Revision 8b7b2398
Added by Leszek Koltunski almost 6 years ago
src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
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182 | 182 |
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private static void createPostprocessingBuffers(int width, int height, float near) |
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{ |
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final float CLEAR_R = 1.0f; |
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final float CLEAR_G = 1.0f; |
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final float CLEAR_B = 1.0f; |
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final float CLEAR_A = 0.0f; |
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final float CLEAR_D = 1.0f; |
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final int CLEAR_S = 0; |
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mBuffer = new DistortedFramebuffer[EffectQuality.LENGTH]; |
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float mipmap=1.0f; |
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|
... | ... | |
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mBuffer[j] = new DistortedFramebuffer(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) ); |
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mBuffer[j].mMipmap = mipmap; |
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mBuffer[j].mNear = near; // copy mNear as well (for blitting- see PostprocessEffect.apply() ) |
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mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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mBuffer[j].glClearColor(CLEAR_R, CLEAR_G, CLEAR_B, CLEAR_A);
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mipmap *= EffectQuality.MULTIPLIER; |
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} |
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DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now. |
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GLES31.glStencilMask(0xff); |
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GLES31.glDepthMask(true); |
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GLES31.glColorMask(true, true, true, true); |
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GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); |
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GLES31.glClearDepthf(1.0f); |
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GLES31.glClearStencil(0); |
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DistortedRenderState.colorDepthStencilOn(); |
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GLES31.glClearColor(CLEAR_R, CLEAR_G, CLEAR_B, CLEAR_A); |
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GLES31.glClearDepthf(CLEAR_D); |
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GLES31.glClearStencil(CLEAR_S); |
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for (int j=0; j<EffectQuality.LENGTH; j++) |
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{ |
... | ... | |
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} |
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} |
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DistortedRenderState.colorDepthStencilRestore(); |
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0); |
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} |
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|
... | ... | |
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GLES31.glStencilMask(0xff); |
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GLES31.glDepthMask(true); |
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GLES31.glColorMask(true,true,true,true); |
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GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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GLES31.glClearDepthf(1.0f);
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GLES31.glClearStencil(0);
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GLES31.glClearColor(buffer.mClearR,buffer.mClearG,buffer.mClearB,buffer.mClearA);
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GLES31.glClearDepthf(buffer.mClearDepth);
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GLES31.glClearStencil(buffer.mClearStencil);
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buffer.setAsOutput(); |
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GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0); |
Also available in: Unified diff
Fix the bug where the postprocessed halo would not work for the first few frames of each quality level (before this commit the bug was visible in the 'GLOW' app).