public class OffScreenFrameBuffer extends Object
| Constructor and Description |
|---|
OffScreenFrameBuffer(int fbWidth,
int fbHeight)
Use
GL_RGB32F as internalFormat. |
OffScreenFrameBuffer(int fbWidth,
int fbHeight,
int internalFormat) |
OffScreenFrameBuffer(int fbWidth,
int fbHeight,
int internalFormat,
boolean withDepthAndStencil,
boolean flipY) |
| Modifier and Type | Method and Description |
|---|---|
void |
bind(com.jogamp.opengl.GL3 gl)
Bind this framebuffer and clear it.
|
void |
bind(com.jogamp.opengl.GL3 gl,
boolean clear) |
void |
drawQuad(com.jogamp.opengl.GL3 gl)
Render fullscreen quad with the texture.
|
void |
drawQuad(com.jogamp.opengl.GL3 gl,
int minFilter,
int magFilter) |
float |
get(int c,
int x,
int y)
Get a value from the texture (downloaded by
unbind(GL3) or getTexture(GL3)) |
int |
getHeight() |
net.imglib2.img.Img<net.imglib2.type.numeric.real.FloatType> |
getImg() |
int |
getTexColorBuffer() |
void |
getTexture(com.jogamp.opengl.GL3 gl) |
int |
getWidth() |
void |
unbind(com.jogamp.opengl.GL3 gl)
Unbind this framebuffer (bind framebuffer 0) and download the texture into a float array.
|
void |
unbind(com.jogamp.opengl.GL3 gl,
boolean getTexture) |
public OffScreenFrameBuffer(int fbWidth,
int fbHeight)
GL_RGB32F as internalFormat.fbWidth - width of offscreen framebufferfbHeight - height of offscreen framebufferpublic OffScreenFrameBuffer(int fbWidth,
int fbHeight,
int internalFormat)
fbWidth - width of offscreen framebufferfbHeight - height of offscreen framebufferinternalFormat - internal texture formatpublic OffScreenFrameBuffer(int fbWidth,
int fbHeight,
int internalFormat,
boolean withDepthAndStencil,
boolean flipY)
fbWidth - width of offscreen framebufferfbHeight - height of offscreen framebufferinternalFormat - internal texture formatwithDepthAndStencil - whether to create a render buffer for depth and stencilflipY - whether to flip the Y axis when drawing the texturepublic net.imglib2.img.Img<net.imglib2.type.numeric.real.FloatType> getImg()
public int getTexColorBuffer()
public void bind(com.jogamp.opengl.GL3 gl)
public void unbind(com.jogamp.opengl.GL3 gl)
public float get(int c,
int x,
int y)
unbind(GL3) or getTexture(GL3))c - channel (rgb)x - y - public void bind(com.jogamp.opengl.GL3 gl,
boolean clear)
public void unbind(com.jogamp.opengl.GL3 gl,
boolean getTexture)
public void drawQuad(com.jogamp.opengl.GL3 gl)
public void drawQuad(com.jogamp.opengl.GL3 gl,
int minFilter,
int magFilter)
public void getTexture(com.jogamp.opengl.GL3 gl)
public int getWidth()
public int getHeight()
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