Reputation: 1567
I'm working on a 2D Android project and I wish to draw stuff to an empty texture using an FBO and then draw that texture on screen. For debugging purposes, the FBO attached texture should immediately turn blue so I can tell that I am able to edit the texture because currently it won't even affect the texture.
FrameBuffer:
public static class FrameBuffer{
private final FaustEngine engine;
private final int width;
private final int height;
private final int[] fboId = new int[1];
private final int[] renId = new int[1];
public FrameBuffer( FaustEngine Engine, int Width, int Height ){
engine = Engine;
width = Width;
height = Height;
GLES20.glGenRenderbuffers( 1, renId, 0 );
GLES20.glBindRenderbuffer( GLES20.GL_RENDERBUFFER, renId[0] );
GLES20.glRenderbufferStorage( GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT, width, height );
GLES20.glGenFramebuffers( 1, fboId, 0 );
GLES20.glBindFramebuffer( GLES20.GL_FRAMEBUFFER, fboId[0] );
GLES20.glFramebufferRenderbuffer( GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER, renId[0] );
GLES20.glBindRenderbuffer( GLES20.GL_RENDERBUFFER, 0);
GLES20.glBindFramebuffer( GLES20.GL_FRAMEBUFFER, 0);
}
public void bind( int texId, int texWidth, int texHeight ){
GLES20.glBindFramebuffer( GLES20.GL_FRAMEBUFFER, fboId[0] );
GLES20.glFramebufferTexture2D( GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, texId, 0 );
GLES20.glViewport( 0, 0, texWidth, texHeight );
GLES20.glClearColor(0f, 0f, 1f, 1f );
GLES20.glClear( GLES20.GL_COLOR_BUFFER_BIT ); //Turn blue
//Fix projection matrix
Matrix.orthoM( engine.getOrthoMatrix() , 0, 0, texWidth, texHeight, 0, -1, 1 );
}
public void unbind(){
GLES20.glBindFramebuffer( GLES20.GL_FRAMEBUFFER, 0 );
GLES20.glViewport( 0, 0, engine.getScreenWidth(), engine.getScreenHeight() );
//Reset projection matrix
Matrix.orthoM( engine.getOrthoMatrix() , 0, 0, engine.getScreenWidth(), engine.getScreenHeight(), 0, -1, 1 );
}
}
Rendering code:
FrameBuffer fbo = new FrameBuffer( game.getEngine(), 1024, 1024 );
final int[] texIds = new int[1];
game.getEngine().createBlankTextures( texIds, 1024, 1024 );
fbo.bind( texIds[0], 1024, 1024 );
//texture should turn blue here since in the bind() function I placed a glClear with blue
fbo.unbind();
Texture creation:
public void createBlankTextures( int[] texIds, int width, int height ){
GLES20.glGenTextures( texIds.length, texIds, 0 );
for( int i=0; i<texIds.length; i++ ){
GLES20.glBindTexture( GLES20.GL_TEXTURE_2D, texIds[i] );
GLES20.glTexParameteri( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST );
GLES20.glTexParameteri( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST );
GLES20.glTexImage2D( GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null );
GLES20.glGenerateMipmap( GLES20.GL_TEXTURE_2D );
}
}
So I have 2 questions.
1.) Do I need a Renderbuffer with the Framebuffer? I don't want to keep track of the depth. I just want to edit an existing purely 2D texture.
2.) Why is this not working?
Upvotes: 4
Views: 3132
Reputation: 54642
You don't need to create a renderbuffer if you don't need a depth buffer for your FBO rendering.
GL_DEPTH_COMPONENT
is not a valid value for the internalformat
argument of glRenderbufferStorage()
in ES 2.0. If you look at the supported values (http://www.khronos.org/opengles/sdk/docs/man/xhtml/glRenderbufferStorage.xml), the only depth format is GL_DEPTH_COMPONENT16
.
As always, glGetError()
is your friend. It should indicate a GL_INVALID_ENUM
error from your glRenderbufferStorage()
call.
Upvotes: 3