Class PingPongBuffer
java.lang.Object
gaiasky.util.gdx.contrib.postprocess.utils.PingPongBuffer
Encapsulates a frame buffer with the ability to ping-pong between two buffers.
Upon begin()
the buffer is reset to a known initial state, this is
usually done just before the first usage of the buffer.
Subsequent capture()
calls will initiate writing to the next
available buffer, returning the previously used one, effectively ping-ponging
between the two. Until end()
is called, chained rendering will be
possible by retrieving the necessary buffers via getSouceTexture()
,
getSourceBuffer()
, getResultTexture()
or
getResultBuffer()
.
When finished, end()
should be called to stop capturing. When the
OpenGL context is lost, rebind()
should be called.
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Field Summary
Modifier and TypeFieldDescriptionint
final boolean
com.badlogic.gdx.graphics.Texture
com.badlogic.gdx.graphics.Texture
com.badlogic.gdx.graphics.Texture
com.badlogic.gdx.graphics.Texture
com.badlogic.gdx.graphics.Texture
com.badlogic.gdx.graphics.Texture
int
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Constructor Summary
ConstructorDescriptionPingPongBuffer
(int width, int height, com.badlogic.gdx.graphics.Pixmap.Format pixmapFormat, boolean hasDepth, boolean hasVelocity, boolean hasNormal, boolean hasReflectionMask, boolean preventFloatBuffer) Creates a new ping-pong buffer and owns the resources.PingPongBuffer
(GaiaSkyFrameBuffer buffer1, GaiaSkyFrameBuffer buffer2) Creates a new ping-pong buffer with the given buffers. -
Method Summary
Modifier and TypeMethodDescriptionvoid
begin()
Ensures the initial buffer state is always the same before starting ping-ponging.com.badlogic.gdx.graphics.Texture
capture()
Starts and/or continue ping-ponging, begin capturing on the next available buffer, returns the result of the previous call.static GaiaSkyFrameBuffer
createMainFrameBuffer
(int width, int height, boolean hasDepth, boolean hasVelocity, boolean hasNormal, boolean hasReflectionMask, com.badlogic.gdx.graphics.Pixmap.Format frameBufferFormat, boolean preventFloatBuffer) void
dispose()
Free the resources, if any.void
end()
Finishes ping-ponging, must always be called after a call tocapture()
com.badlogic.gdx.graphics.Texture
com.badlogic.gdx.graphics.Texture
com.badlogic.gdx.graphics.Texture
void
rebind()
When needed graphics memory could be invalidated so buffers should be rebuilt.void
reset()
Restore the previous buffers if the instance was owning resources.void
set
(GaiaSkyFrameBuffer buffer1, GaiaSkyFrameBuffer buffer2) An instance of this object can also be used to manipulate some other externally-allocated buffers, applying just the same ping-ponging behavior.
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Field Details
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ownResources
public final boolean ownResources -
texture1
public com.badlogic.gdx.graphics.Texture texture1 -
texture2
public com.badlogic.gdx.graphics.Texture texture2 -
textureDepth
public com.badlogic.gdx.graphics.Texture textureDepth -
textureVel
public com.badlogic.gdx.graphics.Texture textureVel -
textureNormal
public com.badlogic.gdx.graphics.Texture textureNormal -
textureReflectionMap
public com.badlogic.gdx.graphics.Texture textureReflectionMap -
width
public int width -
height
public int height
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Constructor Details
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PingPongBuffer
public PingPongBuffer(int width, int height, com.badlogic.gdx.graphics.Pixmap.Format pixmapFormat, boolean hasDepth, boolean hasVelocity, boolean hasNormal, boolean hasReflectionMask, boolean preventFloatBuffer) Creates a new ping-pong buffer and owns the resources. -
PingPongBuffer
Creates a new ping-pong buffer with the given buffers.
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Method Details
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createMainFrameBuffer
public static GaiaSkyFrameBuffer createMainFrameBuffer(int width, int height, boolean hasDepth, boolean hasVelocity, boolean hasNormal, boolean hasReflectionMask, com.badlogic.gdx.graphics.Pixmap.Format frameBufferFormat, boolean preventFloatBuffer) -
set
An instance of this object can also be used to manipulate some other externally-allocated buffers, applying just the same ping-ponging behavior.If this instance of the object was owning the resources, they will be preserved and will be restored by a
reset()
call.- Parameters:
buffer1
- the first bufferbuffer2
- the second buffer
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reset
public void reset()Restore the previous buffers if the instance was owning resources. -
dispose
public void dispose()Free the resources, if any. -
rebind
public void rebind()When needed graphics memory could be invalidated so buffers should be rebuilt. -
begin
public void begin()Ensures the initial buffer state is always the same before starting ping-ponging. -
capture
public com.badlogic.gdx.graphics.Texture capture()Starts and/or continue ping-ponging, begin capturing on the next available buffer, returns the result of the previous call.- Returns:
- the Texture containing the result.
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end
public void end()Finishes ping-ponging, must always be called after a call tocapture()
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getSouceTexture
public com.badlogic.gdx.graphics.Texture getSouceTexture()- Returns:
- the source texture of the current ping-pong chain.
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getSourceBuffer
- Returns:
- the source buffer of the current ping-pong chain.
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getResultTexture
public com.badlogic.gdx.graphics.Texture getResultTexture()- Returns:
- the result's texture of the latest
capture()
.
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getResultBuffer
- Returns:
- Returns the result's buffer of the latest
capture()
.
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getMainBuffer
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getDepthTexture
public com.badlogic.gdx.graphics.Texture getDepthTexture()- Returns:
- the depth texture attachment containing the depth buffer
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