public void glFramebufferTexture2D (int target, int attachment, int textarget, int texture, int level) { EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); }
public void glFramebufferTexture2D (int target, int attachment, int textarget, int texture, int level) { EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); }
public void glFramebufferTexture2D (int target, int attachment, int textarget, int texture, int level) { EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); }
public void glFramebufferTexture2D (int target, int attachment, int textarget, int texture, int level) { EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); }
@Override public void glFramebufferTexture2DEXT(final int target, final int attachment, final int texTarget, final int texture, final int level) { EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, texTarget, texture, level); }
@Override public void glFramebufferTexture2DEXT(int param1, int param2, int param3, int param4, int param5) { EXTFramebufferObject.glFramebufferTexture2DEXT(param1, param2, param3, param4, param5); }
/** * Attaches the calling instance's depth attachments to the target FBO. * Notice that the depth attachments remain attached to the calling instance too. * * @param target The FBO to attach the depth attachments to. */ public void attachDepthBufferTo(FBO target) { target.bind(); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthStencilRboId); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, depthStencilTextureId, 0); target.unbind(); }
/** * Detaches the depth attachments of this FBO. */ public void detachDepthBuffer() { bind(); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, 0, 0); unbind(); }
private static void createNormalsBuffer(FBO fbo, Dimensions dimensions) { fbo.normalsBufferTextureId = glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.normalsBufferTextureId); setTextureParameters(GL11.GL_LINEAR); allocateTexture(dimensions, GL11.GL_RGBA, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL11.GL_TEXTURE_2D, fbo.normalsBufferTextureId, 0); }
private static void createLightBuffer(FBO fbo, Dimensions dimensions, Type type) { fbo.lightBufferTextureId = glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.lightBufferTextureId); setTextureParameters(GL11.GL_LINEAR); if (type == Type.HDR) { allocateTexture(dimensions, ARBTextureFloat.GL_RGBA16F_ARB, GL11.GL_RGBA, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB); } else { allocateTexture(dimensions, GL11.GL_RGBA, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE); } glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, GL11.GL_TEXTURE_2D, fbo.lightBufferTextureId, 0); }
private static void createColorBuffer(FBO fbo, Dimensions dimensions, Type type) { fbo.colorBufferTextureId = glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.colorBufferTextureId); setTextureParameters(GL11.GL_LINEAR); if (type == Type.HDR) { allocateTexture(dimensions, GL11.GL_RGBA, GL11.GL_RGBA, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB); } else { allocateTexture(dimensions, GL11.GL_RGBA, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE); } glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, fbo.colorBufferTextureId, 0); }
private static void createDepthBuffer(FBO fbo, Dimensions dimensions, boolean useStencilBuffer) { fbo.depthStencilTextureId = glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.depthStencilTextureId); setTextureParameters(GL11.GL_NEAREST); if (!useStencilBuffer) { allocateTexture(dimensions, GL14.GL_DEPTH_COMPONENT24, GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_INT); } else { allocateTexture(dimensions, EXTPackedDepthStencil.GL_DEPTH24_STENCIL8_EXT, EXTPackedDepthStencil.GL_DEPTH_STENCIL_EXT, EXTPackedDepthStencil.GL_UNSIGNED_INT_24_8_EXT); } fbo.depthStencilRboId = glGenRenderbuffersEXT(); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo.depthStencilRboId); if (!useStencilBuffer) { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL14.GL_DEPTH_COMPONENT24, fbo.dimensions.width, fbo.dimensions.height); } else { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, EXTPackedDepthStencil.GL_DEPTH24_STENCIL8_EXT, fbo.dimensions.width, fbo.dimensions.height); } glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo.depthStencilRboId); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, fbo.depthStencilTextureId, 0); if (useStencilBuffer) { glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, fbo.depthStencilTextureId, 0); } }
@Override public void glFramebufferTexture2D(int target, int attachment, int textarget, int texture, int level) { EXTFramebufferObject.glFramebufferTexture2DEXT( target, attachment, textarget, texture, level); }
@Override public void glFramebufferTexture2D(int target, int attachment, int textarget, int texture, int level) { EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); }
@Override public void glFramebufferTexture2D(int target, int attachment, int textarget, int texture, int level) { EXTFramebufferObject.glFramebufferTexture2DEXT( target, attachment, textarget, texture, level); }
@Override public void glFramebufferTexture2D(int target, int attachment, int textarget, int texture, int level) { EXTFramebufferObject.glFramebufferTexture2DEXT( target, attachment, textarget, texture, level); }
@Override public void glFramebufferTexture2DEXT(int param1, int param2, int param3, int param4, int param5) { EXTFramebufferObject.glFramebufferTexture2DEXT(param1, param2, param3, param4, param5); }
public void glFramebufferTexture2D (int target, int attachment, int textarget, int texture, int level) { EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); }
public void glFramebufferTexture2D (int target, int attachment, int textarget, int texture, int level) { EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); }
public void glFramebufferTexture2DEXT(int param1, int param2, int param3, int param4, int param5) { EXTFramebufferObject.glFramebufferTexture2DEXT(param1, param2, param3, param4, param5); }