_RECTANGLE_ARB, g_frontDepthTexId[0], 0);
protected void initAccumulationRenderTargets(GL2 gl, int g_imageWidth, int g_imageHeight) { gl.glGenTextures(2, g_accumulationTexId, 0); gl.glBindTexture(GL2.GL_TEXTURE_RECTANGLE_ARB, g_accumulationTexId[0]); gl.glTexParameteri(GL2.GL_TEXTURE_RECTANGLE_ARB, GL2.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP); gl.glTexParameteri(GL2.GL_TEXTURE_RECTANGLE_ARB, GL2.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP); gl.glTexParameteri(GL2.GL_TEXTURE_RECTANGLE_ARB, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); gl.glTexParameteri(GL2.GL_TEXTURE_RECTANGLE_ARB, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST); gl.glTexImage2D(GL2.GL_TEXTURE_RECTANGLE_ARB, 0, GL2.GL_RGBA16F, g_imageWidth, g_imageHeight, 0, GL2.GL_RGBA, GL2.GL_FLOAT, null); gl.glBindTexture(GL2.GL_TEXTURE_RECTANGLE_ARB, g_accumulationTexId[1]); gl.glTexParameteri(GL2.GL_TEXTURE_RECTANGLE_ARB, GL2.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP); gl.glTexParameteri(GL2.GL_TEXTURE_RECTANGLE_ARB, GL2.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP); gl.glTexParameteri(GL2.GL_TEXTURE_RECTANGLE_ARB, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); gl.glTexParameteri(GL2.GL_TEXTURE_RECTANGLE_ARB, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST); gl.glTexImage2D(GL2.GL_TEXTURE_RECTANGLE_ARB, 0, GL2.GL_FLOAT_R32_NV, g_imageWidth, g_imageHeight, 0, GL2.GL_RGBA, GL2.GL_FLOAT, null); // gl.glTexImage2D( GL2.GL_TEXTURE_RECTANGLE_ARB, 0, GL2.GL_RGBA16F, // g_imageWidth, g_imageHeight, 0, GL2.GL_RGBA, GL2.GL_FLOAT, null); gl.glGenFramebuffers(1, g_accumulationFboId, 0); gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, g_accumulationFboId[0]); gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT0, GL2.GL_TEXTURE_RECTANGLE_ARB, g_accumulationTexId[0], 0); gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT1, GL2.GL_TEXTURE_RECTANGLE_ARB, g_accumulationTexId[1], 0); }
gl.glGenFramebuffers(maxLevel+1, maskfb, 0); CLImageFormat f = new CLImageFormat(CLImageFormat.ChannelOrder.RGBA, CLImageFormat.ChannelType.FLOAT); for (int i = minLevel; i <= maxLevel; i++) {
fbttexturet[2]=width; fbttexturet[3]=height; gl.glGenFramebuffers(1, fbttexturet, 0); gl.glGenTextures(1, fbttexturet, 1); gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbttexturet[0]);
gl.glGenTextures(2, g_dualFrontBlenderTexId, 0); gl.glGenTextures(2, g_dualBackTempTexId, 0); gl.glGenFramebuffers(1, g_dualPeelingSingleFboId, 0); for (int i = 0; i < 2; i++) { gl.glBindTexture(GL2.GL_TEXTURE_RECTANGLE_ARB, g_dualDepthTexId[i]); gl.glTexImage2D(GL2.GL_TEXTURE_RECTANGLE_ARB, 0, GL2.GL_RGB, g_imageWidth, g_imageHeight, 0, GL2.GL_RGB, GL2.GL_FLOAT, null); gl.glGenFramebuffers(1, g_dualBackBlenderFboId, 0); gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, g_dualBackBlenderFboId[0]); gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT0, GL2.GL_TEXTURE_RECTANGLE_ARB, g_dualBackBlenderTexId[0], 0);