Revision 09d4f4b1
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/DistortedFramebuffer.java | ||
---|---|---|
59 | 59 |
float mDistance; |
60 | 60 |
float[] mProjectionMatrix; |
61 | 61 |
|
62 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
63 |
|
|
64 |
private void createProjection() |
|
65 |
{ |
|
66 |
if( mWidth>0 && mHeight>1 ) |
|
67 |
{ |
|
68 |
if( mFOV>0.0f ) // perspective projection |
|
69 |
{ |
|
70 |
float left = (-mX-mWidth /2.0f)/mHeight; |
|
71 |
float right = (-mX+mWidth /2.0f)/mHeight; |
|
72 |
float bottom = (-mY-mHeight/2.0f)/mHeight; |
|
73 |
float top = (-mY+mHeight/2.0f)/mHeight; |
|
74 |
float near = (top-bottom) / (2.0f*(float)Math.tan(mFOV*Math.PI/360)); |
|
75 |
mDistance = mHeight*near/(top-bottom); |
|
76 |
float far = 2*mDistance-near; |
|
77 |
mDepth = (int)((far-near)/2); |
|
78 |
|
|
79 |
Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far); |
|
80 |
} |
|
81 |
else // parallel projection |
|
82 |
{ |
|
83 |
float left = -mX-mWidth /2.0f; |
|
84 |
float right = -mX+mWidth /2.0f; |
|
85 |
float bottom = -mY-mHeight/2.0f; |
|
86 |
float top = -mY+mHeight/2.0f; |
|
87 |
float near = (mWidth+mHeight)/2; |
|
88 |
mDistance = 2*near; |
|
89 |
float far = 3*near; |
|
90 |
mDepth = (int)near; |
|
91 |
|
|
92 |
Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far); |
|
93 |
} |
|
94 |
} |
|
95 |
} |
|
96 |
|
|
97 | 62 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
98 | 63 |
// Must be called from a thread holding OpenGL Context |
99 | 64 |
|
... | ... | |
148 | 113 |
mMarked = false; |
149 | 114 |
} |
150 | 115 |
|
116 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
117 |
// Must be called from a thread holding OpenGL Context |
|
118 |
|
|
119 |
void setAsOutput() |
|
120 |
{ |
|
121 |
if( texIds[0]==TEXTURE_NOT_CREATED_YET ) createFBO(); |
|
122 |
|
|
123 |
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]); |
|
124 |
} |
|
125 |
|
|
126 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
127 |
// Must be called from a thread holding OpenGL Context |
|
128 |
|
|
129 |
void setAsInput() |
|
130 |
{ |
|
131 |
if( texIds[0]==TEXTURE_NOT_CREATED_YET ) createFBO(); |
|
132 |
|
|
133 |
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texIds[0]); |
|
134 |
} |
|
135 |
|
|
151 | 136 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
152 | 137 |
|
153 | 138 |
void reset() |
... | ... | |
156 | 141 |
texIds[0] = TEXTURE_NOT_CREATED_YET; |
157 | 142 |
} |
158 | 143 |
|
144 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
145 |
|
|
146 |
private void createProjection() |
|
147 |
{ |
|
148 |
if( mWidth>0 && mHeight>1 ) |
|
149 |
{ |
|
150 |
if( mFOV>0.0f ) // perspective projection |
|
151 |
{ |
|
152 |
float left = (-mX-mWidth /2.0f)/mHeight; |
|
153 |
float right = (-mX+mWidth /2.0f)/mHeight; |
|
154 |
float bottom = (-mY-mHeight/2.0f)/mHeight; |
|
155 |
float top = (-mY+mHeight/2.0f)/mHeight; |
|
156 |
float near = (top-bottom) / (2.0f*(float)Math.tan(mFOV*Math.PI/360)); |
|
157 |
mDistance = mHeight*near/(top-bottom); |
|
158 |
float far = 2*mDistance-near; |
|
159 |
mDepth = (int)((far-near)/2); |
|
160 |
|
|
161 |
Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far); |
|
162 |
} |
|
163 |
else // parallel projection |
|
164 |
{ |
|
165 |
float left = -mX-mWidth /2.0f; |
|
166 |
float right = -mX+mWidth /2.0f; |
|
167 |
float bottom = -mY-mHeight/2.0f; |
|
168 |
float top = -mY+mHeight/2.0f; |
|
169 |
float near = (mWidth+mHeight)/2; |
|
170 |
mDistance = 2*near; |
|
171 |
float far = 3*near; |
|
172 |
mDepth = (int)near; |
|
173 |
|
|
174 |
Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far); |
|
175 |
} |
|
176 |
} |
|
177 |
} |
|
178 |
|
|
159 | 179 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
160 | 180 |
|
161 | 181 |
static synchronized void release() |
... | ... | |
293 | 313 |
|
294 | 314 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
295 | 315 |
/** |
296 |
* Set this as the Framebuffer to write to. |
|
297 |
* <p> |
|
298 |
* Must be called from a thread holding OpenGL Context |
|
299 |
*/ |
|
300 |
public void setAsOutput() |
|
301 |
{ |
|
302 |
if( texIds[0]==TEXTURE_NOT_CREATED_YET ) createFBO(); |
|
303 |
|
|
304 |
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]); |
|
305 |
} |
|
306 |
|
|
307 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
308 |
/** |
|
309 |
* Set this as the Framebuffer to read from. |
|
310 |
* <p> |
|
311 |
* Must be called from a thread holding OpenGL Context |
|
316 |
* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO. |
|
317 |
* <p> |
|
318 |
* Catch: this will only work if the library has had time to actually create the texture. Remember |
|
319 |
* that the texture gets created only on first render, thus creating a Texture object and immediately |
|
320 |
* calling this method will return an invalid (negative) result. |
|
321 |
* |
|
322 |
* @returns If there was not a single render between creation of the Object and calling this method on |
|
323 |
* it, return a negative value. Otherwise, return ID of COLOR attachment 0. |
|
312 | 324 |
*/ |
313 |
public void setAsInput()
|
|
325 |
public int getTextureID()
|
|
314 | 326 |
{ |
315 |
if( texIds[0]==TEXTURE_NOT_CREATED_YET ) createFBO(); |
|
316 |
|
|
317 |
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texIds[0]); |
|
327 |
return texIds[0]; |
|
318 | 328 |
} |
319 |
|
|
320 | 329 |
} |
Also available in: Unified diff
Change of API in DistortedFramebuffer.