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Revision 9e999930

Added by Leszek Koltunski almost 6 years ago

Start merging master and OIT.

View differences:

src/main/java/org/distorted/library/main/DistortedEffects.java
128 128
    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
129 129
    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
130 130

  
131
    String blitVertHeader= (Distorted.GLSL_VERSION + "#define NUM_VERTEX 0\n"  );
132
    String blitFragHeader= (Distorted.GLSL_VERSION + "#define NUM_FRAGMENT 0\n");
133

  
134 131
    try
135 132
      {
136
      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,blitVertHeader,blitFragHeader, Distorted.GLSL);
133
      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
137 134
      }
138 135
    catch(Exception e)
139 136
      {
......
151 148

  
152 149
    try
153 150
      {
154
      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream,blitVertHeader,blitFragHeader, Distorted.GLSL);
151
      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
155 152
      }
156 153
    catch(Exception e)
157 154
      {
src/main/java/org/distorted/library/main/DistortedOutputSurface.java
354 354

  
355 355
            numRenders += lastQueue.postprocess(mBuffer,fbo);
356 356
            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
357
            mBuffer[quality].clearBuffer(time,fbo);
357
            mBuffer[quality].clearBuffer(fbo);
358 358
            }
359 359

  
360 360
          internalQuality = currQueue.getInternalQuality();
......
417 417

  
418 418
///////////////////////////////////////////////////////////////////////////////////////////////////
419 419

  
420
  private void clearBuffer(long time,int fbo)
420
  private void clearBuffer(int fbo)
421 421
    {
422
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
423

  
424
    mTime[fbo] = time;    // have to do this otherwise on the next setAsOutput() we would clear
425 422
    DistortedRenderState.colorDepthStencilOn();
423

  
426 424
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
425
    GLES31.glClearDepthf(mClearDepth);
426
    GLES31.glClearStencil(mClearStencil);
427

  
428
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
429
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
430
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
431
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo  ], 0);
427 432
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
433

  
428 434
    DistortedRenderState.colorDepthStencilRestore();
429 435
    }
430 436

  

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