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Revision 5c84d9c2

Added by Leszek Koltunski about 3 years ago

Set possibility for the Postprocessing effects to eclipse the whole object or only work at the edges.

View differences:

src/main/java/org/distorted/library/effect/PostprocessEffect.java
98 98

  
99 99
  private final ArrayList<Job> mJobs = new ArrayList<>();
100 100
  private int mQualityLevel;
101
  private boolean mUseHaloDepth;
101 102

  
102 103
  float mQualityScale;
103 104

  
......
174 175
    return mQualityLevel;
175 176
    }
176 177

  
178
///////////////////////////////////////////////////////////////////////////////////////////////////
179
  /**
180
   * Only for use by the library itself.
181
   *
182
   * @y.exclude
183
   */
184
  public boolean getHaloDepth()
185
    {
186
    return mUseHaloDepth;
187
    }
188

  
177 189
///////////////////////////////////////////////////////////////////////////////////////////////////
178 190
/**
179 191
 * Only for use by the library itself.
......
289 301
    mJobs.add(new Job(MIPMAP,quality.getLevel()));
290 302
    InternalMaster.newSlave(this);
291 303
    }
304

  
305
///////////////////////////////////////////////////////////////////////////////////////////////////
306
/**
307
 * When preprocessing - so drawning the 'halo' - do we also want to write the depth buffer?
308
 * If yes, the halo would cover the whole object; if no, it would be just around it (and possibly
309
 * could be covered by other similarly postprocessed objects nearby)
310
 *
311
 * @param depth should the halo around the object cover it or not?
312
 */
313
  public void setHaloDepth(boolean depth)
314
    {
315
    mUseHaloDepth = depth;
316
    }
292 317
  }
src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.java
53 53
  private static final int INDEX = EffectType.POSTPROCESS.ordinal();
54 54

  
55 55
  private int mHalo;
56
  private boolean mUseHaloDepth;
56 57
  private float mR, mG, mB, mA;
57 58

  
58 59
  private static DistortedProgram mPreProgram;
......
90 91
      // that (see preprocess())
91 92
      array[NUM_FLOAT_UNIFORMS*i+5]=0.0f;
92 93

  
93
      if( mEffects[i].compute(array, NUM_FLOAT_UNIFORMS*i, currTime, step) )
94
      PostprocessEffect effect = (PostprocessEffect)mEffects[i];
95

  
96
      if( effect.compute(array, NUM_FLOAT_UNIFORMS*i, currTime, step) )
94 97
        {
95 98
        EffectMessageSender.newMessage(mEffects[i]);
96 99
        }
97 100

  
98 101
      halo = (int)array[NUM_FLOAT_UNIFORMS*i];
99 102
      if( halo>mHalo ) mHalo = halo;
103

  
104
      // TODO  (now only really works in case of 1 effect!)
105
      mUseHaloDepth = effect.getHaloDepth();
100 106
      }
101 107

  
102 108
    // TODO  (now only really works in case of 1 effect!)
......
173 179

  
174 180
    InternalRenderState.setUpStencilMark(mA!=0.0f);
175 181
    InternalRenderState.disableBlending();
182
    if( !mUseHaloDepth ) GLES30.glDepthMask(false);
176 183

  
177 184
    GLES30.glViewport(0, 0, width, height );
178 185

  
......
198 205

  
199 206
    InternalRenderState.restoreBlending();
200 207
    InternalRenderState.unsetUpStencilMark();
208
    if( !mUseHaloDepth ) GLES30.glDepthMask(true);
201 209

  
202 210
    return 1;
203 211
    }
src/main/java/org/distorted/library/main/InternalRenderState.java
51 51
    private int blendSrc, blendDst;
52 52
    }
53 53

  
54
  private RenderState mState;          // state the current object wants to have
55
  static private RenderState cState = new RenderState();   // current OpenGL Stave
56
  static private RenderState sState = new RenderState();   // saved OpenGL state
54
  private final RenderState mState;          // state the current object wants to have
55
  static private final RenderState cState = new RenderState();   // current OpenGL Stave
56
  static private final RenderState sState = new RenderState();   // saved OpenGL state
57 57

  
58 58
  private int mClear;
59 59

  

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