Reputation: 1189
I work with a program which draws some 2D textures and work with them. In this program was used libgdx. I have some problem with using FrameBuffer. I try draw some texture in my FrameBuffer and after that I need save changed texture(or draw) and use this texture in this FrameBuffer on more time. I try save texture via
Texture texture = mFrameBuffer.getColorBufferTexture()
and I try just bind texture from FrameBuffer
mFilterBuffer.getColorBufferTexture().bind();
For first iteration all work good. But when I try use in FrameBuffer his ColorBufferTexture like texture I have fully black texture. Code:
public void process(MySprite psObject, float startX, float startY,
float endX, float endY, int mWidth, int mHeight) {
boolean frst = false;
if(psObject.getFrameBuffer() == null){
psObject.setFrameBuffer(new FrameBuffer(Pixmap.Format.RGBA8888, psObject.getTexture().getWidth(), psObject.getTexture().getHeight(), true));
}
if(pSprite == null || pSprite != psObject){
mFrameBuffer = psObject.getFrameBuffer();
frst = true;
pSprite = psObject;
}
mFrameBuffer.begin();
Gdx.gl.glViewport(0, 0, psObject.getTexture().getWidth(), psObject.getTexture().getHeight());
Gdx.graphics.getGL20().glClearColor(0f, 0f, 0f, 1f);
Gdx.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT);
ShaderProgram shader = MyUtils.newInstance().getCurrentShader();
if(!shader.isCompiled()){
Log.i("ERROR", "SHERROR " + shader.getLog());
}
if(shader != null){
if(frst){
psObject.getTexture().bind();
}else{
mFrameBuffer.getColorBufferTexture().bind();
}
shader.begin();
Matrix4 matrix = new Matrix4();
matrix.setToRotation(1, 0, 0, 180);
matrix.scale(scaleSizeInFilterProcessor, scaleSizeInFilterProcessor, 1);
shader.setUniformMatrix("u_worldView", matrix);
shader.setUniformi("u_texture", 0);
float [] start = new float[]{0f,0};
float [] end = new float[]{1f,1f};
MyUtils.newInstance().getShaderData(shader, start, end, mWidth, mHeight);
psObject.getMesh().render(shader, GL20.GL_TRIANGLES);
shader.end();
}
mFrameBuffer.end();
}
Upvotes: 1
Views: 895
Reputation: 2220
Your code needs some refactoring ;). Anyway, you can't read and write from/to the same FBO if that's your question. You'll need 2 FBO's (say A and B)
Draw scene to A,
Bind A's color texture
Draw scene to B (now you can read from A).
Note that you can extend libgdx FBO to have many textures associated with the same FBO.
Upvotes: 1