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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.main;
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import android.opengl.GLES30;
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import android.util.Log;
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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 offscreen FBOs and both a) render to them b) use their COLOR0 attachment as
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* an input texture. Attaching Depths and/or Stencils is also possible.
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*/
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public class DistortedFramebuffer extends InternalOutputSurface
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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 create()
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{
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if( mNumFBOs==DistortedLibrary.WAIT_FOR_FBO_QUEUE_SIZE )
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{
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// only now we know how many FBOs there should be
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mNumFBOs = DistortedLibrary.getQueueSize();
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allocateColor();
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allocateStuffDependantOnNumFBOS();
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}
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//////////////////////////////////////////////////////////////
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// COLOR
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if( mColorCreated==NOT_CREATED_YET )
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{
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GLES30.glGenTextures( mNumFBOs*mNumColors, mColorH, 0);
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GLES30.glGenFramebuffers(mNumFBOs, mFBOH, 0);
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for(int i=0; i<mNumFBOs; i++)
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{
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
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for(int j=0; j<mNumColors; j++)
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{
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors+j]);
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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, mRealWidth, mRealHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
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}
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors], 0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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}
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// TODO
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mColorCreated = checkStatus("color");
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
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}
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//////////////////////////////////////////////////////////////
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// DEPTH / STENCIL
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if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment
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{
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GLES30.glGenTextures(mNumFBOs, mDepthStencilH, 0);
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for(int i=0; i<mNumFBOs; i++)
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{
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[i]);
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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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if (mDepthStencil == DEPTH_NO_STENCIL)
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{
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GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null);
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}
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else if (mDepthStencil == BOTH_DEPTH_STENCIL)
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{
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GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_INT_24_8, null);
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}
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}
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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for(int i=0; i<mNumFBOs; i++)
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{
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
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if (mDepthStencil == DEPTH_NO_STENCIL)
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{
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
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}
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else if (mDepthStencil == BOTH_DEPTH_STENCIL)
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{
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
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}
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}
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// TODO
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mDepthStencilCreated = checkStatus("depth");
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
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}
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//////////////////////////////////////////////////////////////
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// DETACH
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// TODO
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if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment.
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{
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// OpenGL ES 3.0.5 spec, chapter 4.4.2.4 :
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// "Note that the texture image is specifically not detached from any other framebuffer objects.
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// Detaching the texture image from any other framebuffer objects is the responsibility of the application."
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for(int i=0; i<mNumFBOs; i++)
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{
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
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mDepthStencilH[i]=0;
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}
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GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO
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private int 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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Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
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GLES30.glDeleteTextures(1, mColorH, 0);
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GLES30.glDeleteTextures(1, mDepthStencilH, 0);
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GLES30.glDeleteFramebuffers(1, mFBOH, 0);
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mFBOH[0]= 0;
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return FAILED_TO_CREATE;
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}
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return CREATED;
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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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GLES30.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0);
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mColorCreated = NOT_CREATED_YET;
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for(int i=0; i<mNumFBOs*mNumColors; i++) mColorH[i] = 0;
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}
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if( mDepthStencilH[0]>0 )
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{
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GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
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mDepthStencilCreated = NOT_CREATED_YET;
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for(int i=0; i<mNumFBOs; i++) mDepthStencilH[i] = 0;
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}
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GLES30.glDeleteFramebuffers(mNumFBOs, mFBOH, 0);
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for(int i=0; i<mNumFBOs; i++) mFBOH[i] = 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// called from onDestroy(); mark OpenGL assets as 'not created'
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void recreate()
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{
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if( mColorCreated!=DONT_CREATE )
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{
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mColorCreated = NOT_CREATED_YET;
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mColorH[0] = 0;
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}
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if( mDepthStencilCreated!=DONT_CREATE )
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{
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mDepthStencilCreated = NOT_CREATED_YET;
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mDepthStencilH[0] = 0;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean setAsInput(int fbo, int texture)
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{
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if( texture>=0 && texture<mNumColors && fbo>=0 && fbo<mNumFBOs && mColorH[mNumColors*fbo + texture]>0 )
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{
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]);
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// create a multi-framebuffer (1 object containing multiple FBOs)
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DistortedFramebuffer(int numfbos, int numcolors, int depthStencil, int type, int width, int height)
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{
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super(width,height,NOT_CREATED_YET,numfbos,numcolors,depthStencil,NOT_CREATED_YET, type);
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markForCreation();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information
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// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using
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// inside a Tree of DistortedNodes (TREE)
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// SYSTEM surfaces do not get removed in onDestroy().
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DistortedFramebuffer(int numcolors, int depthStencil, int type, int width, int height)
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{
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this(1,numcolors,depthStencil,type,width,height);
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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 new offscreen Framebuffer with configurable number of COLOR, DEPTH and STENCIL attachments.
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*
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* @param width Width of all the COLOR attachments.
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* @param height Height of all the COLOR attachments.
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* @param numcolors How many COLOR attachments to create?
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* @param depthStencil Add DEPTH or STENCIL attachment?
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* Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
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*/
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@SuppressWarnings("unused")
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public DistortedFramebuffer(int width, int height, int numcolors, int depthStencil)
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{
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this(1,numcolors,depthStencil,TYPE_USER,width,height);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Bind the underlying rectangle of pixels as a OpenGL Texture.
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*
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* @param texture The Texture number to bind (and thus read from).
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* @return <code>true</code> if successful.
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*/
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public boolean setAsInput(int texture)
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{
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if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
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{
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture]);
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Attach the texture'th Texture to COLOR0 attachment.
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*
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* @param texture The Texture number to attach (and subsequently use to render to)
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*/
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public void bindForOutput(int texture)
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{
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if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
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{
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture], 0);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Enable.disable DEPTH and STENCIL buffers.
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*
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* @param depthStencil Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
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*/
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public void enableDepthStencil(int depthStencil)
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{
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if( depthStencil != mDepthStencil )
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{
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mDepthStencil = depthStencil;
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if( depthStencil!= NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE )
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{
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mDepthStencilCreated = NOT_CREATED_YET;
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markForCreation();
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}
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if( depthStencil== NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE )
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{
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mDepthStencilCreated = DONT_CREATE;
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markForCreation();
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}
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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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