Revision e6519ac8
Added by Leszek Koltunski over 7 years ago
| src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java | ||
|---|---|---|
| 19 | 19 |
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| 20 | 20 |
package org.distorted.library.effect; |
| 21 | 21 |
|
| 22 |
import android.opengl.GLES30;
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| 22 |
import android.opengl.GLES31;
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| 23 | 23 |
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| 24 | 24 |
import org.distorted.library.main.DistortedFramebuffer; |
| 25 | 25 |
import org.distorted.library.main.DistortedOutputSurface; |
| ... | ... | |
| 164 | 164 |
|
| 165 | 165 |
int offset = radius + radius*radius/4; |
| 166 | 166 |
radius = (radius+1)/2; |
| 167 |
GLES30.glViewport(0, 0, (int)w, (int)h);
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| 167 |
GLES31.glViewport(0, 0, (int)w, (int)h);
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| 168 | 168 |
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| 169 | 169 |
// horizontal blur |
| 170 | 170 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w; |
| ... | ... | |
| 173 | 173 |
buffer.bindForOutput(1); |
| 174 | 174 |
buffer.setAsInput(0); |
| 175 | 175 |
|
| 176 |
GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
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| 177 |
GLES30.glUniform1i ( mProgram1.mUniform[1] , 0 );
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GLES30.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
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GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
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| 180 |
GLES30.glUniform1i ( mProgram1.mUniform[4] , radius);
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| 181 |
GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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GLES31.glUniform1f ( mProgram1.mUniform[0] , n );
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GLES31.glUniform1i ( mProgram1.mUniform[1] , 0 );
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| 178 |
GLES31.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
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| 179 |
GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
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GLES31.glUniform1i ( mProgram1.mUniform[4] , radius);
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| 181 |
GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
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GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
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GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
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| 184 | 184 |
|
| 185 | 185 |
// vertical blur |
| 186 | 186 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h; |
| ... | ... | |
| 189 | 189 |
buffer.bindForOutput(0); |
| 190 | 190 |
buffer.setAsInput(1); |
| 191 | 191 |
|
| 192 |
GLES30.glColorMask(true,true,true,true);
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GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
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GLES30.glUniform1i ( mProgram2.mUniform[1] , 0 );
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GLES30.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
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GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
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GLES30.glUniform1i ( mProgram2.mUniform[4] , radius);
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GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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GLES31.glColorMask(true,true,true,true);
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GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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GLES31.glUniform1f ( mProgram2.mUniform[0] , n );
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GLES31.glUniform1i ( mProgram2.mUniform[1] , 0 );
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GLES31.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
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GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
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GLES31.glUniform1i ( mProgram2.mUniform[4] , radius);
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GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
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GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
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| 203 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
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| 204 | 204 |
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| 205 | 205 |
DistortedRenderState.unuseStencilMark(); |
| 206 | 206 |
|
| src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java | ||
|---|---|---|
| 19 | 19 |
|
| 20 | 20 |
package org.distorted.library.effect; |
| 21 | 21 |
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| 22 |
import android.opengl.GLES30;
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| 22 |
import android.opengl.GLES31;
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| 23 | 23 |
|
| 24 | 24 |
import org.distorted.library.main.DistortedEffects; |
| 25 | 25 |
import org.distorted.library.main.DistortedFramebuffer; |
| ... | ... | |
| 169 | 169 |
radius = (radius+1)/2; |
| 170 | 170 |
|
| 171 | 171 |
outBuffer.setAsOutput(); |
| 172 |
GLES30.glViewport(0, 0, (int)w, (int)h);
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| 172 |
GLES31.glViewport(0, 0, (int)w, (int)h);
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| 173 | 173 |
|
| 174 | 174 |
// horizontal glow |
| 175 | 175 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w; |
| ... | ... | |
| 178 | 178 |
outBuffer.bindForOutput(1); |
| 179 | 179 |
inBuffer.setAsInput(0); |
| 180 | 180 |
|
| 181 |
GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
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| 182 |
GLES30.glUniform1i ( mProgram1.mUniform[1] , 0 );
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GLES30.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
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GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
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| 185 |
GLES30.glUniform1i ( mProgram1.mUniform[4] , radius);
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| 186 |
GLES30.glUniform4f ( mProgram1.mUniform[5] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]);
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GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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| 188 |
GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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GLES31.glUniform1f ( mProgram1.mUniform[0] , n );
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GLES31.glUniform1i ( mProgram1.mUniform[1] , 0 );
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GLES31.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
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| 184 |
GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
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| 185 |
GLES31.glUniform1i ( mProgram1.mUniform[4] , radius);
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GLES31.glUniform4f ( mProgram1.mUniform[5] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]);
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| 187 |
GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
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| 188 |
GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
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GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
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| 190 | 190 |
|
| 191 | 191 |
// vertical glow |
| 192 | 192 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h; |
| ... | ... | |
| 195 | 195 |
outBuffer.bindForOutput(0); |
| 196 | 196 |
outBuffer.setAsInput(1); |
| 197 | 197 |
|
| 198 |
GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
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| 199 |
GLES30.glUniform1i ( mProgram2.mUniform[1] , 0 );
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GLES30.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
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| 201 |
GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
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| 202 |
GLES30.glUniform1i ( mProgram2.mUniform[4] , radius);
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GLES30.glUniform4f ( mProgram1.mUniform[5] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]);
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GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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| 206 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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| 198 |
GLES31.glUniform1f ( mProgram2.mUniform[0] , n );
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| 199 |
GLES31.glUniform1i ( mProgram2.mUniform[1] , 0 );
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GLES31.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
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| 201 |
GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
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| 202 |
GLES31.glUniform1i ( mProgram2.mUniform[4] , radius);
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GLES31.glUniform4f ( mProgram1.mUniform[5] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]);
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| 204 |
GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
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| 205 |
GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
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| 206 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
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| 207 | 207 |
|
| 208 | 208 |
DistortedRenderState.unuseStencilMark(); |
| 209 | 209 |
|
| src/main/java/org/distorted/library/main/DistortedEffects.java | ||
|---|---|---|
| 20 | 20 |
package org.distorted.library.main; |
| 21 | 21 |
|
| 22 | 22 |
import android.content.res.Resources; |
| 23 |
import android.opengl.GLES30; |
|
| 23 |
import android.opengl.GLES31; |
|
| 24 |
import android.util.Log; |
|
| 24 | 25 |
|
| 25 | 26 |
import org.distorted.library.R; |
| 26 | 27 |
import org.distorted.library.effect.Effect; |
| ... | ... | |
| 118 | 119 |
EffectQueueFragment.getUniforms(mainProgramH); |
| 119 | 120 |
EffectQueueVertex.getUniforms(mainProgramH); |
| 120 | 121 |
EffectQueueMatrix.getUniforms(mainProgramH); |
| 121 |
mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
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| 122 |
mMainTextureH= GLES31.glGetUniformLocation( mainProgramH, "u_Texture");
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| 122 | 123 |
|
| 123 | 124 |
// BLIT PROGRAM //////////////////////////////////// |
| 124 | 125 |
final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader); |
| ... | ... | |
| 133 | 134 |
} |
| 134 | 135 |
catch(Exception e) |
| 135 | 136 |
{
|
| 136 |
android.util.Log.e("EFFECTS", "exception trying to compile BLIT program: "+e.getMessage());
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| 137 |
Log.e("EFFECTS", "exception trying to compile BLIT program: "+e.getMessage());
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| 137 | 138 |
throw new RuntimeException(e.getMessage()); |
| 138 | 139 |
} |
| 139 | 140 |
|
| 140 | 141 |
int blitProgramH = mBlitProgram.getProgramHandle(); |
| 141 |
mBlitTextureH = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
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| 142 |
mBlitDepthH = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
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| 142 |
mBlitTextureH = GLES31.glGetUniformLocation( blitProgramH, "u_Texture");
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| 143 |
mBlitDepthH = GLES31.glGetUniformLocation( blitProgramH, "u_Depth");
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| 143 | 144 |
|
| 144 | 145 |
// BLIT DEPTH PROGRAM //////////////////////////////////// |
| 145 | 146 |
final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader); |
| ... | ... | |
| 151 | 152 |
} |
| 152 | 153 |
catch(Exception e) |
| 153 | 154 |
{
|
| 154 |
android.util.Log.e("EFFECTS", "exception trying to compile BLIT DEPTH program: "+e.getMessage());
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| 155 |
Log.e("EFFECTS", "exception trying to compile BLIT DEPTH program: "+e.getMessage());
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| 155 | 156 |
throw new RuntimeException(e.getMessage()); |
| 156 | 157 |
} |
| 157 | 158 |
|
| 158 | 159 |
int blitDepthProgramH = mBlitDepthProgram.getProgramHandle(); |
| 159 |
mBlitDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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| 160 |
mBlitDepthDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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| 161 |
mBlitDepthDepthH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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| 160 |
mBlitDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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| 161 |
mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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| 162 |
mBlitDepthDepthH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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| 162 | 163 |
|
| 163 | 164 |
// NORMAL PROGRAM ////////////////////////////////////// |
| 164 | 165 |
final InputStream normalVertexStream = resources.openRawResource(R.raw.normal_vertex_shader); |
| ... | ... | |
| 170 | 171 |
} |
| 171 | 172 |
catch(Exception e) |
| 172 | 173 |
{
|
| 173 |
android.util.Log.e("EFFECTS", "exception trying to compile NORMAL program: "+e.getMessage());
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| 174 |
Log.e("EFFECTS", "exception trying to compile NORMAL program: "+e.getMessage());
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| 174 | 175 |
throw new RuntimeException(e.getMessage()); |
| 175 | 176 |
} |
| 176 | 177 |
|
| 177 | 178 |
int normalProgramH = mNormalProgram.getProgramHandle(); |
| 178 |
mNormalMVPMatrixH = GLES30.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
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| 179 |
mNormalMVPMatrixH = GLES31.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
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| 179 | 180 |
} |
| 180 | 181 |
|
| 181 | 182 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 248 | 249 |
|
| 249 | 250 |
private void displayNormals(MeshObject mesh) |
| 250 | 251 |
{
|
| 251 |
GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mAttTFO[0]);
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| 252 |
GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
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| 252 |
GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mAttTFO[0]);
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| 253 |
GLES31.glBeginTransformFeedback( GLES31.GL_POINTS);
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| 253 | 254 |
DistortedRenderState.switchOffDrawing(); |
| 254 |
GLES30.glDrawArrays( GLES30.GL_POINTS, 0, mesh.numVertices);
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| 255 |
GLES31.glDrawArrays( GLES31.GL_POINTS, 0, mesh.numVertices);
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| 255 | 256 |
DistortedRenderState.restoreDrawing(); |
| 256 |
GLES30.glEndTransformFeedback();
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| 257 |
GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
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| 257 |
GLES31.glEndTransformFeedback();
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| 258 |
GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
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| 258 | 259 |
|
| 259 | 260 |
mNormalProgram.useProgram(); |
| 260 |
GLES30.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, mM.getMVP() , 0);
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| 261 |
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttTFO[0]);
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| 262 |
GLES30.glVertexAttribPointer(mNormalProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
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| 263 |
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
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| 264 |
GLES30.glLineWidth(8.0f);
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| 265 |
GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*mesh.numVertices);
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| 261 |
GLES31.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, mM.getMVP() , 0);
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| 262 |
GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttTFO[0]);
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| 263 |
GLES31.glVertexAttribPointer(mNormalProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, 0);
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| 264 |
GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
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| 265 |
GLES31.glLineWidth(8.0f);
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| 266 |
GLES31.glDrawArrays(GLES31.GL_LINES, 0, 2*mesh.numVertices);
|
|
| 266 | 267 |
} |
| 267 | 268 |
|
| 268 | 269 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 276 | 277 |
mF.compute(currTime,halfW,halfH); |
| 277 | 278 |
mP.compute(currTime); |
| 278 | 279 |
|
| 279 |
GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
|
| 280 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
|
| 280 | 281 |
|
| 281 | 282 |
mMainProgram.useProgram(); |
| 282 |
GLES30.glUniform1i(mMainTextureH, 0);
|
|
| 283 |
GLES31.glUniform1i(mMainTextureH, 0);
|
|
| 283 | 284 |
|
| 284 | 285 |
if( Distorted.GLSL >= 300 ) |
| 285 | 286 |
{
|
| 286 |
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
|
|
| 287 |
GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
|
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| 288 |
GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1);
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| 289 |
GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2);
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|
| 290 |
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
|
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| 287 |
GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
|
|
| 288 |
GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
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| 289 |
GLES31.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1);
|
|
| 290 |
GLES31.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2);
|
|
| 291 |
GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
|
|
| 291 | 292 |
} |
| 292 | 293 |
else |
| 293 | 294 |
{
|
| 294 | 295 |
mesh.mVertAttribs.position(0); |
| 295 |
GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
|
|
| 296 |
GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
|
|
| 296 | 297 |
mesh.mVertAttribs.position(MeshObject.POS_DATA_SIZE); |
| 297 |
GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
|
|
| 298 |
GLES31.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
|
|
| 298 | 299 |
mesh.mVertAttribs.position(MeshObject.POS_DATA_SIZE+MeshObject.NOR_DATA_SIZE); |
| 299 |
GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
|
|
| 300 |
GLES31.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
|
|
| 300 | 301 |
} |
| 301 | 302 |
|
| 302 | 303 |
mM.send(surface,halfW,halfH,halfZ,marginInPixels); |
| 303 | 304 |
mV.send(); |
| 304 | 305 |
mF.send(); |
| 305 | 306 |
|
| 306 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.numVertices);
|
|
| 307 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.numVertices);
|
|
| 307 | 308 |
|
| 308 | 309 |
if( mesh.mShowNormals ) displayNormals(mesh); |
| 309 | 310 |
} |
| ... | ... | |
| 318 | 319 |
{
|
| 319 | 320 |
mBlitProgram.useProgram(); |
| 320 | 321 |
|
| 321 |
GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
|
| 322 |
GLES30.glUniform1i(mBlitTextureH, 0);
|
|
| 323 |
GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
|
|
| 324 |
GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
|
|
| 325 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
|
|
| 322 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
|
| 323 |
GLES31.glUniform1i(mBlitTextureH, 0);
|
|
| 324 |
GLES31.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
|
|
| 325 |
GLES31.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
|
|
| 326 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
|
|
| 326 | 327 |
} |
| 327 | 328 |
|
| 328 | 329 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 331 | 332 |
{
|
| 332 | 333 |
mBlitDepthProgram.useProgram(); |
| 333 | 334 |
|
| 334 |
GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
|
| 335 |
GLES30.glUniform1i(mBlitDepthTextureH, 0);
|
|
| 336 |
GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
|
|
| 337 |
GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
|
|
| 338 |
GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
|
|
| 339 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
|
|
| 335 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
|
| 336 |
GLES31.glUniform1i(mBlitDepthTextureH, 0);
|
|
| 337 |
GLES31.glUniform1i(mBlitDepthDepthTextureH, 1);
|
|
| 338 |
GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
|
|
| 339 |
GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
|
|
| 340 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
|
|
| 340 | 341 |
} |
| 341 | 342 |
|
| 342 | 343 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/java/org/distorted/library/main/DistortedFramebuffer.java | ||
|---|---|---|
| 19 | 19 |
|
| 20 | 20 |
package org.distorted.library.main; |
| 21 | 21 |
|
| 22 |
import android.opengl.GLES30;
|
|
| 22 |
import android.opengl.GLES31;
|
|
| 23 | 23 |
|
| 24 | 24 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 25 | 25 |
/** |
| ... | ... | |
| 43 | 43 |
{
|
| 44 | 44 |
if( mColorCreated==NOT_CREATED_YET ) |
| 45 | 45 |
{
|
| 46 |
GLES30.glGenTextures( mNumColors, mColorH, 0);
|
|
| 47 |
GLES30.glGenFramebuffers(1, mFBOH, 0);
|
|
| 48 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
|
|
| 46 |
GLES31.glGenTextures( mNumColors, mColorH, 0);
|
|
| 47 |
GLES31.glGenFramebuffers(1, mFBOH, 0);
|
|
| 48 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
|
|
| 49 | 49 |
|
| 50 | 50 |
for(int i=0; i<mNumColors; i++) |
| 51 | 51 |
{
|
| 52 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i]);
|
|
| 53 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
|
|
| 54 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
|
|
| 55 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
|
|
| 56 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
|
|
| 57 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mWidth, mHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
|
|
| 52 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[i]);
|
|
| 53 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT);
|
|
| 54 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT);
|
|
| 55 |
GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST);
|
|
| 56 |
GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_LINEAR);
|
|
| 57 |
GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_RGBA, mWidth, mHeight, 0, GLES31.GL_RGBA, GLES31.GL_UNSIGNED_BYTE, null);
|
|
| 58 | 58 |
} |
| 59 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[0], 0);
|
|
| 60 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
|
|
| 61 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
|
|
| 59 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[0], 0);
|
|
| 60 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
|
|
| 61 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
|
|
| 62 | 62 |
|
| 63 | 63 |
mColorCreated = checkStatus("color");
|
| 64 | 64 |
} |
| 65 | 65 |
if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment |
| 66 | 66 |
{
|
| 67 |
GLES30.glGenTextures(1, mDepthStencilH, 0);
|
|
| 68 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[0]);
|
|
| 69 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
|
|
| 70 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
|
|
| 71 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
|
|
| 72 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
|
|
| 67 |
GLES31.glGenTextures(1, mDepthStencilH, 0);
|
|
| 68 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
|
|
| 69 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT);
|
|
| 70 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT);
|
|
| 71 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST);
|
|
| 72 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_NEAREST);
|
|
| 73 | 73 |
|
| 74 | 74 |
if( mDepthStencil==DEPTH_NO_STENCIL ) |
| 75 | 75 |
{
|
| 76 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null);
|
|
| 76 |
GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GLES31.GL_DEPTH_COMPONENT, GLES31.GL_UNSIGNED_INT, null);
|
|
| 77 | 77 |
} |
| 78 | 78 |
else if( mDepthStencil==BOTH_DEPTH_STENCIL ) |
| 79 | 79 |
{
|
| 80 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mWidth, mHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_INT_24_8, null);
|
|
| 80 |
GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH24_STENCIL8, mWidth, mHeight, 0, GLES31.GL_DEPTH_STENCIL, GLES31.GL_UNSIGNED_INT_24_8, null);
|
|
| 81 | 81 |
} |
| 82 | 82 |
|
| 83 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
|
|
| 84 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
|
|
| 83 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
|
|
| 84 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
|
|
| 85 | 85 |
|
| 86 | 86 |
if( mDepthStencil==DEPTH_NO_STENCIL ) |
| 87 | 87 |
{
|
| 88 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[0], 0);
|
|
| 88 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0);
|
|
| 89 | 89 |
} |
| 90 | 90 |
else if( mDepthStencil==BOTH_DEPTH_STENCIL ) |
| 91 | 91 |
{
|
| 92 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[0], 0);
|
|
| 92 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0);
|
|
| 93 | 93 |
} |
| 94 | 94 |
|
| 95 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
|
|
| 95 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
|
|
| 96 | 96 |
|
| 97 | 97 |
mDepthStencilCreated = checkStatus("depth");
|
| 98 | 98 |
} |
| ... | ... | |
| 101 | 101 |
// OpenGL ES 3.0.5 spec, chapter 4.4.2.4 : |
| 102 | 102 |
// "Note that the texture image is specifically not detached from any other framebuffer objects. |
| 103 | 103 |
// Detaching the texture image from any other framebuffer objects is the responsibility of the application." |
| 104 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
|
|
| 105 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT , GLES30.GL_TEXTURE_2D, 0, 0);
|
|
| 106 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
|
|
| 107 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
|
|
| 104 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
|
|
| 105 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT , GLES31.GL_TEXTURE_2D, 0, 0);
|
|
| 106 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
|
|
| 107 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
|
|
| 108 | 108 |
|
| 109 |
GLES30.glDeleteTextures(1, mDepthStencilH, 0);
|
|
| 109 |
GLES31.glDeleteTextures(1, mDepthStencilH, 0);
|
|
| 110 | 110 |
mDepthStencilH[0]=0; |
| 111 | 111 |
} |
| 112 | 112 |
} |
| ... | ... | |
| 115 | 115 |
|
| 116 | 116 |
private int checkStatus(String message) |
| 117 | 117 |
{
|
| 118 |
int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER);
|
|
| 118 |
int status = GLES31.glCheckFramebufferStatus(GLES31.GL_FRAMEBUFFER);
|
|
| 119 | 119 |
|
| 120 |
if(status != GLES30.GL_FRAMEBUFFER_COMPLETE)
|
|
| 120 |
if(status != GLES31.GL_FRAMEBUFFER_COMPLETE)
|
|
| 121 | 121 |
{
|
| 122 | 122 |
android.util.Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
|
| 123 | 123 |
|
| 124 |
GLES30.glDeleteTextures(1, mColorH, 0);
|
|
| 125 |
GLES30.glDeleteTextures(1, mDepthStencilH, 0);
|
|
| 126 |
GLES30.glDeleteFramebuffers(1, mFBOH, 0);
|
|
| 124 |
GLES31.glDeleteTextures(1, mColorH, 0);
|
|
| 125 |
GLES31.glDeleteTextures(1, mDepthStencilH, 0);
|
|
| 126 |
GLES31.glDeleteFramebuffers(1, mFBOH, 0);
|
|
| 127 | 127 |
mFBOH[0]= 0; |
| 128 | 128 |
|
| 129 | 129 |
return FAILED_TO_CREATE; |
| ... | ... | |
| 139 | 139 |
{
|
| 140 | 140 |
if( mColorH[0]>0 ) |
| 141 | 141 |
{
|
| 142 |
GLES30.glDeleteTextures(1, mColorH, 0);
|
|
| 142 |
GLES31.glDeleteTextures(1, mColorH, 0);
|
|
| 143 | 143 |
mColorH[0] = 0; |
| 144 | 144 |
mColorCreated = NOT_CREATED_YET; |
| 145 | 145 |
} |
| 146 | 146 |
|
| 147 | 147 |
if( mDepthStencilH[0]>0 ) |
| 148 | 148 |
{
|
| 149 |
GLES30.glDeleteTextures(1, mDepthStencilH, 0);
|
|
| 149 |
GLES31.glDeleteTextures(1, mDepthStencilH, 0);
|
|
| 150 | 150 |
mDepthStencilH[0]=0; |
| 151 | 151 |
mDepthStencilCreated = NOT_CREATED_YET; |
| 152 | 152 |
} |
| 153 | 153 |
|
| 154 |
GLES30.glDeleteFramebuffers(1, mFBOH, 0);
|
|
| 154 |
GLES31.glDeleteFramebuffers(1, mFBOH, 0);
|
|
| 155 | 155 |
mFBOH[0] = 0; |
| 156 | 156 |
} |
| 157 | 157 |
|
| ... | ... | |
| 225 | 225 |
{
|
| 226 | 226 |
if( mColorH[0]>0 ) |
| 227 | 227 |
{
|
| 228 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
|
|
| 229 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
|
|
| 228 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
|
|
| 229 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
|
|
| 230 | 230 |
return true; |
| 231 | 231 |
} |
| 232 | 232 |
|
| ... | ... | |
| 243 | 243 |
{
|
| 244 | 244 |
if( texture>=0 && texture<mNumColors && mColorH[texture]>0 ) |
| 245 | 245 |
{
|
| 246 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
|
|
| 247 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[texture]);
|
|
| 246 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
|
|
| 247 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[texture]);
|
|
| 248 | 248 |
return true; |
| 249 | 249 |
} |
| 250 | 250 |
|
| ... | ... | |
| 257 | 257 |
{
|
| 258 | 258 |
if( texture>=0 && texture<mNumColors && mColorH[texture]>0 ) |
| 259 | 259 |
{
|
| 260 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[texture], 0);
|
|
| 260 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[texture], 0);
|
|
| 261 | 261 |
} |
| 262 | 262 |
} |
| 263 | 263 |
|
| src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
|---|---|---|
| 19 | 19 |
|
| 20 | 20 |
package org.distorted.library.main; |
| 21 | 21 |
|
| 22 |
import android.opengl.GLES30;
|
|
| 22 |
import android.opengl.GLES31;
|
|
| 23 | 23 |
import android.opengl.Matrix; |
| 24 | 24 |
|
| 25 | 25 |
import org.distorted.library.effect.EffectQuality; |
| ... | ... | |
| 128 | 128 |
|
| 129 | 129 |
mClearDepth = 1.0f; |
| 130 | 130 |
mClearStencil = 0; |
| 131 |
mClear = GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT;
|
|
| 131 |
mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
|
|
| 132 | 132 |
|
| 133 | 133 |
mBuffer = new DistortedOutputSurface[1+EffectQuality.LENGTH]; |
| 134 | 134 |
|
| ... | ... | |
| 194 | 194 |
|
| 195 | 195 |
DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now. |
| 196 | 196 |
|
| 197 |
GLES30.glStencilMask(0xff);
|
|
| 198 |
GLES30.glDepthMask(true);
|
|
| 199 |
GLES30.glColorMask(true,true,true,true);
|
|
| 200 |
GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
|
|
| 201 |
GLES30.glClearDepthf(1.0f);
|
|
| 202 |
GLES30.glClearStencil(0);
|
|
| 197 |
GLES31.glStencilMask(0xff);
|
|
| 198 |
GLES31.glDepthMask(true);
|
|
| 199 |
GLES31.glColorMask(true,true,true,true);
|
|
| 200 |
GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
|
|
| 201 |
GLES31.glClearDepthf(1.0f);
|
|
| 202 |
GLES31.glClearStencil(0);
|
|
| 203 | 203 |
|
| 204 | 204 |
for(int j=0; j<EffectQuality.LENGTH; j++) |
| 205 | 205 |
{
|
| 206 | 206 |
mBuffer[j].setAsOutput(); |
| 207 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
|
|
| 208 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
|
|
| 209 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
|
|
| 210 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
|
|
| 207 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
|
|
| 208 |
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
|
|
| 209 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
|
|
| 210 |
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
|
|
| 211 | 211 |
} |
| 212 | 212 |
} |
| 213 | 213 |
|
| ... | ... | |
| 215 | 215 |
|
| 216 | 216 |
private int blitWithDepth(long currTime, DistortedOutputSurface buffer) |
| 217 | 217 |
{
|
| 218 |
GLES30.glViewport(0, 0, mWidth, mHeight);
|
|
| 218 |
GLES31.glViewport(0, 0, mWidth, mHeight);
|
|
| 219 | 219 |
setAsOutput(currTime); |
| 220 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
|
|
| 221 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[0]);
|
|
| 222 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
|
|
| 223 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
|
|
| 220 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
|
|
| 221 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
|
|
| 222 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
|
|
| 223 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
|
|
| 224 | 224 |
|
| 225 |
GLES30.glDisable(GLES30.GL_STENCIL_TEST);
|
|
| 226 |
GLES30.glStencilMask(0x00);
|
|
| 225 |
GLES31.glDisable(GLES31.GL_STENCIL_TEST);
|
|
| 226 |
GLES31.glStencilMask(0x00);
|
|
| 227 | 227 |
|
| 228 | 228 |
DistortedEffects.blitDepthPriv(this); |
| 229 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
|
|
| 230 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
|
|
| 231 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
|
|
| 232 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
|
|
| 229 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
|
|
| 230 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
|
|
| 231 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
|
|
| 232 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
|
|
| 233 | 233 |
|
| 234 | 234 |
// clear buffers |
| 235 |
GLES30.glStencilMask(0xff);
|
|
| 236 |
GLES30.glDepthMask(true);
|
|
| 237 |
GLES30.glColorMask(true,true,true,true);
|
|
| 238 |
GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
|
|
| 239 |
GLES30.glClearDepthf(1.0f);
|
|
| 240 |
GLES30.glClearStencil(0);
|
|
| 235 |
GLES31.glStencilMask(0xff);
|
|
| 236 |
GLES31.glDepthMask(true);
|
|
| 237 |
GLES31.glColorMask(true,true,true,true);
|
|
| 238 |
GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
|
|
| 239 |
GLES31.glClearDepthf(1.0f);
|
|
| 240 |
GLES31.glClearStencil(0);
|
|
| 241 | 241 |
|
| 242 | 242 |
buffer.setAsOutput(); |
| 243 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[1], 0);
|
|
| 244 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
|
|
| 245 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[0], 0);
|
|
| 246 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
|
|
| 243 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
|
|
| 244 |
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
|
|
| 245 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
|
|
| 246 |
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
|
|
| 247 | 247 |
|
| 248 | 248 |
return 1; |
| 249 | 249 |
} |
| ... | ... | |
| 410 | 410 |
*/ |
| 411 | 411 |
public void setAsOutput(long time) |
| 412 | 412 |
{
|
| 413 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
|
|
| 413 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
|
|
| 414 | 414 |
|
| 415 | 415 |
if( mTime!=time ) |
| 416 | 416 |
{
|
| 417 | 417 |
mTime = time; |
| 418 | 418 |
DistortedRenderState.colorDepthStencilOn(); |
| 419 |
GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
|
|
| 420 |
GLES30.glClearDepthf(mClearDepth);
|
|
| 421 |
GLES30.glClearStencil(mClearStencil);
|
|
| 422 |
GLES30.glClear(mClear);
|
|
| 419 |
GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
|
|
| 420 |
GLES31.glClearDepthf(mClearDepth);
|
|
| 421 |
GLES31.glClearStencil(mClearStencil);
|
|
| 422 |
GLES31.glClear(mClear);
|
|
| 423 | 423 |
DistortedRenderState.colorDepthStencilRestore(); |
| 424 | 424 |
} |
| 425 | 425 |
} |
| ... | ... | |
| 433 | 433 |
|
| 434 | 434 |
public void setAsOutput() |
| 435 | 435 |
{
|
| 436 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
|
|
| 436 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
|
|
| 437 | 437 |
} |
| 438 | 438 |
|
| 439 | 439 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 473 | 473 |
|
| 474 | 474 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 475 | 475 |
/** |
| 476 |
* Set the (R,G,B,A) values of GLES30.glClearColor() to set up color with which to clear
|
|
| 476 |
* Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
|
|
| 477 | 477 |
* this Surface at the beginning of each frame. |
| 478 | 478 |
* |
| 479 | 479 |
* @param r the Red component. Default: 0.0f |
| src/main/java/org/distorted/library/main/DistortedRenderState.java | ||
|---|---|---|
| 19 | 19 |
|
| 20 | 20 |
package org.distorted.library.main; |
| 21 | 21 |
|
| 22 |
import android.opengl.GLES30;
|
|
| 22 |
import android.opengl.GLES31;
|
|
| 23 | 23 |
|
| 24 | 24 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 25 | 25 |
/** |
| ... | ... | |
| 71 | 71 |
|
| 72 | 72 |
mState.depthTest = 1; |
| 73 | 73 |
mState.depthMask = 1; |
| 74 |
mState.depthFunc = GLES30.GL_LEQUAL;
|
|
| 74 |
mState.depthFunc = GLES31.GL_LEQUAL;
|
|
| 75 | 75 |
|
| 76 | 76 |
mState.blend = 1; |
| 77 |
mState.blendSrc = GLES30.GL_SRC_ALPHA;
|
|
| 78 |
mState.blendDst = GLES30.GL_ONE_MINUS_SRC_ALPHA;
|
|
| 77 |
mState.blendSrc = GLES31.GL_SRC_ALPHA;
|
|
| 78 |
mState.blendDst = GLES31.GL_ONE_MINUS_SRC_ALPHA;
|
|
| 79 | 79 |
|
| 80 | 80 |
mState.stencilTest = 0; |
| 81 | 81 |
mState.stencilMask = STENCIL_MASK; |
| 82 |
mState.stencilFuncFunc = GLES30.GL_NEVER;
|
|
| 82 |
mState.stencilFuncFunc = GLES31.GL_NEVER;
|
|
| 83 | 83 |
mState.stencilFuncRef = 0; |
| 84 | 84 |
mState.stencilFuncMask = STENCIL_MASK; |
| 85 |
mState.stencilOpSfail = GLES30.GL_KEEP;
|
|
| 86 |
mState.stencilOpDpfail = GLES30.GL_KEEP;
|
|
| 87 |
mState.stencilOpDppass = GLES30.GL_KEEP;
|
|
| 85 |
mState.stencilOpSfail = GLES31.GL_KEEP;
|
|
| 86 |
mState.stencilOpDpfail = GLES31.GL_KEEP;
|
|
| 87 |
mState.stencilOpDppass = GLES31.GL_KEEP;
|
|
| 88 | 88 |
|
| 89 | 89 |
mClear = 0; |
| 90 | 90 |
} |
| ... | ... | |
| 98 | 98 |
cState.colorMaskG = 1; |
| 99 | 99 |
cState.colorMaskB = 1; |
| 100 | 100 |
cState.colorMaskA = 1; |
| 101 |
GLES30.glColorMask(true,true,true,true);
|
|
| 101 |
GLES31.glColorMask(true,true,true,true);
|
|
| 102 | 102 |
|
| 103 | 103 |
cState.depthTest = 1; |
| 104 | 104 |
cState.depthMask = 1; |
| 105 |
cState.depthFunc = GLES30.GL_LEQUAL;
|
|
| 106 |
GLES30.glEnable(GLES30.GL_DEPTH_TEST);
|
|
| 107 |
GLES30.glDepthMask(true);
|
|
| 108 |
GLES30.glDepthFunc(cState.depthFunc);
|
|
| 105 |
cState.depthFunc = GLES31.GL_LEQUAL;
|
|
| 106 |
GLES31.glEnable(GLES31.GL_DEPTH_TEST);
|
|
| 107 |
GLES31.glDepthMask(true);
|
|
| 108 |
GLES31.glDepthFunc(cState.depthFunc);
|
|
| 109 | 109 |
|
| 110 | 110 |
cState.stencilTest = 0; |
| 111 | 111 |
cState.stencilMask = STENCIL_MASK; |
| 112 |
cState.stencilFuncFunc = GLES30.GL_NEVER;
|
|
| 112 |
cState.stencilFuncFunc = GLES31.GL_NEVER;
|
|
| 113 | 113 |
cState.stencilFuncRef = 0; |
| 114 | 114 |
cState.stencilFuncMask = STENCIL_MASK; |
| 115 |
cState.stencilOpSfail = GLES30.GL_KEEP;
|
|
| 116 |
cState.stencilOpDpfail = GLES30.GL_KEEP;
|
|
| 117 |
cState.stencilOpDppass = GLES30.GL_KEEP;
|
|
| 118 |
GLES30.glDisable(GLES30.GL_STENCIL_TEST);
|
|
| 119 |
GLES30.glStencilMask(cState.stencilMask);
|
|
| 115 |
cState.stencilOpSfail = GLES31.GL_KEEP;
|
|
| 116 |
cState.stencilOpDpfail = GLES31.GL_KEEP;
|
|
| 117 |
cState.stencilOpDppass = GLES31.GL_KEEP;
|
|
| 118 |
GLES31.glDisable(GLES31.GL_STENCIL_TEST);
|
|
| 119 |
GLES31.glStencilMask(cState.stencilMask);
|
|
| 120 | 120 |
|
| 121 | 121 |
cState.blend = 1; |
| 122 |
cState.blendSrc = GLES30.GL_SRC_ALPHA;
|
|
| 123 |
cState.blendDst = GLES30.GL_ONE_MINUS_SRC_ALPHA;
|
|
| 124 |
GLES30.glEnable(GLES30.GL_BLEND);
|
|
| 125 |
GLES30.glBlendFunc(cState.blendSrc,cState.blendDst);
|
|
| 122 |
cState.blendSrc = GLES31.GL_SRC_ALPHA;
|
|
| 123 |
cState.blendDst = GLES31.GL_ONE_MINUS_SRC_ALPHA;
|
|
| 124 |
GLES31.glEnable(GLES31.GL_BLEND);
|
|
| 125 |
GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
|
|
| 126 | 126 |
} |
| 127 | 127 |
|
| 128 | 128 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 140 | 140 |
cState.colorMaskG = 1; |
| 141 | 141 |
cState.colorMaskB = 1; |
| 142 | 142 |
cState.colorMaskA = 1; |
| 143 |
GLES30.glColorMask(true,true,true,true);
|
|
| 143 |
GLES31.glColorMask(true,true,true,true);
|
|
| 144 | 144 |
} |
| 145 | 145 |
|
| 146 | 146 |
sState.depthMask = cState.depthMask; |
| ... | ... | |
| 148 | 148 |
if( cState.depthMask!=1 ) |
| 149 | 149 |
{
|
| 150 | 150 |
cState.depthMask = 1; |
| 151 |
GLES30.glDepthMask(true);
|
|
| 151 |
GLES31.glDepthMask(true);
|
|
| 152 | 152 |
} |
| 153 | 153 |
|
| 154 | 154 |
sState.stencilMask = cState.stencilMask; |
| ... | ... | |
| 156 | 156 |
if( cState.stencilMask!= STENCIL_MASK ) |
| 157 | 157 |
{
|
| 158 | 158 |
cState.stencilMask = STENCIL_MASK; |
| 159 |
GLES30.glStencilMask(cState.stencilMask);
|
|
| 159 |
GLES31.glStencilMask(cState.stencilMask);
|
|
| 160 | 160 |
} |
| 161 | 161 |
} |
| 162 | 162 |
|
| ... | ... | |
| 170 | 170 |
cState.colorMaskG = sState.colorMaskG; |
| 171 | 171 |
cState.colorMaskB = sState.colorMaskB; |
| 172 | 172 |
cState.colorMaskA = sState.colorMaskA; |
| 173 |
GLES30.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
|
|
| 173 |
GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
|
|
| 174 | 174 |
} |
| 175 | 175 |
if( sState.depthMask!=cState.depthMask ) |
| 176 | 176 |
{
|
| 177 | 177 |
cState.depthMask = sState.depthMask; |
| 178 |
GLES30.glDepthMask(cState.depthMask==1);
|
|
| 178 |
GLES31.glDepthMask(cState.depthMask==1);
|
|
| 179 | 179 |
} |
| 180 | 180 |
if( sState.stencilMask!=cState.stencilMask ) |
| 181 | 181 |
{
|
| 182 | 182 |
cState.stencilMask = sState.stencilMask; |
| 183 |
GLES30.glStencilMask(cState.stencilMask);
|
|
| 183 |
GLES31.glStencilMask(cState.stencilMask);
|
|
| 184 | 184 |
} |
| 185 | 185 |
} |
| 186 | 186 |
|
| ... | ... | |
| 188 | 188 |
|
| 189 | 189 |
static void switchOffDrawing() |
| 190 | 190 |
{
|
| 191 |
GLES30.glEnable(GLES30.GL_SCISSOR_TEST);
|
|
| 192 |
GLES30.glScissor(0,0,0,0);
|
|
| 191 |
GLES31.glEnable(GLES31.GL_SCISSOR_TEST);
|
|
| 192 |
GLES31.glScissor(0,0,0,0);
|
|
| 193 | 193 |
} |
| 194 | 194 |
|
| 195 | 195 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 196 | 196 |
|
| 197 | 197 |
static void restoreDrawing() |
| 198 | 198 |
{
|
| 199 |
GLES30.glDisable(GLES30.GL_SCISSOR_TEST);
|
|
| 199 |
GLES31.glDisable(GLES31.GL_SCISSOR_TEST);
|
|
| 200 | 200 |
} |
| 201 | 201 |
|
| 202 | 202 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 209 | 209 |
{
|
| 210 | 210 |
cState.stencilTest = 1; |
| 211 | 211 |
//android.util.Log.d("State", "stencil test on");
|
| 212 |
GLES30.glEnable(GLES30.GL_STENCIL_TEST);
|
|
| 212 |
GLES31.glEnable(GLES31.GL_STENCIL_TEST);
|
|
| 213 | 213 |
} |
| 214 | 214 |
|
| 215 | 215 |
sState.stencilFuncFunc = cState.stencilFuncFunc; |
| 216 | 216 |
sState.stencilFuncRef = cState.stencilFuncRef; |
| 217 | 217 |
sState.stencilFuncMask = cState.stencilFuncMask; |
| 218 | 218 |
|
| 219 |
if( cState.stencilFuncFunc!=GLES30.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
|
|
| 219 |
if( cState.stencilFuncFunc!=GLES31.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
|
|
| 220 | 220 |
{
|
| 221 |
cState.stencilFuncFunc = GLES30.GL_ALWAYS;
|
|
| 221 |
cState.stencilFuncFunc = GLES31.GL_ALWAYS;
|
|
| 222 | 222 |
cState.stencilFuncRef = 1; |
| 223 | 223 |
cState.stencilFuncMask = STENCIL_MASK; |
| 224 | 224 |
//android.util.Log.d("State", "stencil func on");
|
| 225 |
GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
|
|
| 225 |
GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
|
|
| 226 | 226 |
} |
| 227 | 227 |
|
| 228 | 228 |
sState.stencilOpSfail = cState.stencilOpSfail; |
| 229 | 229 |
sState.stencilOpDpfail= cState.stencilOpDpfail; |
| 230 | 230 |
sState.stencilOpDppass= cState.stencilOpDppass; |
| 231 | 231 |
|
| 232 |
if( cState.stencilOpSfail!=GLES30.GL_KEEP || cState.stencilOpDpfail!=GLES30.GL_KEEP || cState.stencilOpDppass!=GLES30.GL_REPLACE )
|
|
| 232 |
if( cState.stencilOpSfail!=GLES31.GL_KEEP || cState.stencilOpDpfail!=GLES31.GL_KEEP || cState.stencilOpDppass!=GLES31.GL_REPLACE )
|
|
| 233 | 233 |
{
|
| 234 |
cState.stencilOpSfail = GLES30.GL_KEEP;
|
|
| 235 |
cState.stencilOpDpfail= GLES30.GL_KEEP;
|
|
| 236 |
cState.stencilOpDppass= GLES30.GL_REPLACE;
|
|
| 234 |
cState.stencilOpSfail = GLES31.GL_KEEP;
|
|
| 235 |
cState.stencilOpDpfail= GLES31.GL_KEEP;
|
|
| 236 |
cState.stencilOpDppass= GLES31.GL_REPLACE;
|
|
| 237 | 237 |
//android.util.Log.d("State", "stencil op on");
|
| 238 |
GLES30.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
|
|
| 238 |
GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
|
|
| 239 | 239 |
} |
| 240 | 240 |
|
| 241 | 241 |
sState.colorMaskR = cState.colorMaskR; |
| ... | ... | |
| 250 | 250 |
cState.colorMaskB = 0; |
| 251 | 251 |
cState.colorMaskA = 0; |
| 252 | 252 |
//android.util.Log.d("State", "switch off color writing");
|
| 253 |
GLES30.glColorMask(false,false,false,false);
|
|
| 253 |
GLES31.glColorMask(false,false,false,false);
|
|
| 254 | 254 |
} |
| 255 | 255 |
|
| 256 | 256 |
sState.depthMask = cState.depthMask; |
| ... | ... | |
| 259 | 259 |
{
|
| 260 | 260 |
cState.depthMask = 1; |
| 261 | 261 |
//android.util.Log.d("State", "switch on depth writing");
|
| 262 |
GLES30.glDepthMask(true);
|
|
| 262 |
GLES31.glDepthMask(true);
|
|
| 263 | 263 |
} |
| 264 | 264 |
|
| 265 | 265 |
sState.stencilMask = cState.stencilMask; |
| ... | ... | |
| 268 | 268 |
{
|
| 269 | 269 |
cState.stencilMask = STENCIL_MASK; |
| 270 | 270 |
//android.util.Log.d("State", "stencil mask on");
|
| 271 |
GLES30.glStencilMask(cState.stencilMask);
|
|
| 271 |
GLES31.glStencilMask(cState.stencilMask);
|
|
| 272 | 272 |
} |
| 273 | 273 |
} |
| 274 | 274 |
|
| ... | ... | |
| 282 | 282 |
|
| 283 | 283 |
if (cState.stencilTest == 0) |
| 284 | 284 |
{
|
| 285 |
GLES30.glDisable(GLES30.GL_STENCIL_TEST);
|
|
| 285 |
GLES31.glDisable(GLES31.GL_STENCIL_TEST);
|
|
| 286 | 286 |
} |
| 287 | 287 |
else |
| 288 | 288 |
{
|
| 289 |
GLES30.glEnable(GLES30.GL_STENCIL_TEST);
|
|
| 289 |
GLES31.glEnable(GLES31.GL_STENCIL_TEST);
|
|
| 290 | 290 |
} |
| 291 | 291 |
} |
| 292 | 292 |
if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA) |
| ... | ... | |
| 295 | 295 |
cState.colorMaskG = sState.colorMaskG; |
| 296 | 296 |
cState.colorMaskB = sState.colorMaskB; |
| 297 | 297 |
cState.colorMaskA = sState.colorMaskA; |
| 298 |
GLES30.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
|
|
| 298 |
GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
|
|
| 299 | 299 |
} |
| 300 | 300 |
if( sState.depthMask!=cState.depthMask ) |
| 301 | 301 |
{
|
| 302 | 302 |
cState.depthMask = sState.depthMask; |
| 303 |
GLES30.glDepthMask(cState.depthMask==1);
|
|
| 303 |
GLES31.glDepthMask(cState.depthMask==1);
|
|
| 304 | 304 |
} |
| 305 | 305 |
if( sState.stencilMask!=cState.stencilMask ) |
| 306 | 306 |
{
|
| 307 | 307 |
cState.stencilMask = sState.stencilMask; |
| 308 |
GLES30.glStencilMask(cState.stencilMask);
|
|
| 308 |
GLES31.glStencilMask(cState.stencilMask);
|
|
| 309 | 309 |
} |
| 310 | 310 |
} |
| 311 | 311 |
|
| ... | ... | |
| 322 | 322 |
if( cState.stencilTest!=1 ) |
| 323 | 323 |
{
|
| 324 | 324 |
cState.stencilTest = 1; |
| 325 |
GLES30.glEnable(GLES30.GL_STENCIL_TEST);
|
|
| 325 |
GLES31.glEnable(GLES31.GL_STENCIL_TEST);
|
|
| 326 | 326 |
} |
| 327 | 327 |
|
| 328 | 328 |
sState.stencilFuncFunc = cState.stencilFuncFunc; |
| 329 | 329 |
sState.stencilFuncRef = cState.stencilFuncRef; |
| 330 | 330 |
sState.stencilFuncMask = cState.stencilFuncMask; |
| 331 | 331 |
|
| 332 |
if( cState.stencilFuncFunc!=GLES30.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
|
|
| 332 |
if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
|
|
| 333 | 333 |
{
|
| 334 |
cState.stencilFuncFunc = GLES30.GL_EQUAL;
|
|
| 334 |
cState.stencilFuncFunc = GLES31.GL_EQUAL;
|
|
| 335 | 335 |
cState.stencilFuncRef = 1; |
| 336 | 336 |
cState.stencilFuncMask = STENCIL_MASK; |
| 337 |
GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
|
|
| 337 |
GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
|
|
| 338 | 338 |
} |
| 339 | 339 |
|
| 340 | 340 |
sState.stencilMask = cState.stencilMask; |
| ... | ... | |
| 342 | 342 |
if( cState.stencilMask!= 0x00 ) |
| 343 | 343 |
{
|
| 344 | 344 |
cState.stencilMask = 0x00; |
| 345 |
GLES30.glStencilMask(cState.stencilMask);
|
|
| 345 |
GLES31.glStencilMask(cState.stencilMask);
|
|
| 346 | 346 |
} |
| 347 | 347 |
|
| 348 | 348 |
sState.depthMask = cState.depthMask; |
| ... | ... | |
| 350 | 350 |
if( cState.depthMask!=0 ) |
| 351 | 351 |
{
|
| 352 | 352 |
cState.depthMask = 0; |
| 353 |
GLES30.glDepthMask(false);
|
|
| 353 |
GLES31.glDepthMask(false);
|
|
| 354 | 354 |
} |
| 355 | 355 |
|
| 356 | 356 |
sState.depthTest = cState.depthTest; |
| ... | ... | |
| 358 | 358 |
if( cState.depthTest!=0 ) |
| 359 | 359 |
{
|
| 360 | 360 |
cState.depthTest = 0; |
| 361 |
GLES30.glDisable(GLES30.GL_DEPTH_TEST);
|
|
| 361 |
GLES31.glDisable(GLES31.GL_DEPTH_TEST);
|
|
| 362 | 362 |
} |
| 363 | 363 |
} |
| 364 | 364 |
|
| ... | ... | |
| 376 | 376 |
|
| 377 | 377 |
if (cState.stencilTest == 0) |
| 378 | 378 |
{
|
| 379 |
GLES30.glDisable(GLES30.GL_STENCIL_TEST);
|
|
| 379 |
GLES31.glDisable(GLES31.GL_STENCIL_TEST);
|
|
| 380 | 380 |
} |
| 381 | 381 |
else |
| 382 | 382 |
{
|
| 383 |
GLES30.glEnable(GLES30.GL_STENCIL_TEST);
|
|
| 383 |
GLES31.glEnable(GLES31.GL_STENCIL_TEST);
|
|
| 384 | 384 |
} |
| 385 | 385 |
} |
| 386 | 386 |
if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask ) |
| ... | ... | |
| 388 | 388 |
cState.stencilFuncFunc = sState.stencilFuncFunc; |
| 389 | 389 |
cState.stencilFuncRef = sState.stencilFuncRef ; |
| 390 | 390 |
cState.stencilFuncMask = sState.stencilFuncMask; |
| 391 |
GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
|
|
| 391 |
GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
|
|
| 392 | 392 |
} |
| 393 | 393 |
if( sState.stencilMask!=cState.stencilMask ) |
| 394 | 394 |
{
|
| 395 | 395 |
cState.stencilMask = sState.stencilMask; |
| 396 |
GLES30.glStencilMask(cState.stencilMask);
|
|
| 396 |
GLES31.glStencilMask(cState.stencilMask);
|
|
| 397 | 397 |
} |
| 398 | 398 |
if( sState.depthMask!=cState.depthMask ) |
| 399 | 399 |
{
|
| 400 | 400 |
cState.depthMask = sState.depthMask; |
| 401 |
GLES30.glDepthMask(cState.depthMask==1);
|
|
| 401 |
GLES31.glDepthMask(cState.depthMask==1);
|
|
| 402 | 402 |
} |
| 403 | 403 |
if( sState.depthTest!=cState.depthTest ) |
| 404 | 404 |
{
|
| ... | ... | |
| 406 | 406 |
|
| 407 | 407 |
if (cState.depthTest == 0) |
| 408 | 408 |
{
|
| 409 |
GLES30.glDisable(GLES30.GL_DEPTH_TEST);
|
|
| 409 |
GLES31.glDisable(GLES31.GL_DEPTH_TEST);
|
|
| 410 | 410 |
} |
| 411 | 411 |
else |
| 412 | 412 |
{
|
| 413 |
GLES30.glEnable(GLES30.GL_DEPTH_TEST);
|
|
| 413 |
GLES31.glEnable(GLES31.GL_DEPTH_TEST);
|
|
| 414 | 414 |
} |
| 415 | 415 |
} |
| 416 | 416 |
} |
| ... | ... | |
| 430 | 430 |
cState.colorMaskG = mState.colorMaskG; |
| 431 | 431 |
cState.colorMaskB = mState.colorMaskB; |
| 432 | 432 |
cState.colorMaskA = mState.colorMaskA; |
| 433 |
GLES30.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
|
|
| 433 |
GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
|
|
| 434 | 434 |
} |
| 435 | 435 |
|
| 436 | 436 |
///////////////////////////////////////////////////// |
| ... | ... | |
| 442 | 442 |
if (cState.depthTest == 0) |
| 443 | 443 |
{
|
| 444 | 444 |
//android.util.Log.d("State", "disabling depth test");
|
| 445 |
GLES30.glDisable(GLES30.GL_DEPTH_TEST);
|
|
| 445 |
GLES31.glDisable(GLES31.GL_DEPTH_TEST);
|
|
| 446 | 446 |
} |
| 447 | 447 |
else |
| 448 | 448 |
{
|
| 449 | 449 |
//android.util.Log.d("State", "enable depth test");
|
| 450 |
GLES30.glEnable(GLES30.GL_DEPTH_TEST);
|
|
| 450 |
GLES31.glEnable(GLES31.GL_DEPTH_TEST);
|
|
| 451 | 451 |
} |
| 452 | 452 |
} |
| 453 | 453 |
|
| ... | ... | |
| 457 | 457 |
{
|
| 458 | 458 |
//android.util.Log.d("State", "setting depth func");
|
| 459 | 459 |
cState.depthFunc = mState.depthFunc; |
| 460 |
GLES30.glDepthFunc(cState.depthFunc);
|
|
| 460 |
GLES31.glDepthFunc(cState.depthFunc);
|
|
| 461 | 461 |
} |
| 462 | 462 |
|
| 463 | 463 |
///////////////////////////////////////////////////// |
| ... | ... | |
| 466 | 466 |
{
|
| 467 | 467 |
//android.util.Log.d("State", "setting depth mask");
|
| 468 | 468 |
cState.depthMask = mState.depthMask; |
| 469 |
GLES30.glDepthMask(cState.depthMask==1);
|
|
| 469 |
GLES31.glDepthMask(cState.depthMask==1);
|
|
| 470 | 470 |
} |
| 471 | 471 |
|
| 472 | 472 |
///////////////////////////////////////////////////// |
| ... | ... | |
| 478 | 478 |
if (cState.blend == 0) |
| 479 | 479 |
{
|
| 480 | 480 |
//android.util.Log.d("State", "disabling blending");
|
| 481 |
GLES30.glDisable(GLES30.GL_BLEND);
|
|
| 481 |
GLES31.glDisable(GLES31.GL_BLEND);
|
|
| 482 | 482 |
} |
| 483 | 483 |
else |
| 484 | 484 |
{
|
| 485 | 485 |
//android.util.Log.d("State", "enabling blending");
|
| 486 |
GLES30.glEnable(GLES30.GL_BLEND);
|
|
| 486 |
GLES31.glEnable(GLES31.GL_BLEND);
|
|
| 487 | 487 |
} |
| 488 | 488 |
} |
| 489 | 489 |
|
| ... | ... | |
| 494 | 494 |
//android.util.Log.d("State", "setting blend function");
|
| 495 | 495 |
cState.blendSrc = mState.blendSrc; |
| 496 | 496 |
cState.blendDst = mState.blendDst; |
| 497 |
GLES30.glBlendFunc(cState.blendSrc,cState.blendDst);
|
|
| 497 |
GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
|
|
| 498 | 498 |
} |
| 499 | 499 |
|
| 500 | 500 |
///////////////////////////////////////////////////// |
| ... | ... | |
| 506 | 506 |
if (cState.stencilTest == 0) |
| 507 | 507 |
{
|
| 508 | 508 |
//android.util.Log.d("State", "disabling stencil test");
|
| 509 |
GLES30.glDisable(GLES30.GL_STENCIL_TEST);
|
|
| 509 |
GLES31.glDisable(GLES31.GL_STENCIL_TEST);
|
|
| 510 | 510 |
} |
| 511 | 511 |
else |
| 512 | 512 |
{
|
| 513 | 513 |
//android.util.Log.d("State", "enabling stencil test");
|
| 514 |
GLES30.glEnable(GLES30.GL_STENCIL_TEST);
|
|
| 514 |
GLES31.glEnable(GLES31.GL_STENCIL_TEST);
|
|
| 515 | 515 |
} |
| 516 | 516 |
} |
| 517 | 517 |
|
| ... | ... | |
| 523 | 523 |
cState.stencilFuncFunc = mState.stencilFuncFunc; |
| 524 | 524 |
cState.stencilFuncRef = mState.stencilFuncRef ; |
| 525 | 525 |
cState.stencilFuncMask = mState.stencilFuncMask; |
| 526 |
GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
|
|
| 526 |
GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
|
|
| 527 | 527 |
} |
| 528 | 528 |
|
| 529 | 529 |
///////////////////////////////////////////////////// |
| ... | ... | |
| 534 | 534 |
cState.stencilOpSfail = mState.stencilOpSfail; |
| 535 | 535 |
cState.stencilOpDpfail= mState.stencilOpDpfail; |
| 536 | 536 |
cState.stencilOpDppass= mState.stencilOpDppass; |
| 537 |
GLES30.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
|
|
| 537 |
GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
|
|
| 538 | 538 |
} |
| 539 | 539 |
|
| 540 | 540 |
///////////////////////////////////////////////////// |
| ... | ... | |
| 543 | 543 |
{
|
| 544 | 544 |
//android.util.Log.d("State", "setting stencil mask");
|
| 545 | 545 |
cState.stencilMask = mState.stencilMask; |
| 546 |
GLES30.glStencilMask(cState.stencilMask);
|
|
| 546 |
GLES31.glStencilMask(cState.stencilMask);
|
|
| 547 | 547 |
} |
| 548 | 548 |
|
| 549 | 549 |
///////////////////////////////////////////////////// |
| ... | ... | |
| 551 | 551 |
if( mClear!=0 ) |
| 552 | 552 |
{
|
| 553 | 553 |
//android.util.Log.d("State", "clearing buffer");
|
| 554 |
GLES30.glClear(mClear);
|
|
| 554 |
GLES31.glClear(mClear);
|
|
| 555 | 555 |
} |
| 556 | 556 |
} |
| 557 | 557 |
|
| ... | ... | |
| 583 | 583 |
|
| 584 | 584 |
void glEnable(int test) |
| 585 | 585 |
{
|
| 586 |
if( test==GLES30.GL_DEPTH_TEST ) mState.depthTest = 1;
|
|
| 587 |
else if( test==GLES30.GL_STENCIL_TEST ) mState.stencilTest = 1;
|
|
| 588 |
else if( test==GLES30.GL_BLEND ) mState.blend = 1;
|
|
| 586 |
if( test==GLES31.GL_DEPTH_TEST ) mState.depthTest = 1;
|
|
| 587 |
else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 1;
|
|
| 588 |
else if( test==GLES31.GL_BLEND ) mState.blend = 1;
|
|
| 589 | 589 |
} |
| 590 | 590 |
|
| 591 | 591 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 592 | 592 |
|
| 593 | 593 |
void glDisable(int test) |
| 594 | 594 |
{
|
| 595 |
if( test==GLES30.GL_DEPTH_TEST ) mState.depthTest = 0;
|
|
| 596 |
else if( test==GLES30.GL_STENCIL_TEST ) mState.stencilTest = 0;
|
|
| 597 |
else if( test==GLES30.GL_BLEND ) mState.blend = 0;
|
|
| 595 |
if( test==GLES31.GL_DEPTH_TEST ) mState.depthTest = 0;
|
|
| 596 |
else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 0;
|
|
| 597 |
else if( test==GLES31.GL_BLEND ) mState.blend = 0;
|
|
| 598 | 598 |
} |
| 599 | 599 |
|
| 600 | 600 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/java/org/distorted/library/main/DistortedScreen.java | ||
|---|---|---|
| 21 | 21 |
|
| 22 | 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 23 | 23 |
|
| 24 |
import android.app.ActivityManager; |
|
| 25 |
import android.content.Context; |
|
| 26 |
import android.content.pm.ConfigurationInfo; |
|
| 27 | 24 |
import android.graphics.Bitmap; |
| 28 | 25 |
import android.graphics.Canvas; |
| 29 | 26 |
import android.graphics.Paint; |
| 30 |
import android.opengl.GLES30; |
|
| 31 |
import android.opengl.GLSurfaceView; |
|
| 27 |
import android.opengl.GLES31; |
|
| 32 | 28 |
|
| 33 | 29 |
import org.distorted.library.effect.MatrixEffectMove; |
| 34 | 30 |
import org.distorted.library.type.Static3D; |
| ... | ... | |
| 123 | 119 |
if (fpsTexture.setAsInput()) |
| 124 | 120 |
{
|
| 125 | 121 |
setAsOutput(time); |
| 126 |
GLES30.glColorMask(true,true,true,true);
|
|
| 127 |
GLES30.glDepthMask(false);
|
|
| 128 |
GLES30.glDisable(GLES30.GL_STENCIL_TEST);
|
|
| 129 |
GLES30.glDisable(GLES30.GL_DEPTH_TEST);
|
|
| 122 |
GLES31.glColorMask(true,true,true,true);
|
|
| 123 |
GLES31.glDepthMask(false);
|
|
| 124 |
GLES31.glDisable(GLES31.GL_STENCIL_TEST);
|
|
| 125 |
GLES31.glDisable(GLES31.GL_DEPTH_TEST);
|
|
| 130 | 126 |
fpsEffects.drawPriv(fpsW/2.0f, fpsH/2.0f, fpsMesh, this, time, 0); |
| 131 | 127 |
} |
| 132 | 128 |
} |
| src/main/java/org/distorted/library/main/DistortedTexture.java | ||
|---|---|---|
| 23 | 23 |
import android.graphics.Canvas; |
| 24 | 24 |
import android.graphics.Matrix; |
| 25 | 25 |
import android.graphics.Paint; |
| 26 |
import android.opengl.GLES30;
|
|
| 26 |
import android.opengl.GLES31;
|
|
| 27 | 27 |
import android.opengl.GLUtils; |
| 28 | 28 |
|
| 29 | 29 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 64 | 64 |
if( mColorCreated==NOT_CREATED_YET ) |
| 65 | 65 |
{
|
| 66 | 66 |
mColorCreated = CREATED; |
| 67 |
GLES30.glGenTextures(1, mColorH, 0);
|
|
| 68 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
|
|
| 69 |
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR );
|
|
| 70 |
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR );
|
|
| 71 |
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE );
|
|
| 72 |
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE );
|
|
| 73 |
GLUtils.texImage2D(GLES30.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
|
|
| 67 |
GLES31.glGenTextures(1, mColorH, 0);
|
|
| 68 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
|
|
| 69 |
GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_LINEAR );
|
|
| 70 |
GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_LINEAR );
|
|
| 71 |
GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_CLAMP_TO_EDGE );
|
|
| 72 |
GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_CLAMP_TO_EDGE );
|
|
| 73 |
GLUtils.texImage2D(GLES31.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
|
|
| 74 | 74 |
} |
| 75 | 75 |
else |
| 76 | 76 |
{
|
| 77 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
|
|
| 78 |
GLUtils.texSubImage2D(GLES30.GL_TEXTURE_2D, 0,0,0,flipBitmap(mBmp));
|
|
| 77 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
|
|
| 78 |
GLUtils.texSubImage2D(GLES31.GL_TEXTURE_2D, 0,0,0,flipBitmap(mBmp));
|
|
| 79 | 79 |
} |
| 80 | 80 |
|
| 81 | 81 |
mBmp = null; |
| ... | ... | |
| 89 | 89 |
{
|
| 90 | 90 |
if( mColorH[0]>0 ) |
| 91 | 91 |
{
|
| 92 |
GLES30.glDeleteTextures(1, mColorH, 0);
|
|
| 92 |
GLES31.glDeleteTextures(1, mColorH, 0);
|
|
| 93 | 93 |
mColorH[0] = 0; |
| 94 | 94 |
mColorCreated = NOT_CREATED_YET; |
| 95 | 95 |
} |
| ... | ... | |
| 139 | 139 |
{
|
| 140 | 140 |
if( mColorH[0]>0 ) |
| 141 | 141 |
{
|
| 142 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
|
|
| 143 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
|
|
| 142 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
|
|
| 143 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
|
|
| 144 | 144 |
return true; |
| 145 | 145 |
} |
| 146 | 146 |
|
| src/main/java/org/distorted/library/main/EffectQueueFragment.java | ||
|---|---|---|
| 19 | 19 |
|
| 20 | 20 |
package org.distorted.library.main; |
| 21 | 21 |
|
| 22 |
import android.opengl.GLES30;
|
|
| 22 |
import android.opengl.GLES31;
|
|
| 23 | 23 |
|
| 24 | 24 |
import org.distorted.library.effect.EffectType; |
| 25 | 25 |
import org.distorted.library.effect.FragmentEffect; |
| ... | ... | |
| 46 | 46 |
|
| 47 | 47 |
static void getUniforms(int mProgramH) |
| 48 | 48 |
{
|
| 49 |
mNumEffectsH= GLES30.glGetUniformLocation( mProgramH, "fNumEffects");
|
|
| 50 |
mNameH = GLES30.glGetUniformLocation( mProgramH, "fName");
|
|
| 51 |
mUniformsH = GLES30.glGetUniformLocation( mProgramH, "fUniforms");
|
|
| 49 |
mNumEffectsH= GLES31.glGetUniformLocation( mProgramH, "fNumEffects");
|
|
| 50 |
mNameH = GLES31.glGetUniformLocation( mProgramH, "fName");
|
|
| 51 |
mUniformsH = GLES31.glGetUniformLocation( mProgramH, "fUniforms");
|
|
| 52 | 52 |
} |
| 53 | 53 |
|
| 54 | 54 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 87 | 87 |
|
| 88 | 88 |
void send() |
| 89 | 89 |
{
|
| 90 |
GLES30.glUniform1i( mNumEffectsH, mNumEffects);
|
|
| 90 |
GLES31.glUniform1i( mNumEffectsH, mNumEffects);
|
|
| 91 | 91 |
|
| 92 | 92 |
if( mNumEffects>0 ) |
| 93 | 93 |
{
|
| 94 |
GLES30.glUniform1iv( mNameH , mNumEffects, mName ,0);
|
|
| 95 |
GLES30.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
|
|
| 94 |
GLES31.glUniform1iv( mNameH , mNumEffects, mName ,0);
|
|
| 95 |
GLES31.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
|
|
| 96 | 96 |
} |
| 97 | 97 |
} |
| 98 | 98 |
} |
| src/main/java/org/distorted/library/main/EffectQueueMatrix.java | ||
|---|---|---|
| 19 | 19 |
|
| 20 | 20 |
package org.distorted.library.main; |
| 21 | 21 |
|
| 22 |
import android.opengl.GLES30;
|
|
| 22 |
import android.opengl.GLES31;
|
|
| 23 | 23 |
import android.opengl.Matrix; |
| 24 | 24 |
|
| 25 | 25 |
import org.distorted.library.effect.EffectType; |
| ... | ... | |
| 103 | 103 |
|
| 104 | 104 |
static void getUniforms(int mProgramH) |
| 105 | 105 |
{
|
| 106 |
mObjDH = GLES30.glGetUniformLocation(mProgramH, "u_objD");
|
|
| 107 |
mMVPMatrixH= GLES30.glGetUniformLocation(mProgramH, "u_MVPMatrix");
|
|
| 108 |
mMVMatrixH = GLES30.glGetUniformLocation(mProgramH, "u_MVMatrix");
|
|
| 106 |
mObjDH = GLES31.glGetUniformLocation(mProgramH, "u_objD");
|
|
| 107 |
mMVPMatrixH= GLES31.glGetUniformLocation(mProgramH, "u_MVPMatrix");
|
|
| 108 |
mMVMatrixH = GLES31.glGetUniformLocation(mProgramH, "u_MVMatrix");
|
|
| 109 | 109 |
} |
| 110 | 110 |
|
| 111 | 111 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 158 | 158 |
if( marginInPixels!=0 ) magnify(projection,halfX,halfY,halfZ, marginInPixels); |
| 159 | 159 |
Matrix.multiplyMM(mMVPMatrix, 0, projection.mProjectionMatrix, 0, mViewMatrix, 0); |
| 160 | 160 |
|
| 161 |
GLES30.glUniform3f( mObjDH , halfX, halfY, halfZ);
|
|
| 162 |
GLES30.glUniformMatrix4fv(mMVMatrixH , 1, false, mViewMatrix, 0);
|
|
| 163 |
GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
|
|
| 161 |
GLES31.glUniform3f( mObjDH , halfX, halfY, halfZ);
|
|
| 162 |
GLES31.glUniformMatrix4fv(mMVMatrixH , 1, false, mViewMatrix, 0);
|
|
| 163 |
GLES31.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
|
|
| 164 | 164 |
} |
| 165 | 165 |
} |
| src/main/java/org/distorted/library/main/EffectQueueVertex.java | ||
|---|---|---|
| 19 | 19 |
|
| 20 | 20 |
package org.distorted.library.main; |
| 21 | 21 |
|
| 22 |
import android.opengl.GLES30;
|
|
| 22 |
import android.opengl.GLES31;
|
|
| 23 | 23 |
|
| 24 | 24 |
import org.distorted.library.effect.EffectType; |
| 25 | 25 |
import org.distorted.library.effect.VertexEffect; |
| ... | ... | |
| 46 | 46 |
|
| 47 | 47 |
static void getUniforms(int mProgramH) |
| 48 | 48 |
{
|
| 49 |
mNumEffectsH= GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
|
|
| 50 |
mNameH = GLES30.glGetUniformLocation( mProgramH, "vName");
|
|
| 51 |
mUniformsH = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
|
|
| 49 |
mNumEffectsH= GLES31.glGetUniformLocation( mProgramH, "vNumEffects");
|
|
| 50 |
mNameH = GLES31.glGetUniformLocation( mProgramH, "vName");
|
|
| 51 |
mUniformsH = GLES31.glGetUniformLocation( mProgramH, "vUniforms");
|
|
| 52 | 52 |
} |
| 53 | 53 |
|
| 54 | 54 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 88 | 88 |
|
| 89 | 89 |
void send() |
| 90 | 90 |
{
|
| 91 |
GLES30.glUniform1i( mNumEffectsH, mNumEffects);
|
|
| 91 |
GLES31.glUniform1i( mNumEffectsH, mNumEffects);
|
|
| 92 | 92 |
|
| 93 | 93 |
if( mNumEffects>0 ) |
| 94 | 94 |
{
|
| 95 |
GLES30.glUniform1iv( mNameH , mNumEffects, mName ,0);
|
|
| 96 |
GLES30.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
|
|
| 95 |
GLES31.glUniform1iv( mNameH , mNumEffects, mName ,0);
|
|
| 96 |
GLES31.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
|
|
| 97 | 97 |
} |
| 98 | 98 |
} |
| 99 | 99 |
} |
| src/main/java/org/distorted/library/main/MeshObject.java | ||
|---|---|---|
| 19 | 19 |
|
| 20 | 20 |
package org.distorted.library.main; |
| 21 | 21 |
|
| 22 |
import android.opengl.GLES30;
|
|
| 22 |
import android.opengl.GLES31;
|
|
| 23 | 23 |
|
| 24 | 24 |
import java.nio.FloatBuffer; |
| 25 | 25 |
|
| ... | ... | |
| 77 | 77 |
{
|
| 78 | 78 |
if( mAttVBO[0]<0 ) |
| 79 | 79 |
{
|
| 80 |
GLES30.glGenBuffers(1, mAttVBO, 0);
|
|
| 81 |
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mAttVBO[0]);
|
|
| 82 |
GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, numVertices*VERTSIZE, mVertAttribs, GLES30.GL_STATIC_READ);
|
|
| 83 |
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
|
|
| 80 |
GLES31.glGenBuffers(1, mAttVBO, 0);
|
|
| 81 |
GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mAttVBO[0]);
|
|
| 82 |
GLES31.glBufferData(GLES31.GL_ARRAY_BUFFER, numVertices*VERTSIZE, mVertAttribs, GLES31.GL_STATIC_READ);
|
|
| 83 |
GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
|
|
| 84 | 84 |
} |
| 85 | 85 |
if( mAttTFO[0]<0 && Distorted.GLSL >= 300 ) |
| 86 | 86 |
{
|
| 87 |
GLES30.glGenBuffers(1, mAttTFO, 0);
|
|
| 88 |
GLES30.glBindBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, mAttTFO[0]);
|
|
| 89 |
GLES30.glBufferData(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, numVertices*TFSIZE, null, GLES30.GL_STATIC_READ);
|
|
| 90 |
GLES30.glBindBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0);
|
|
| 87 |
GLES31.glGenBuffers(1, mAttTFO, 0);
|
|
| 88 |
GLES31.glBindBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, mAttTFO[0]);
|
|
| 89 |
GLES31.glBufferData(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, numVertices*TFSIZE, null, GLES31.GL_STATIC_READ);
|
|
| 90 |
GLES31.glBindBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0);
|
|
| 91 | 91 |
} |
| 92 | 92 |
} |
| 93 | 93 |
|
| ... | ... | |
| 98 | 98 |
{
|
| 99 | 99 |
if( mAttVBO[0]>=0 ) |
| 100 | 100 |
{
|
| 101 |
GLES30.glDeleteBuffers(1, mAttVBO, 0);
|
|
| 101 |
GLES31.glDeleteBuffers(1, mAttVBO, 0);
|
|
| 102 | 102 |
mAttVBO[0] = -1; |
| 103 | 103 |
} |
| 104 | 104 |
if( mAttTFO[0]>=0 ) |
| 105 | 105 |
{
|
| 106 |
GLES30.glDeleteBuffers(1, mAttTFO, 0);
|
|
| 106 |
GLES31.glDeleteBuffers(1, mAttTFO, 0);
|
|
| 107 | 107 |
mAttTFO[0] = -1; |
| 108 | 108 |
} |
| 109 | 109 |
} |
| src/main/java/org/distorted/library/program/DistortedProgram.java | ||
|---|---|---|
| 19 | 19 |
|
| 20 | 20 |
package org.distorted.library.program; |
| 21 | 21 |
|
| 22 |
import android.opengl.GLES30;
|
|
| 22 |
import android.opengl.GLES31;
|
|
| 23 | 23 |
|
| 24 | 24 |
import java.io.BufferedReader; |
| 25 | 25 |
import java.io.IOException; |
| ... | ... | |
| 54 | 54 |
private int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes, final String[] feedbackVaryings) |
| 55 | 55 |
throws LinkingException |
| 56 | 56 |
{
|
| 57 |
int programHandle = GLES30.glCreateProgram();
|
|
| 57 |
int programHandle = GLES31.glCreateProgram();
|
|
| 58 | 58 |
|
| 59 | 59 |
if (programHandle != 0) |
| 60 | 60 |
{
|
| 61 |
GLES30.glAttachShader(programHandle, vertexShaderHandle);
|
|
| 62 |
GLES30.glAttachShader(programHandle, fragmentShaderHandle);
|
|
| 61 |
GLES31.glAttachShader(programHandle, vertexShaderHandle);
|
|
| 62 |
GLES31.glAttachShader(programHandle, fragmentShaderHandle);
|
|
| 63 | 63 |
|
| 64 | 64 |
if( feedbackVaryings!=null ) |
| 65 | 65 |
{
|
| 66 |
GLES30.glTransformFeedbackVaryings(programHandle, feedbackVaryings, GLES30.GL_INTERLEAVED_ATTRIBS);
|
|
| 66 |
GLES31.glTransformFeedbackVaryings(programHandle, feedbackVaryings, GLES31.GL_INTERLEAVED_ATTRIBS);
|
|
| 67 | 67 |
} |
| 68 | 68 |
|
| 69 | 69 |
if (attributes != null) |
| ... | ... | |
| 72 | 72 |
|
| 73 | 73 |
for (int i = 0; i < size; i++) |
| 74 | 74 |
{
|
| 75 |
GLES30.glBindAttribLocation(programHandle, i, attributes[i]);
|
|
| 75 |
GLES31.glBindAttribLocation(programHandle, i, attributes[i]);
|
|
| 76 | 76 |
} |
| 77 | 77 |
} |
| 78 | 78 |
|
| 79 |
GLES30.glLinkProgram(programHandle);
|
|
| 79 |
GLES31.glLinkProgram(programHandle);
|
|
| 80 | 80 |
|
Also available in: Unified diff
Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)