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Author: hvince95 (posted 2012-09-30 20:52:08, viewed 516 times)

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package main;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;

import org.lwjgl.opengl.EXTFramebufferObject;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLContext;

public class FrameBuffer {

   private int bufferWidth;
   private int bufferHeight;
   
   private int myFBOid;
   private int texture;
   
   public FrameBuffer(int width, int height) {
      
      bufferWidth = width;
      bufferHeight = height;
      
      createTexture();
      
      boolean FBOEnabled = GLContext.getCapabilities().GL_EXT_framebuffer_object;
      if (!FBOEnabled) {
         try {
            throw new Exception("Frame Buffer Objects are not available");
         } catch (Exception e) {   e.printStackTrace();}
         System.exit(0);
      }
      
      IntBuffer buffer = ByteBuffer.allocateDirect(1*4).order(ByteOrder.nativeOrder()).asIntBuffer(); //allocate a 1 int bytebuffer
      EXTFramebufferObject.glGenFramebuffersEXT( buffer ); // generate
      myFBOid = buffer.get();
      
      EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, myFBOid);
      EXTFramebufferObject.glFramebufferTexture2DEXT(   EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 
                                          EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT,
                                              GL11.GL_TEXTURE_2D, texture, 0);
      
   }
   
   public void render() {
      bind();
      GL11.glLoadIdentity();
      GL11.glColor4b((byte)255, (byte)100, (byte)100, (byte)255);
      
      GL11.glBegin(GL11.GL_QUADS);
         GL11.glVertex2i(0, 0);
         GL11.glVertex2i(200, 0);
         GL11.glVertex2i(200, 200);
         GL11.glVertex2i(0, 200);
      GL11.glEnd();
   }
   
   public void bind() {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
            EXTFramebufferObject.glBindFramebufferEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, myFBOid);
            GL11.glPushAttrib(GL11.GL_VIEWPORT_BIT);
            GL11.glViewport( 0, 0, bufferWidth, bufferHeight );
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
           
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
           
            GL11.glOrtho(0, bufferWidth, bufferHeight, 0, 1, -1);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
           
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
    }
   
   public void unBind() {
            EXTFramebufferObject.glBindFramebufferEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0);
            GL11.glPopAttrib();
           
            GL11.glViewport( 0, 0, bufferWidth, bufferHeight );
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
            GL11.glOrtho(0, Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT, 0, -1, 1);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
    }
   
   public int getTextureID() {
            return texture;
    }
   
   private void createTexture() {
      
      texture = GL11.glGenTextures();
        // initialize color texture
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);                                          // Bind the colorbuffer texture
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);       // make it linear filterd
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, bufferWidth, bufferHeight,         // Create the texture data
                      0 ,GL11.GL_RGBA, GL11.GL_INT, (java.nio.ByteBuffer) null);
      
   }
   
}





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