add support of DepthStencil into *Renderer
+ a test app - only tested on desktop with Lwjgl
This commit is contained in:
parent
3ef5505faa
commit
37da17e3eb
@ -36,8 +36,18 @@ import android.os.Build;
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import com.jme3.asset.AndroidImageInfo;
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import com.jme3.light.LightList;
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import com.jme3.material.RenderState;
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import com.jme3.math.*;
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import com.jme3.renderer.*;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Matrix4f;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector2f;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector4f;
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import com.jme3.renderer.Caps;
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import com.jme3.renderer.IDList;
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import com.jme3.renderer.RenderContext;
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import com.jme3.renderer.Renderer;
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import com.jme3.renderer.RendererException;
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import com.jme3.renderer.Statistics;
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import com.jme3.renderer.android.TextureUtil.AndroidGLImageFormat;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.Mesh.Mode;
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@ -58,7 +68,11 @@ import com.jme3.texture.Texture.WrapAxis;
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import com.jme3.util.BufferUtils;
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import com.jme3.util.ListMap;
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import com.jme3.util.NativeObjectManager;
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import java.nio.*;
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import java.nio.Buffer;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.nio.ShortBuffer;
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import java.util.EnumSet;
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import java.util.List;
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import java.util.logging.Level;
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@ -1313,8 +1327,10 @@ public class OGLESShaderRenderer implements Renderer {
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private int convertAttachmentSlot(int attachmentSlot) {
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// can also add support for stencil here
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if (attachmentSlot == -100) {
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if (attachmentSlot == FrameBuffer.SLOT_DEPTH) {
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return GLES20.GL_DEPTH_ATTACHMENT;
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// if (attachmentSlot == FrameBuffer.SLOT_DEPTH_STENCIL) {
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// return GLES30.GL_DEPTH_STENCIL_ATTACHMENT;
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} else if (attachmentSlot == 0) {
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return GLES20.GL_COLOR_ATTACHMENT0;
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} else {
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@ -72,6 +72,9 @@ import java.util.ArrayList;
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* @author Kirill Vainer
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*/
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public class FrameBuffer extends NativeObject {
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public static int SLOT_UNDEF = -1;
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public static int SLOT_DEPTH = -100;
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public static int SLOT_DEPTH_STENCIL = -101;
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private int width = 0;
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private int height = 0;
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@ -91,7 +94,7 @@ public class FrameBuffer extends NativeObject {
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Texture tex;
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Image.Format format;
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int id = -1;
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int slot = -1;
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int slot = SLOT_UNDEF;
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int face = -1;
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/**
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@ -212,7 +215,7 @@ public class FrameBuffer extends NativeObject {
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throw new IllegalArgumentException("Depth buffer format must be depth.");
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depthBuf = new RenderBuffer();
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depthBuf.slot = -100; // -100 == special slot for DEPTH_BUFFER
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depthBuf.slot = format.isDepthStencilFormat() ? SLOT_DEPTH_STENCIL : SLOT_DEPTH;
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depthBuf.format = format;
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}
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@ -404,7 +407,7 @@ public class FrameBuffer extends NativeObject {
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checkSetTexture(tex, true);
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depthBuf = new RenderBuffer();
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depthBuf.slot = -100; // indicates GL_DEPTH_ATTACHMENT
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depthBuf.slot = img.getFormat().isDepthStencilFormat() ? SLOT_DEPTH_STENCIL : SLOT_DEPTH;
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depthBuf.tex = tex;
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depthBuf.format = img.getFormat();
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}
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@ -31,7 +31,11 @@
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*/
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package com.jme3.texture;
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import com.jme3.export.*;
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import com.jme3.export.InputCapsule;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.OutputCapsule;
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import com.jme3.export.Savable;
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import com.jme3.math.FastMath;
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import com.jme3.renderer.Caps;
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import com.jme3.renderer.Renderer;
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@ -349,6 +353,13 @@ public class Image extends NativeObject implements Savable /*, Cloneable*/ {
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return isDepth;
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}
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/**
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* @return True if this format is a depth + stencil (packed) format, false otherwise.
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*/
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boolean isDepthStencilFormat() {
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return this == Depth24Stencil8;
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}
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/**
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* @return True if this is a compressed image format, false if
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* uncompressed.
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@ -365,6 +376,8 @@ public class Image extends NativeObject implements Savable /*, Cloneable*/ {
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return isFloatingPoint;
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}
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}
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// image attributes
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@ -0,0 +1,297 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package jme3test.renderer;
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import com.jme3.app.SimpleApplication;
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import com.jme3.material.Material;
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import com.jme3.material.RenderState.StencilOperation;
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import com.jme3.material.RenderState.TestFunction;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.FastMath;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.post.SceneProcessor;
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import com.jme3.renderer.Camera;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.control.AbstractControl;
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import com.jme3.scene.shape.Box;
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import com.jme3.system.AppSettings;
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import com.jme3.system.JmeContext.Type;
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import com.jme3.texture.FrameBuffer;
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import com.jme3.texture.Image.Format;
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import com.jme3.texture.Texture2D;
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import com.jme3.util.BufferUtils;
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import com.jme3.util.Screenshots;
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import java.awt.Color;
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import java.awt.Dimension;
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import java.awt.Graphics;
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import java.awt.Graphics2D;
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import java.awt.event.KeyEvent;
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import java.awt.event.KeyListener;
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import java.awt.event.WindowAdapter;
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import java.awt.event.WindowEvent;
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import java.awt.image.BufferedImage;
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import java.nio.ByteBuffer;
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import javax.swing.JFrame;
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import javax.swing.JPanel;
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import javax.swing.SwingUtilities;
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/**
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* This test renders a scene to an offscreen framebuffer, then copies
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* the contents to a Swing JFrame. Note that some parts are done inefficently,
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* this is done to make the code more readable.
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*/
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public class TestDepthStencil extends SimpleApplication implements SceneProcessor {
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private static String TOGGLE_STENCIL = "TOGGLE_STENCIL";
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private Geometry offBox;
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private float angle = 0;
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private FrameBuffer offBuffer;
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private ViewPort offView;
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private Texture2D offTex;
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private Camera offCamera;
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private ImageDisplay display;
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private boolean enableStencil = false;
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private static final int width = 800, height = 600;
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private final ByteBuffer cpuBuf = BufferUtils.createByteBuffer(width * height * 4);
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private final byte[] cpuArray = new byte[width * height * 4];
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private final BufferedImage image = new BufferedImage(width, height,
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BufferedImage.TYPE_4BYTE_ABGR);
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private class ImageDisplay extends JPanel {
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private long t;
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private long total;
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private int frames;
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private int fps;
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@Override
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public void paintComponent(Graphics gfx) {
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super.paintComponent(gfx);
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Graphics2D g2d = (Graphics2D) gfx;
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if (t == 0)
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t = timer.getTime();
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// g2d.setBackground(Color.BLACK);
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// g2d.clearRect(0,0,width,height);
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synchronized (image){
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g2d.drawImage(image, null, 0, 0);
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}
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long t2 = timer.getTime();
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long dt = t2 - t;
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total += dt;
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frames ++;
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t = t2;
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if (total > 1000){
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fps = frames;
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total = 0;
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frames = 0;
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}
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g2d.setColor(Color.white);
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g2d.drawString("FPS: "+fps, 0, getHeight() - 100);
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g2d.drawString("Toggle Stencil : [SPACE] (" + enableStencil + ")", 0, getHeight() - 10);
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}
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}
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public static void main(String[] args){
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TestDepthStencil app = new TestDepthStencil();
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app.setPauseOnLostFocus(false);
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AppSettings settings = new AppSettings(true);
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settings.setResolution(1, 1);
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app.setSettings(settings);
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app.start(Type.OffscreenSurface);
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}
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public void createDisplayFrame(){
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SwingUtilities.invokeLater(new Runnable(){
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public void run(){
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final JFrame frame = new JFrame("Render Display");
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display = new ImageDisplay();
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display.setPreferredSize(new Dimension(width, height));
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frame.getContentPane().add(display);
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frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
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frame.addWindowListener(new WindowAdapter(){
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public void windowClosed(WindowEvent e){
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stop();
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}
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});
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frame.addKeyListener(new KeyListener() {
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public void keyTyped(KeyEvent ke) {
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}
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public void keyPressed(KeyEvent ke) {
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}
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public void keyReleased(KeyEvent ke) {
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if (ke.getKeyCode() == KeyEvent.VK_SPACE) {
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enableStencil = !enableStencil;
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}else if (ke.getKeyCode() == KeyEvent.VK_ESCAPE) {
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frame.setVisible(false);
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}
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}
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});
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frame.pack();
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frame.setLocationRelativeTo(null);
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frame.setResizable(false);
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frame.setVisible(true);
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}
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});
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}
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public void updateImageContents(){
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cpuBuf.clear();
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renderer.readFrameBuffer(offBuffer, cpuBuf);
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synchronized (image) {
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Screenshots.convertScreenShot(cpuBuf, image);
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}
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if (display != null)
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display.repaint();
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}
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public void setupOffscreenView(){
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offCamera = new Camera(width, height);
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// create a pre-view. a view that is rendered before the main view
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offView = renderManager.createPreView("Offscreen View", offCamera);
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offView.setBackgroundColor(ColorRGBA.DarkGray);
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offView.setClearFlags(true, true, true);
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// this will let us know when the scene has been rendered to the
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// frame buffer
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offView.addProcessor(this);
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// create offscreen framebuffer
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offBuffer = new FrameBuffer(width, height, 1);
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//setup framebuffer's cam
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offCamera.setFrustumPerspective(45f, 1f, 1f, 1000f);
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offCamera.setLocation(new Vector3f(0f, 0f, -5f));
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offCamera.lookAt(new Vector3f(0f, 0f, 0f), Vector3f.UNIT_Y);
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//setup framebuffer's texture
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// offTex = new Texture2D(width, height, Format.RGBA8);
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//setup framebuffer to use renderbuffer
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// this is faster for gpu -> cpu copies
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offBuffer.setDepthBuffer(Format.Depth24Stencil8);
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offBuffer.setColorBuffer(Format.RGBA8);
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// offBuffer.setColorTexture(offTex);
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//set viewport to render to offscreen framebuffer
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offView.setOutputFrameBuffer(offBuffer);
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// setup framebuffer's scene
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Box boxMesh = new Box(Vector3f.ZERO, 1,1,1);
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final Material material = assetManager.loadMaterial("Interface/Logo/Logo.j3m");
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offBox = new Geometry("box", boxMesh);
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offBox.setMaterial(material);
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offBox.addControl(new AbstractControl() {
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@Override
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protected void controlUpdate(float tpf) {
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material.getAdditionalRenderState().setStencil(enableStencil,
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StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep,
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StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep,
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TestFunction.Never, TestFunction.Never
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//TestFunction.Always, TestFunction.Always
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);
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}
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@Override
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protected void controlRender(RenderManager rm, ViewPort vp) {
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}
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});
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// attach the scene to the viewport to be rendered
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offView.attachScene(offBox);
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}
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@Override
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public void simpleInitApp() {
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setupOffscreenView();
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createDisplayFrame();
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}
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@Override
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public void simpleUpdate(float tpf){
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Quaternion q = new Quaternion();
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angle += tpf;
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angle %= FastMath.TWO_PI;
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q.fromAngles(angle, 0, angle);
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offBox.setLocalRotation(q);
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offBox.updateLogicalState(tpf);
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offBox.updateGeometricState();
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}
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public void initialize(RenderManager rm, ViewPort vp) {
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}
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public void reshape(ViewPort vp, int w, int h) {
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}
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public boolean isInitialized() {
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return true;
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}
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public void preFrame(float tpf) {
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}
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public void postQueue(RenderQueue rq) {
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}
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/**
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* Update the CPU image's contents after the scene has
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* been rendered to the framebuffer.
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*/
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public void postFrame(FrameBuffer out) {
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updateImageContents();
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}
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public void cleanup() {
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}
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}
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@ -2235,7 +2235,7 @@ public class IGLESShaderRenderer implements Renderer {
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private int convertAttachmentSlot(int attachmentSlot) {
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// can also add support for stencil here
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if (attachmentSlot == -100) {
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if (attachmentSlot == FrameBuffer.SLOT_DEPTH) {
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return JmeIosGLES.GL_DEPTH_ATTACHMENT;
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} else if (attachmentSlot == 0) {
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return JmeIosGLES.GL_COLOR_ATTACHMENT0;
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@ -33,20 +33,26 @@ package com.jme3.renderer.jogl;
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import com.jme3.light.LightList;
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import com.jme3.material.RenderState;
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import com.jme3.material.RenderState.StencilOperation;
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import com.jme3.material.RenderState.TestFunction;
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import com.jme3.math.*;
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import com.jme3.renderer.*;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Matrix4f;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector2f;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector4f;
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import com.jme3.renderer.Caps;
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import com.jme3.renderer.IDList;
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import com.jme3.renderer.RenderContext;
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import com.jme3.renderer.Renderer;
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import com.jme3.renderer.RendererException;
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import com.jme3.renderer.Statistics;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.Mesh.Mode;
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import com.jme3.scene.VertexBuffer;
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import com.jme3.scene.VertexBuffer.Format;
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import com.jme3.scene.VertexBuffer.Type;
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import com.jme3.scene.VertexBuffer.Usage;
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import com.jme3.shader.Attribute;
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import com.jme3.shader.Shader;
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import com.jme3.shader.Shader.ShaderSource;
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import com.jme3.shader.Shader.ShaderType;
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import com.jme3.shader.Uniform;
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import com.jme3.texture.FrameBuffer;
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import com.jme3.texture.FrameBuffer.RenderBuffer;
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@ -56,16 +62,6 @@ import com.jme3.texture.Texture.WrapAxis;
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import com.jme3.util.BufferUtils;
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import com.jme3.util.ListMap;
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import com.jme3.util.NativeObjectManager;
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import java.nio.*;
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import java.util.EnumSet;
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import java.util.List;
|
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import java.util.logging.Level;
|
||||
import java.util.logging.Logger;
|
||||
|
||||
import jme3tools.converters.MipMapGenerator;
|
||||
import jme3tools.shader.ShaderDebug;
|
||||
|
||||
import java.nio.Buffer;
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.FloatBuffer;
|
||||
@ -74,7 +70,6 @@ import java.util.EnumSet;
|
||||
import java.util.List;
|
||||
import java.util.logging.Level;
|
||||
import java.util.logging.Logger;
|
||||
|
||||
import javax.media.nativewindow.NativeWindowFactory;
|
||||
import javax.media.opengl.GL;
|
||||
import javax.media.opengl.GL2;
|
||||
@ -84,6 +79,8 @@ import javax.media.opengl.GL2ES3;
|
||||
import javax.media.opengl.GL2GL3;
|
||||
import javax.media.opengl.GL3;
|
||||
import javax.media.opengl.GLContext;
|
||||
import jme3tools.converters.MipMapGenerator;
|
||||
import jme3tools.shader.ShaderDebug;
|
||||
|
||||
public class JoglRenderer implements Renderer {
|
||||
|
||||
@ -1508,8 +1505,10 @@ public class JoglRenderer implements Renderer {
|
||||
|
||||
private int convertAttachmentSlot(int attachmentSlot) {
|
||||
// can also add support for stencil here
|
||||
if (attachmentSlot == -100) {
|
||||
if (attachmentSlot == FrameBuffer.SLOT_DEPTH) {
|
||||
return GL.GL_DEPTH_ATTACHMENT;
|
||||
} else if (attachmentSlot == FrameBuffer.SLOT_DEPTH_STENCIL) {
|
||||
return GL2ES3.GL_DEPTH_STENCIL_ATTACHMENT;
|
||||
} else if (attachmentSlot < 0 || attachmentSlot >= 16) {
|
||||
throw new UnsupportedOperationException("Invalid FBO attachment slot: " + attachmentSlot);
|
||||
}
|
||||
|
@ -65,6 +65,7 @@ import jme3tools.converters.MipMapGenerator;
|
||||
import jme3tools.shader.ShaderDebug;
|
||||
|
||||
import static org.lwjgl.opengl.ARBDrawInstanced.*;
|
||||
import static org.lwjgl.opengl.ARBFramebufferObject.*;
|
||||
import static org.lwjgl.opengl.ARBInstancedArrays.*;
|
||||
import static org.lwjgl.opengl.ARBMultisample.*;
|
||||
import static org.lwjgl.opengl.ARBTextureMultisample.*;
|
||||
@ -1418,8 +1419,10 @@ public class LwjglRenderer implements Renderer {
|
||||
|
||||
private int convertAttachmentSlot(int attachmentSlot) {
|
||||
// can also add support for stencil here
|
||||
if (attachmentSlot == -100) {
|
||||
if (attachmentSlot == FrameBuffer.SLOT_DEPTH) {
|
||||
return GL_DEPTH_ATTACHMENT_EXT;
|
||||
} else if (attachmentSlot == FrameBuffer.SLOT_DEPTH_STENCIL) {
|
||||
return GL_DEPTH_STENCIL_ATTACHMENT;
|
||||
} else if (attachmentSlot < 0 || attachmentSlot >= 16) {
|
||||
throw new UnsupportedOperationException("Invalid FBO attachment slot: " + attachmentSlot);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user