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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Class which represents a OpenGL Framebuffer object.
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* <p>
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* User is able to create either Framebuffers from objects already constructed outside
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* of the library (the first constructor; primary use case: the screen) or an offscreen
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* FBOs.
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* <p>
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* Keep all objects created in a static LinkedList. The point: we need to be able to mark
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* Framebuffers for deletion, and delete all marked objects later at a convenient time (that's
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* because we can only delete from a thread that holds the OpenGL context so here we provide a
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* framework where one is able to mark for deletion at any time and actual deletion takes place
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* on the next render).
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*/
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public class DistortedFramebuffer extends DistortedRenderable
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{
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private int[] mDepthH = new int[1];
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private int[] mFBOH = new int[1];
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private boolean mDepthEnabled;
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// Projection stuff
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private float mX, mY, mFOV;
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int mWidth,mHeight,mDepth;
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float mDistance;
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float[] mProjectionMatrix;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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// Watch out - this has the side-effect of binding a Texture and a Framebuffer!
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void create()
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{
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if( mColorH[0]==NOT_CREATED_YET )
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{
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GLES30.glGenTextures(1, mColorH, 0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
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GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
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GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
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GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mSizeX, mSizeY, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
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GLES30.glGenFramebuffers(1, mFBOH, 0);
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[0], 0);
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checkStatus("color");
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}
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if( mDepthEnabled && mDepthH[0]==NOT_CREATED_YET ) // we need to create a new DEPTH attachment
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{
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GLES30.glGenTextures(1, mDepthH, 0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthH[0]);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
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GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mSizeX, mSizeY, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_SHORT, null);
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthH[0], 0);
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checkStatus("depth");
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}
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if( !mDepthEnabled && mDepthH[0]!=NOT_CREATED_YET ) // we need to detach and destroy the DEPTH attachment.
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{
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GLES30.glDeleteTextures(1, mDepthH, 0);
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mDepthH[0]=NOT_CREATED_YET;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean checkStatus(String message)
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{
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int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER);
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if(status != GLES30.GL_FRAMEBUFFER_COMPLETE)
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{
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android.util.Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
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GLES30.glDeleteTextures(1, mColorH, 0);
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GLES30.glDeleteTextures(1, mDepthH, 0);
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GLES30.glDeleteFramebuffers(1, mFBOH, 0);
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mFBOH[0] = 0;
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mColorH[0] = FAILED_TO_CREATE;
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mDepthH[0] = FAILED_TO_CREATE;
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return false;
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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void delete()
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{
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if( mColorH[0]>=0 )
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{
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if( mDepthH[0]>=0 )
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{
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GLES30.glDeleteTextures(1, mDepthH, 0);
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mDepthH[0]=NOT_CREATED_YET;
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}
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GLES30.glDeleteTextures(1, mColorH, 0);
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mColorH[0] = NOT_CREATED_YET;
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GLES30.glDeleteFramebuffers(1, mFBOH, 0);
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mFBOH[0] = 0;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setAsOutput()
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{
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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if( mDepthH[0]!=NOT_CREATED_YET )
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{
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GLES30.glEnable(GLES30.GL_DEPTH_TEST);
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GLES30.glDepthMask(true);
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}
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else
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{
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GLES30.glDisable(GLES30.GL_DEPTH_TEST);
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GLES30.glDepthMask(false);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createProjection()
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{
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if( mWidth>0 && mHeight>1 )
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{
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if( mFOV>0.0f ) // perspective projection
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{
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float left = (-mX-mWidth /2.0f)/mHeight;
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float right = (-mX+mWidth /2.0f)/mHeight;
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float bottom = (-mY-mHeight/2.0f)/mHeight;
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float top = (-mY+mHeight/2.0f)/mHeight;
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float near = (top-bottom) / (2.0f*(float)Math.tan(mFOV*Math.PI/360));
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mDistance = mHeight*near/(top-bottom);
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float far = 2*mDistance-near;
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mDepth = (int)((far-near)/2);
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Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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}
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else // parallel projection
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{
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float left = -mX-mWidth /2.0f;
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float right = -mX+mWidth /2.0f;
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float bottom = -mY-mHeight/2.0f;
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float top = -mY+mHeight/2.0f;
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float near = (mWidth+mHeight)/2;
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mDistance = 2*near;
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float far = 3*near;
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mDepth = (int)near;
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Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// if new size fits into the size of the underlying Texture, just change the projection without
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// reallocating the Texture. Otherwise, we need to reallocate.
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//
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// Must be called form a thread holding the OpenGL context.
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void resizeFast(int width, int height)
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{
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if( mWidth!=width || mHeight!=height )
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{
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mWidth = width;
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mHeight= height;
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createProjection();
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if( mWidth> mSizeX || mHeight> mSizeY)
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{
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mSizeX = mWidth;
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mSizeY = mHeight;
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delete();
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}
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}
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create();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a new offscreen Framebuffer.
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*
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* @param width Width of the COLOR attachment.
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* @param height Height of the COLOR attachment.
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* @param depthEnabled Add DEPTH attachment?
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*/
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@SuppressWarnings("unused")
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public DistortedFramebuffer(int width, int height, boolean depthEnabled)
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{
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super(width,height,NOT_CREATED_YET);
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mProjectionMatrix = new float[16];
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mHeight = height;
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mWidth = width;
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mFOV = 60.0f;
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mX = 0.0f;
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mY = 0.0f;
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mDepthEnabled= depthEnabled;
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mFBOH[0] = NOT_CREATED_YET;
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mDepthH[0] = NOT_CREATED_YET;
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createProjection();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a new offscreen Framebuffer.
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*
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* @param width Width of the COLOR attachment.
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* @param height Height of the COLOR attachment.
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*/
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@SuppressWarnings("unused")
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public DistortedFramebuffer(int width, int height)
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{
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super(width,height,NOT_CREATED_YET);
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mProjectionMatrix = new float[16];
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mHeight = height;
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mWidth = width;
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mFOV = 60.0f;
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mX = 0.0f;
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mY = 0.0f;
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mDepthEnabled= false;
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mFBOH[0] = NOT_CREATED_YET;
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mDepthH[0] = NOT_CREATED_YET;
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createProjection();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a new Framebuffer from an already created OpenGL Framebuffer.
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* <p>
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* Has to be followed by a 'resize()' to set the size.
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*
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* @param fbo the ID of a OpenGL Framebuffer object. Typically 0 (the screen)
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*/
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public DistortedFramebuffer(int fbo)
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{
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super(0,0,DONT_CREATE);
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mProjectionMatrix = new float[16];
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mFOV = 60.0f;
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mX = 0.0f;
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mY = 0.0f;
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mDepthEnabled= true;
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mFBOH[0] = fbo;
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mDepthH[0] = DONT_CREATE;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a new DEPTH buffer and attach it or (param=false) detach an existing DEPTh attachment and destroy it.
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*
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* @param enable <bold>true</bold> if we want to attach a new DEPTH buffer to the FBO.<br>
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* <bold>false</bold> if we want to detach the DEPTH attachment.
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*/
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public void enableDepthAttachment(boolean enable)
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{
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mDepthEnabled = enable;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Draw the (texture,mesh,effects) object to the Framebuffer.
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* <p>
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* Must be called from a thread holding OpenGL Context.
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*
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* @param ren input Renderable to use.
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* @param mesh Class descendant from MeshObject
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* @param effects The DistortedEffects to use when rendering
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* @param time Current time, in milliseconds.
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*/
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public void renderTo(DistortedRenderable ren, MeshObject mesh, DistortedEffects effects, long time)
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{
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ren.create(); // Watch out - this needs to be before
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create(); // the 'setAsInput' because this has side-effects!
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if( ren.setAsInput() )
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{
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DistortedRenderable.deleteAllMarked();
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effects.drawPriv(ren.getWidth()/2.0f, ren.getHeight()/2.0f, mesh, this, time);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Draws the Tree, and all its children, to the Framebuffer.
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* <p>
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* Must be called from a thread holding OpenGL Context.
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*
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* @param dt DistortedTree to render.
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* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the Tree.
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*/
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public void renderTo(DistortedTree dt, long time)
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{
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DistortedRenderable.deleteAllMarked();
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create();
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dt.drawRecursive(time,this);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create new Projection matrix.
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*
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* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
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* @param x X-coordinate of the point at which our camera looks at. 0 is the center.
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* @param y Y-coordinate of the point at which our camera looks at. 0 is the center.
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*/
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public void setProjection(float fov, float x, float y)
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{
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mFOV = fov;
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mX = x;
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mY = y;
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createProjection();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Resize the underlying Framebuffer.
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*
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* As the Framebuffer is not created until the first render, typical usage of this API is actually
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* to set the size of an not-yet-created Framebuffer of an object that has been created with the
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* second constructor.
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* <p>
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* Fully creating an object, rendering to it, then resizing mid-render is also possible. Actual
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* resize takes place on the next render.
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*
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* @param width The new width.
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* @param height The new height.
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*/
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public void resize(int width, int height)
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{
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if( mWidth!=width || mHeight!=height )
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{
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mWidth = width;
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mHeight = height;
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mSizeX = width;
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mSizeY = height;
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createProjection();
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if( mColorH[0]>0 ) markForDeletion();
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO.
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* <p>
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* Catch: this will only work if the library has had time to actually create the texture. Remember
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* that the texture gets created only on first render, thus creating a Texture object and immediately
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* calling this method will return an invalid (negative) result.
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*
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* @return If there was not a single render between creation of the Object and calling this method on
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* it, return a negative value. Otherwise, return ID of COLOR attachment 0.
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*/
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public int getTextureID()
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{
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return mColorH[0];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Return true if the FBO contains a DEPTH attachment.
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*
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* @return <bold>true</bold> if the FBO contains a DEPTH attachment.
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*/
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public boolean hasDepth()
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{
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return mDepthEnabled;
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}
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}
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