Revision 8ebbc730
Added by Leszek Koltunski over 7 years ago
| src/main/java/org/distorted/library/main/DistortedFramebuffer.java | ||
|---|---|---|
| 36 | 36 |
|
| 37 | 37 |
void create() |
| 38 | 38 |
{
|
| 39 |
////////////////////////////////////////////////////////////// |
|
| 40 |
// COLOR |
|
| 41 |
|
|
| 39 | 42 |
if( mColorCreated==NOT_CREATED_YET ) |
| 40 | 43 |
{
|
| 41 |
GLES31.glGenTextures( mNumColors, mColorH, 0); |
|
| 42 |
GLES31.glGenFramebuffers(1, mFBOH, 0); |
|
| 43 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]); |
|
| 44 |
GLES31.glGenTextures( mNumFBOs*mNumColors, mColorH, 0); |
|
| 45 |
GLES31.glGenFramebuffers(mNumFBOs, mFBOH, 0); |
|
| 44 | 46 |
|
| 45 |
for(int i=0; i<mNumColors; i++)
|
|
| 47 |
for(int i=0; i<mNumFBOs; i++)
|
|
| 46 | 48 |
{
|
| 47 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[i]); |
|
| 48 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT); |
|
| 49 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT); |
|
| 50 |
GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST); |
|
| 51 |
GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_LINEAR); |
|
| 52 |
GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_RGBA, mRealWidth, mRealHeight, 0, GLES31.GL_RGBA, GLES31.GL_UNSIGNED_BYTE, null); |
|
| 49 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[i]); |
|
| 50 |
|
|
| 51 |
for(int j=0; j<mNumColors; j++) |
|
| 52 |
{
|
|
| 53 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[i*mNumColors+j]); |
|
| 54 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT); |
|
| 55 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT); |
|
| 56 |
GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST); |
|
| 57 |
GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_LINEAR); |
|
| 58 |
GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_RGBA, mRealWidth, mRealHeight, 0, GLES31.GL_RGBA, GLES31.GL_UNSIGNED_BYTE, null); |
|
| 59 |
} |
|
| 60 |
|
|
| 61 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[i*mNumColors], 0); |
|
| 62 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0); |
|
| 53 | 63 |
} |
| 54 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[0], 0); |
|
| 55 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0); |
|
| 56 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0); |
|
| 57 | 64 |
|
| 65 |
// TODO |
|
| 58 | 66 |
mColorCreated = checkStatus("color");
|
| 67 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0); |
|
| 59 | 68 |
} |
| 69 |
|
|
| 70 |
////////////////////////////////////////////////////////////// |
|
| 71 |
// DEPTH / STENCIL |
|
| 72 |
|
|
| 60 | 73 |
if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment |
| 61 | 74 |
{
|
| 62 |
GLES31.glGenTextures(1, mDepthStencilH, 0); |
|
| 63 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]); |
|
| 64 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT); |
|
| 65 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT); |
|
| 66 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST); |
|
| 67 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_NEAREST); |
|
| 68 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_DEPTH_STENCIL_TEXTURE_MODE, GLES31.GL_DEPTH_COMPONENT); |
|
| 69 |
|
|
| 70 |
if( mDepthStencil==DEPTH_NO_STENCIL ) |
|
| 71 |
{
|
|
| 72 |
GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES31.GL_DEPTH_COMPONENT, GLES31.GL_UNSIGNED_INT, null); |
|
| 73 |
} |
|
| 74 |
else if( mDepthStencil==BOTH_DEPTH_STENCIL ) |
|
| 75 |
GLES31.glGenTextures(mNumFBOs, mDepthStencilH, 0); |
|
| 76 |
|
|
| 77 |
for(int i=0; i<mNumFBOs; i++) |
|
| 75 | 78 |
{
|
| 76 |
GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES31.GL_DEPTH_STENCIL, GLES31.GL_UNSIGNED_INT_24_8, null); |
|
| 79 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[i]); |
|
| 80 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT); |
|
| 81 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT); |
|
| 82 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST); |
|
| 83 |
GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_NEAREST); |
|
| 84 |
|
|
| 85 |
if (mDepthStencil == DEPTH_NO_STENCIL) |
|
| 86 |
{
|
|
| 87 |
GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES31.GL_DEPTH_COMPONENT, GLES31.GL_UNSIGNED_INT, null); |
|
| 88 |
} |
|
| 89 |
else if (mDepthStencil == BOTH_DEPTH_STENCIL) |
|
| 90 |
{
|
|
| 91 |
GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES31.GL_DEPTH_STENCIL, GLES31.GL_UNSIGNED_INT_24_8, null); |
|
| 92 |
} |
|
| 77 | 93 |
} |
| 78 |
|
|
| 79 | 94 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0); |
| 80 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]); |
|
| 81 | 95 |
|
| 82 |
if( mDepthStencil==DEPTH_NO_STENCIL ) |
|
| 83 |
{
|
|
| 84 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0); |
|
| 85 |
} |
|
| 86 |
else if( mDepthStencil==BOTH_DEPTH_STENCIL ) |
|
| 96 |
for(int i=0; i<mNumFBOs; i++) |
|
| 87 | 97 |
{
|
| 88 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0); |
|
| 98 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[i]); |
|
| 99 |
|
|
| 100 |
if (mDepthStencil == DEPTH_NO_STENCIL) |
|
| 101 |
{
|
|
| 102 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[i], 0); |
|
| 103 |
} |
|
| 104 |
else if (mDepthStencil == BOTH_DEPTH_STENCIL) |
|
| 105 |
{
|
|
| 106 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[i], 0); |
|
| 107 |
} |
|
| 89 | 108 |
} |
| 90 | 109 |
|
| 91 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0); |
|
| 92 |
|
|
| 110 |
// TODO |
|
| 93 | 111 |
mDepthStencilCreated = checkStatus("depth");
|
| 112 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0); |
|
| 94 | 113 |
} |
| 114 |
|
|
| 115 |
////////////////////////////////////////////////////////////// |
|
| 116 |
// DETACH |
|
| 117 |
|
|
| 118 |
// TODO |
|
| 95 | 119 |
if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment. |
| 96 | 120 |
{
|
| 97 | 121 |
// OpenGL ES 3.0.5 spec, chapter 4.4.2.4 : |
| 98 | 122 |
// "Note that the texture image is specifically not detached from any other framebuffer objects. |
| 99 | 123 |
// Detaching the texture image from any other framebuffer objects is the responsibility of the application." |
| 100 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]); |
|
| 101 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT , GLES31.GL_TEXTURE_2D, 0, 0); |
|
| 102 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0); |
|
| 103 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0); |
|
| 104 | 124 |
|
| 105 |
GLES31.glDeleteTextures(1, mDepthStencilH, 0); |
|
| 106 |
mDepthStencilH[0]=0; |
|
| 125 |
for(int i=0; i<mNumFBOs; i++) |
|
| 126 |
{
|
|
| 127 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[i]); |
|
| 128 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0); |
|
| 129 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0); |
|
| 130 |
mDepthStencilH[i]=0; |
|
| 131 |
} |
|
| 132 |
|
|
| 133 |
GLES31.glDeleteTextures(mNumFBOs, mDepthStencilH, 0); |
|
| 134 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0); |
|
| 107 | 135 |
} |
| 108 | 136 |
} |
| 109 | 137 |
|
| 110 | 138 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 139 |
// TODO |
|
| 111 | 140 |
|
| 112 | 141 |
private int checkStatus(String message) |
| 113 | 142 |
{
|
| ... | ... | |
| 135 | 164 |
{
|
| 136 | 165 |
if( mColorH[0]>0 ) |
| 137 | 166 |
{
|
| 138 |
GLES31.glDeleteTextures(1, mColorH, 0); |
|
| 139 |
mColorH[0] = 0; |
|
| 167 |
GLES31.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0); |
|
| 140 | 168 |
mColorCreated = NOT_CREATED_YET; |
| 169 |
|
|
| 170 |
for(int i=0; i<mNumFBOs*mNumColors; i++) mColorH[i] = 0; |
|
| 141 | 171 |
} |
| 142 | 172 |
|
| 143 | 173 |
if( mDepthStencilH[0]>0 ) |
| 144 | 174 |
{
|
| 145 |
GLES31.glDeleteTextures(1, mDepthStencilH, 0); |
|
| 146 |
mDepthStencilH[0]=0; |
|
| 175 |
GLES31.glDeleteTextures(mNumFBOs, mDepthStencilH, 0); |
|
| 147 | 176 |
mDepthStencilCreated = NOT_CREATED_YET; |
| 177 |
|
|
| 178 |
for(int i=0; i<mNumFBOs; i++) mDepthStencilH[i] = 0; |
|
| 148 | 179 |
} |
| 149 | 180 |
|
| 150 |
GLES31.glDeleteFramebuffers(1, mFBOH, 0);
|
|
| 151 |
mFBOH[0] = 0;
|
|
| 181 |
GLES31.glDeleteFramebuffers(mNumFBOs, mFBOH, 0);
|
|
| 182 |
for(int i=0; i<mNumFBOs; i++) mFBOH[i] = 0;
|
|
| 152 | 183 |
} |
| 153 | 184 |
|
| 154 | 185 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 168 | 199 |
} |
| 169 | 200 |
} |
| 170 | 201 |
|
| 202 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 203 |
|
|
| 204 |
boolean setAsInput(int fbo, int texture) |
|
| 205 |
{
|
|
| 206 |
if( texture>=0 && texture<mNumColors && fbo>=0 && fbo<mNumFBOs && mColorH[mNumColors*fbo + texture]>0 ) |
|
| 207 |
{
|
|
| 208 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE0); |
|
| 209 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]); |
|
| 210 |
return true; |
|
| 211 |
} |
|
| 212 |
|
|
| 213 |
return false; |
|
| 214 |
} |
|
| 215 |
|
|
| 171 | 216 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 172 | 217 |
// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information |
| 173 | 218 |
// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using |
| ... | ... | |
| 176 | 221 |
|
| 177 | 222 |
DistortedFramebuffer(int numcolors, int depthStencil, int type, int width, int height) |
| 178 | 223 |
{
|
| 179 |
super(width,height,NOT_CREATED_YET,numcolors,depthStencil,NOT_CREATED_YET, type); |
|
| 224 |
super(width,height,NOT_CREATED_YET,1,numcolors,depthStencil,NOT_CREATED_YET, type); |
|
| 225 |
} |
|
| 226 |
|
|
| 227 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 228 |
// create a multi-framebuffer (1 object containing multiple FBOs) |
|
| 229 |
|
|
| 230 |
DistortedFramebuffer(int numfbos, int numcolors, int depthStencil, int type, int width, int height) |
|
| 231 |
{
|
|
| 232 |
super(width,height,NOT_CREATED_YET,numfbos,numcolors,depthStencil,NOT_CREATED_YET, type); |
|
| 180 | 233 |
} |
| 181 | 234 |
|
| 182 | 235 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 194 | 247 |
@SuppressWarnings("unused")
|
| 195 | 248 |
public DistortedFramebuffer(int width, int height, int numcolors, int depthStencil) |
| 196 | 249 |
{
|
| 197 |
super(width,height,NOT_CREATED_YET,numcolors,depthStencil,NOT_CREATED_YET,TYPE_USER); |
|
| 250 |
super(width,height,NOT_CREATED_YET,1,numcolors,depthStencil,NOT_CREATED_YET,TYPE_USER);
|
|
| 198 | 251 |
} |
| 199 | 252 |
|
| 200 | 253 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/java/org/distorted/library/main/DistortedNode.java | ||
|---|---|---|
| 341 | 341 |
DistortedEffects.blitPriv(mData.mFBO); |
| 342 | 342 |
} |
| 343 | 343 |
|
| 344 |
numRenders += mData.mFBO.renderChildren(currTime,mNumChildren[0],mChildren); |
|
| 344 |
numRenders += mData.mFBO.renderChildren(currTime,mNumChildren[0],mChildren,0);
|
|
| 345 | 345 |
} |
| 346 | 346 |
|
| 347 | 347 |
return numRenders; |
| src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
|---|---|---|
| 72 | 72 |
// Global buffers used for postprocessing. |
| 73 | 73 |
private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH]; |
| 74 | 74 |
|
| 75 |
private long mTime; |
|
| 76 | 75 |
private float mFOV; |
| 77 | 76 |
float mDistance, mNear; |
| 78 | 77 |
float[] mProjectionMatrix; |
| 79 | 78 |
|
| 80 | 79 |
int mDepthStencilCreated; |
| 81 | 80 |
int mDepthStencil; |
| 82 |
int[] mDepthStencilH = new int[1]; |
|
| 83 |
int[] mFBOH = new int[1]; |
|
| 81 |
int[] mDepthStencilH; |
|
| 82 |
int[] mFBOH; |
|
| 83 |
private long[] mTime; |
|
| 84 | 84 |
|
| 85 | 85 |
private float mClearR, mClearG, mClearB, mClearA; |
| 86 | 86 |
private float mClearDepth; |
| ... | ... | |
| 95 | 95 |
|
| 96 | 96 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 97 | 97 |
|
| 98 |
DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type) |
|
| 98 |
DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
|
|
| 99 | 99 |
{
|
| 100 |
super(width,height,createColor,numcolors,type); |
|
| 100 |
super(width,height,createColor,numfbos,numcolors,type); |
|
| 101 |
|
|
| 102 |
mDepthStencilH = new int[numfbos]; |
|
| 103 |
mFBOH = new int[numfbos]; |
|
| 104 |
|
|
| 105 |
mTime = new long[numfbos]; |
|
| 106 |
for(int i=0; i<mNumFBOs;i++) mTime[i]=0; |
|
| 101 | 107 |
|
| 102 | 108 |
mRealWidth = width; |
| 103 | 109 |
mRealHeight= height; |
| ... | ... | |
| 113 | 119 |
mFBOH[0] = fbo; |
| 114 | 120 |
mDepthStencilH[0]= 0; |
| 115 | 121 |
|
| 116 |
mTime = 0; |
|
| 117 |
|
|
| 118 | 122 |
mClearR = 0.0f; |
| 119 | 123 |
mClearG = 0.0f; |
| 120 | 124 |
mClearB = 0.0f; |
| ... | ... | |
| 263 | 267 |
|
| 264 | 268 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 265 | 269 |
|
| 266 |
private int oitBuild(DistortedOutputSurface buffer)
|
|
| 270 |
private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
|
|
| 267 | 271 |
{
|
| 268 | 272 |
GLES31.glViewport(0, 0, mWidth, mHeight); |
| 269 |
setAsOutput(); |
|
| 273 |
setAsOutput(time,fbo);
|
|
| 270 | 274 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE0); |
| 271 | 275 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]); |
| 272 | 276 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE1); |
| ... | ... | |
| 355 | 359 |
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing |
| 356 | 360 |
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild). |
| 357 | 361 |
|
| 358 |
int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children) |
|
| 362 |
int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
|
|
| 359 | 363 |
{
|
| 360 | 364 |
int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0; |
| 361 | 365 |
DistortedNode child1, child2; |
| ... | ... | |
| 370 | 374 |
|
| 371 | 375 |
if( currBucket==0 ) |
| 372 | 376 |
{
|
| 373 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
|
|
| 374 |
numRenders += child1.draw(time, this);
|
|
| 377 |
setAsOutput(time,fbo);
|
|
| 378 |
numRenders += child1.draw(time,this); |
|
| 375 | 379 |
} |
| 376 | 380 |
else |
| 377 | 381 |
{
|
| ... | ... | |
| 393 | 397 |
} |
| 394 | 398 |
|
| 395 | 399 |
numRenders += lastQueue.postprocess(mBuffer); |
| 396 |
numRenders += oitBuild(mBuffer[quality]);
|
|
| 400 |
numRenders += oitBuild(time,mBuffer[quality],fbo);
|
|
| 397 | 401 |
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT); |
| 398 | 402 |
clearBuffer(mBuffer[quality]); |
| 403 |
|
|
| 399 | 404 |
} |
| 400 | 405 |
|
| 401 | 406 |
internalQuality = currQueue.getInternalQuality(); |
| ... | ... | |
| 415 | 420 |
} |
| 416 | 421 |
|
| 417 | 422 |
numRenders += currQueue.postprocess(mBuffer); |
| 418 |
numRenders += oitBuild(mBuffer[quality]);
|
|
| 423 |
numRenders += oitBuild(time,mBuffer[quality],fbo);
|
|
| 419 | 424 |
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT); |
| 420 | 425 |
numRenders += oitRender(time); // merge the OIT linked list |
| 421 | 426 |
clearBuffer(mBuffer[quality]); |
| ... | ... | |
| 458 | 463 |
return (float)mHeight/mRealHeight; |
| 459 | 464 |
} |
| 460 | 465 |
|
| 466 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 467 |
|
|
| 468 |
private void setAsOutput(long time, int fbo) |
|
| 469 |
{
|
|
| 470 |
if( fbo>=0 && fbo<mNumFBOs ) |
|
| 471 |
{
|
|
| 472 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]); |
|
| 473 |
|
|
| 474 |
if (mTime[fbo] != time) |
|
| 475 |
{
|
|
| 476 |
mTime[fbo] = time; |
|
| 477 |
clear(); |
|
| 478 |
} |
|
| 479 |
} |
|
| 480 |
else |
|
| 481 |
{
|
|
| 482 |
android.util.Log.e("surface", "error in setAsOutput, fbo="+fbo);
|
|
| 483 |
} |
|
| 484 |
} |
|
| 485 |
|
|
| 461 | 486 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 462 | 487 |
// PUBLIC API |
| 463 | 488 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 464 | 489 |
/** |
| 465 |
* Draws all the attached children to this OutputSurface. |
|
| 490 |
* Draws all the attached children to this OutputSurface's 0th FBO.
|
|
| 466 | 491 |
* <p> |
| 467 | 492 |
* Must be called from a thread holding OpenGL Context. |
| 468 | 493 |
* |
| ... | ... | |
| 470 | 495 |
* @return Number of objects rendered. |
| 471 | 496 |
*/ |
| 472 | 497 |
public int render(long time) |
| 498 |
{
|
|
| 499 |
return render(time,0); |
|
| 500 |
} |
|
| 501 |
|
|
| 502 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 503 |
/** |
|
| 504 |
* Draws all the attached children to this OutputSurface. |
|
| 505 |
* <p> |
|
| 506 |
* Must be called from a thread holding OpenGL Context. |
|
| 507 |
* |
|
| 508 |
* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes. |
|
| 509 |
* @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'. |
|
| 510 |
* @return Number of objects rendered. |
|
| 511 |
*/ |
|
| 512 |
public int render(long time, int fbo) |
|
| 473 | 513 |
{
|
| 474 | 514 |
// change tree topology (attach and detach children) |
| 475 | 515 |
/* |
| ... | ... | |
| 512 | 552 |
numRenders += mChildren.get(i).renderRecursive(time); |
| 513 | 553 |
} |
| 514 | 554 |
|
| 515 |
setAsOutput(time); |
|
| 516 |
numRenders += renderChildren(time,mNumChildren,mChildren); |
|
| 555 |
numRenders += renderChildren(time,mNumChildren,mChildren,fbo); |
|
| 517 | 556 |
|
| 518 | 557 |
return numRenders; |
| 519 | 558 |
} |
| ... | ... | |
| 531 | 570 |
{
|
| 532 | 571 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]); |
| 533 | 572 |
|
| 534 |
if( mTime!=time ) |
|
| 573 |
if( mTime[0]!=time )
|
|
| 535 | 574 |
{
|
| 536 |
mTime = time; |
|
| 575 |
mTime[0] = time;
|
|
| 537 | 576 |
clear(); |
| 538 | 577 |
} |
| 539 | 578 |
} |
| src/main/java/org/distorted/library/main/DistortedScreen.java | ||
|---|---|---|
| 55 | 55 |
private static MatrixEffectMove mMoveEffect = new MatrixEffectMove( new Static3D(5,5,0) ); |
| 56 | 56 |
///// END DEBUGGING ////////////////////////// |
| 57 | 57 |
|
| 58 |
private int mCurrFBO; |
|
| 59 |
private static final int NUM_FBO = 3; |
|
| 60 |
|
|
| 58 | 61 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 59 | 62 |
// PUBLIC API |
| 60 | 63 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 65 | 68 |
*/ |
| 66 | 69 |
public DistortedScreen() |
| 67 | 70 |
{
|
| 68 |
super(1,1,1,BOTH_DEPTH_STENCIL);
|
|
| 71 |
super(NUM_FBO,1,BOTH_DEPTH_STENCIL, TYPE_SYST, 1,1);
|
|
| 69 | 72 |
mShowFPS = false; |
| 73 |
mCurrFBO = 0; |
|
| 70 | 74 |
} |
| 71 | 75 |
|
| 72 | 76 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 100 | 104 |
lastTime = time; |
| 101 | 105 |
} |
| 102 | 106 |
|
| 103 |
int numrender = super.render(time); |
|
| 107 |
int numrender = super.render(time,mCurrFBO);
|
|
| 104 | 108 |
|
| 105 | 109 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0); |
| 106 |
clear(); |
|
| 107 |
setAsInput(); |
|
| 110 |
setAsInput(mCurrFBO,0); |
|
| 108 | 111 |
GLES31.glColorMask(true,true,true,true); |
| 109 | 112 |
GLES31.glDepthMask(false); |
| 110 | 113 |
GLES31.glDisable(GLES31.GL_STENCIL_TEST); |
| ... | ... | |
| 118 | 121 |
fpsEffects.drawPriv(fpsW / 2.0f, fpsH / 2.0f, fpsMesh, this, time, 0); |
| 119 | 122 |
} |
| 120 | 123 |
|
| 124 |
mCurrFBO++; |
|
| 125 |
if( mCurrFBO>=NUM_FBO ) mCurrFBO=0; |
|
| 126 |
|
|
| 121 | 127 |
return numrender+1; |
| 122 | 128 |
} |
| 123 | 129 |
|
| src/main/java/org/distorted/library/main/DistortedSurface.java | ||
|---|---|---|
| 25 | 25 |
{
|
| 26 | 26 |
int mColorCreated; |
| 27 | 27 |
int mNumColors; |
| 28 |
int mNumFBOs; |
|
| 28 | 29 |
int[] mColorH; |
| 29 | 30 |
int mWidth, mHeight; |
| 30 | 31 |
|
| 31 | 32 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 32 | 33 |
|
| 33 |
DistortedSurface(int width, int height, int create, int numcolors, int type) |
|
| 34 |
DistortedSurface(int width, int height, int create, int numfbos, int numcolors, int type)
|
|
| 34 | 35 |
{
|
| 35 | 36 |
super(create,type); |
| 36 | 37 |
|
| 38 |
mNumFBOs = numfbos; |
|
| 37 | 39 |
mNumColors = numcolors; |
| 38 | 40 |
mWidth = width ; |
| 39 | 41 |
mHeight = height; |
| 40 | 42 |
mColorCreated = create; |
| 41 | 43 |
|
| 42 |
if( mNumColors>0 ) |
|
| 44 |
int total = mNumFBOs*mNumColors; |
|
| 45 |
|
|
| 46 |
if( total>0 ) |
|
| 43 | 47 |
{
|
| 44 |
mColorH = new int[mNumColors];
|
|
| 45 |
for( int i=0; i<mNumColors; i++ ) mColorH[i] = 0;
|
|
| 48 |
mColorH = new int[total];
|
|
| 49 |
for( int i=0; i<total; i++ ) mColorH[i] = 0;
|
|
| 46 | 50 |
} |
| 47 | 51 |
} |
| 48 | 52 |
|
| src/main/java/org/distorted/library/main/DistortedTexture.java | ||
|---|---|---|
| 34 | 34 |
*/ |
| 35 | 35 |
public class DistortedTexture extends DistortedSurface implements DistortedInputSurface |
| 36 | 36 |
{
|
| 37 |
private Bitmap mBmp= null;
|
|
| 37 |
private Bitmap mBmp; |
|
| 38 | 38 |
|
| 39 | 39 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 40 | 40 |
// We have to flip vertically every single Bitmap that we get fed with. |
| ... | ... | |
| 115 | 115 |
|
| 116 | 116 |
public DistortedTexture(int width, int height, int type) |
| 117 | 117 |
{
|
| 118 |
super(width,height,NOT_CREATED_YET,1,type); |
|
| 118 |
super(width,height,NOT_CREATED_YET,1,1,type);
|
|
| 119 | 119 |
mBmp= null; |
| 120 | 120 |
} |
| 121 | 121 |
|
| ... | ... | |
| 127 | 127 |
*/ |
| 128 | 128 |
public DistortedTexture(int width, int height) |
| 129 | 129 |
{
|
| 130 |
super(width,height,NOT_CREATED_YET,1,TYPE_USER); |
|
| 130 |
super(width,height,NOT_CREATED_YET,1,1,TYPE_USER);
|
|
| 131 | 131 |
mBmp= null; |
| 132 | 132 |
} |
| 133 | 133 |
|
Also available in: Unified diff
Port a commit from the master branch.
Finally properly fix the flashing on ARM Mali T880 GPU.
The flashing is caused by a 'full pipeline flush' (see DarkPhoton, https://www.opengl.org/discussion_boards/showthread.php/200754-Flashes-on-ARM-Mali?p=1291679&viewfull=1#post1291679 ). In order to combat it, first introduce the possibility that a single DistortedOutputSurface is backed up by more than one FBO. Then make DistortedScreen be derived from DistortedFramebuffer (which itself is derived from DistortedOutputSurface) and make it contain 3 FBOs, render to them in a circular queue fashion, and blit from a given FBO to the system FBO. The 'more than 1 intermediate FBO' queue prevents the pipeline flush.
Still some TODOs in DistortedFramebuffer remain (properly check for Framebuffer completness!)