@Override public void glBlitFramebuffer (int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) { GL30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); }
@Override public void glBlitFramebuffer (int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) { GL30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); }
@Override public void glBlitFramebuffer (int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) { GL30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); }
@Override public void glBlitFramebuffer (int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) { GL30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); }
@Override public void glBlitFramebufferEXT(final int srcX0, final int srcY0, final int srcX1, final int srcY1, final int dstX0, final int dstY0, final int dstX1, final int dstY1, final int mask, final int filter) { GL30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); }
@Override public void glBlitFramebufferEXT(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) { GL30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); }
@Override public void blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) { int maskGL = 0; for (int i = 0; i < buffersMaskToGL.length; i++, mask >>= 1) { if ((mask & 1) != 0) { maskGL |= buffersMaskToGL[i]; } } GL30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, maskGL, mipmapFilterToGL[filter]); }
@Override public void glBlitFramebuffer (int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) { GL30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); }
@Override public void glBlitFramebuffer (int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) { GL30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); }
@Override public void blitFramebufferOp(Framebuffer in, Framebuffer out) { GL30.glBlitFramebuffer( 0, 0, in.framebufferWidth, in.framebufferHeight, 0, 0, out.framebufferWidth, out.framebufferHeight, GL11.GL_COLOR_BUFFER_BIT, GL11.GL_NEAREST); }
@Override public void glBlitFramebufferEXT(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) { GL30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); }
final int filteri = LWJGL3TypeConversions.framebufferBlitFilterToGL(filter); GL30.glBlitFramebuffer( src_x0, src_y0,
final int filteri = LWJGL3TypeConversions.framebufferBlitFilterToGL(filter); GL30.glBlitFramebuffer( src_x0, src_y0,
public void blitFrameBuffer(int sourceAttachment, int destinationAttachment, int writeFBO, int width, int height){ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, writeFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER, id); glReadBuffer(GL_COLOR_ATTACHMENT0 + sourceAttachment); glDrawBuffer(GL_COLOR_ATTACHMENT0 + destinationAttachment); glBlitFramebuffer(0,0,width,height,0,0,width,height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); }
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, swapFbo); glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glBlitFramebuffer(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT, 0, 0, CANVAS_WIDTH, CANVAS_HEIGHT, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, swapFbo); glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glBlitFramebuffer(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT, 0, 0, CANVAS_WIDTH, CANVAS_HEIGHT, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindTexture(GL_TEXTURE_2D, swapFboTex);