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Revision 1d6d261e

Added by Leszek Koltunski almost 7 years ago

Move to a new way to detecting depth of postprocessing halos.
This switches off stenciling (hopefully temporarily!)

View differences:

src/main/java/org/distorted/library/EffectQueuePostprocess.java
291 291
      GLES30.glViewport(0, 0, (int)w1, (int)h1);
292 292
      mBlur1Program.useProgram();
293 293
      buffer1.setAsInput();
294
      buffer2.setAsOutput(time);
294
      buffer2.setAsOutput();
295 295

  
296 296
      GLES30.glUniform1fv( mWeights1H, radius+1, weightsCache,offset);
297 297
      GLES30.glUniform1i( mRadius1H, radius);
......
302 302
      GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
303 303
      GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
304 304

  
305
      DistortedRenderState.useStencilMark();
305
      //DistortedRenderState.switchOffDepthWriting();
306
      //DistortedRenderState.useStencilMark();
306 307
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
307
      DistortedRenderState.unuseStencilMark();
308
      //DistortedRenderState.unuseStencilMark();
309
      //DistortedRenderState.restoreDepthWriting();
308 310

  
309 311
      // vertical blur
310 312
      GLES30.glViewport(0, 0, (int)w2, (int)h2);
......
324 326
      GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
325 327
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
326 328

  
327
      // after each postprocess, clear the STENCIL
328
      buffer2.setAsOutput(time);
329
      // after each postprocess, clear buffers
329 330
      GLES30.glStencilMask(0xff);
331
      GLES30.glDepthMask(true);
332
      GLES30.glColorMask(true,true,true,true);
333
      GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
334
      GLES30.glClearDepthf(1.0f);
330 335
      GLES30.glClearStencil(0);
331
      GLES30.glClear(GLES30.GL_STENCIL_BUFFER_BIT);
336

  
337
      buffer1.setAsOutput();
338
      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT);//|GLES30.GL_STENCIL_BUFFER_BIT);
339
      buffer2.setAsOutput();
340
      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
332 341
      }
333 342

  
334 343
    return mNumEffects;

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