Revision 667a1ad9
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/EffectQueuePostprocess.java | ||
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class EffectQueuePostprocess extends EffectQueue |
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{ |
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private static final int BYTES_PER_FLOAT = 4; |
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private static final int POSITION_DATA_SIZE= 2; // Post Program: size of the position data in elements |
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private static final int TEX_DATA_SIZE = 2; // Post Program: size of the texture coordinate data in elements. |
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private static final int NUM_UNIFORMS = 3;
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private static final int NUM_UNIFORMS = 4;
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private static final int NUM_CACHE = 0; |
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private static final int INDEX = EffectTypes.POSTPROCESS.ordinal(); |
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... | ... | |
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static |
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{ |
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int dataLength = 4; |
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int dataLength = 4; |
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int bytes_per_float = 4; |
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float[] positionData= { -0.5f, -0.5f, -0.5f, 0.5f, 0.5f,-0.5f, 0.5f, 0.5f }; |
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float[] textureData = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; |
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mQuadPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadPositions.put(positionData).position(0); |
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mQuadTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE *dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE *dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadTexture.put(textureData).position(0); |
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} |
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... | ... | |
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else mInter[0][i] = null; |
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} |
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if( mInter[1][i]!=null ) |
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{ |
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mInter[1][i].interpolateMain(mUniforms, NUM_UNIFORMS*i+1, mCurrentDuration[i], step); |
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} |
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mCurrentDuration[i] += step; |
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} |
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... | ... | |
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mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ]; |
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mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1]; |
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mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2]; |
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mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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if( mNumEffects>0 ) |
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{ |
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GLES20.glUniform1iv( mTypeH , mNumEffects, mName ,0); |
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GLES20.glUniform4fv( mUniformsH,2*mNumEffects, mUniforms,0);
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GLES20.glUniform1iv( mTypeH , mNumEffects, mName ,0);
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GLES20.glUniform4fv( mUniformsH, (NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
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} |
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GLES20.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mQuadPositions); |
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improve Postprocessing; new icon; minor things.