Procházet zdrojové kódy

Rendering depth to texture arrays.

Jan Ivenz před 9 roky
rodič
revize
c6143ae640

+ 1 - 0
jme3-core/src/main/java/com/jme3/renderer/opengl/GL3.java

@@ -58,6 +58,7 @@ public interface GL3 extends GL2 {
     public void glBindFragDataLocation(int param1, int param2, String param3); /// GL3+
     public void glBindVertexArray(int param1); /// GL3+
     public void glDeleteVertexArrays(IntBuffer arrays); /// GL3+
+    public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5); /// GL3+
     public void glGenVertexArrays(IntBuffer param1); /// GL3+
     public String glGetString(int param1, int param2); /// GL3+
 }

+ 6 - 0
jme3-core/src/main/java/com/jme3/renderer/opengl/GLDebugDesktop.java

@@ -94,4 +94,10 @@ public class GLDebugDesktop extends GLDebugES implements GL2, GL3, GL4 {
         gl4.glPatchParameter(count);
         checkError();
     }
+
+    @Override
+    public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5) {
+        gl3.glFramebufferTextureLayer(param1, param2, param3, param4, param5);
+        checkError();
+    }
 }

+ 13 - 5
jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java

@@ -1442,11 +1442,19 @@ public final class GLRenderer implements Renderer {
             setupTextureParams(0, tex);
         }
 
-        glfbo.glFramebufferTexture2DEXT(GLFbo.GL_FRAMEBUFFER_EXT,
-                convertAttachmentSlot(rb.getSlot()),
-                convertTextureType(tex.getType(), image.getMultiSamples(), rb.getFace()),
-                image.getId(),
-                0);
+        if (rb.getLayer() < 0){
+            glfbo.glFramebufferTexture2DEXT(GLFbo.GL_FRAMEBUFFER_EXT,
+                    convertAttachmentSlot(rb.getSlot()),
+                    convertTextureType(tex.getType(), image.getMultiSamples(), rb.getFace()),
+                    image.getId(),
+                    0);
+        } else {
+            gl3.glFramebufferTextureLayer(GLFbo.GL_FRAMEBUFFER_EXT, 
+                    convertAttachmentSlot(rb.getSlot()), 
+                    image.getId(), 
+                    0,
+                    rb.getLayer());
+        }
     }
 
     public void updateFrameBufferAttachment(FrameBuffer fb, RenderBuffer rb) {

+ 1 - 1
jme3-core/src/main/java/com/jme3/shader/VarType.java

@@ -55,7 +55,7 @@ public enum VarType {
     TextureBuffer(false,true,"sampler1D|sampler1DShadow"),
     Texture2D(false,true,"sampler2D|sampler2DShadow"),
     Texture3D(false,true,"sampler3D"),
-    TextureArray(false,true,"sampler2DArray"),
+    TextureArray(false,true,"sampler2DArray|sampler2DArrayShadow"),
     TextureCubeMap(false,true,"samplerCube"),
     Int("int");
 

+ 22 - 3
jme3-core/src/main/java/com/jme3/texture/FrameBuffer.java

@@ -97,6 +97,7 @@ public class FrameBuffer extends NativeObject {
         int id = -1;
         int slot = SLOT_UNDEF;
         int face = -1;
+        int layer = -1;
         
         /**
          * @return The image format of the render buffer.
@@ -160,6 +161,10 @@ public class FrameBuffer extends NativeObject {
                 return "BufferTarget[format=" + format + "]";
             }
         }
+
+        public int getLayer() {
+            return this.layer;
+        }
     }
 
     /**
@@ -332,9 +337,9 @@ public class FrameBuffer extends NativeObject {
      * 
      * @param tex The color texture array to set.
      */
-    public void setColorTexture(TextureArray tex){
+    public void setColorTexture(TextureArray tex, int layer){
         clearColorTargets();
-        addColorTexture(tex);
+        addColorTexture(tex, layer);
     }
     
     /**
@@ -391,7 +396,7 @@ public class FrameBuffer extends NativeObject {
      * 
      * @param tex The texture array to add.
      */
-    public void addColorTexture(TextureArray tex) {
+    public void addColorTexture(TextureArray tex, int layer) {
         if (id != -1)
             throw new UnsupportedOperationException("FrameBuffer already initialized.");
 
@@ -402,6 +407,7 @@ public class FrameBuffer extends NativeObject {
         colorBuf.slot = colorBufs.size();
         colorBuf.tex = tex;
         colorBuf.format = img.getFormat();
+        colorBuf.layer = layer;
 
         colorBufs.add(colorBuf);
     }
@@ -449,7 +455,20 @@ public class FrameBuffer extends NativeObject {
         depthBuf.tex = tex;
         depthBuf.format = img.getFormat();
     }
+    public void setDepthTexture(TextureArray tex, int layer){
+        if (id != -1)
+            throw new UnsupportedOperationException("FrameBuffer already initialized.");
 
+        Image img = tex.getImage();
+        checkSetTexture(tex, true);
+        
+        depthBuf = new RenderBuffer();
+        depthBuf.slot = img.getFormat().isDepthStencilFormat() ?  SLOT_DEPTH_STENCIL : SLOT_DEPTH;
+        depthBuf.tex = tex;
+        depthBuf.format = img.getFormat();
+        depthBuf.layer = layer;
+    }
+    
     /**
      * @return The number of color buffers attached to this texture. 
      */

+ 5 - 0
jme3-jogl/src/main/java/com/jme3/renderer/jogl/JoglGL.java

@@ -600,4 +600,9 @@ public class JoglGL implements GL, GL2, GL3, GL4 {
         checkLimit(arrays);
         GLContext.getCurrentGL().getGL2ES3().glDeleteVertexArrays(arrays.limit(), arrays);
     }
+
+    @Override
+    public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5) {
+        GLContext.getCurrentGL().getGL3().glFramebufferTextureLayer(param1, param2, param3, param4, param5);
+    }
 }

+ 5 - 0
jme3-lwjgl/src/main/java/com/jme3/renderer/lwjgl/LwjglGL.java

@@ -457,4 +457,9 @@ public final class LwjglGL implements GL, GL2, GL3, GL4 {
         checkLimit(arrays);
         ARBVertexArrayObject.glDeleteVertexArrays(arrays);
     }
+
+    @Override
+    public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5) {
+        GL30.glFramebufferTextureLayer(param1, param2, param3, param4, param5);
+    }
 }

+ 5 - 0
jme3-lwjgl3/src/main/java/com/jme3/renderer/lwjgl/LwjglGL.java

@@ -486,4 +486,9 @@ public class LwjglGL implements GL, GL2, GL3, GL4 {
         checkLimit(arrays);
         ARBVertexArrayObject.glDeleteVertexArrays(arrays);
     }
+
+    @Override
+    public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5) {
+        GL30.glFramebufferTextureLayer(param1, param2, param3, param4, param5);
+    }
 }