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Revision a13dde77

Added by Leszek Koltunski almost 6 years ago

Progress with a more generic 'preprocess' stage of Postprocessing Effects.

View differences:

src/main/java/org/distorted/library/program/DistortedProgram.java
348 348
 *
349 349
 * @y.exclude
350 350
 */
351
  public DistortedProgram(final InputStream vertex, final InputStream fragment, final String vertexHeader, final String fragmentHeader, int glslVersion, final String[] feedback )
352
  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
351
  public DistortedProgram(final InputStream vert, final InputStream frag, final String vertHeader, final String fragHeader,
352
                          int glslVersion, final String[] feedback )
353
  throws FragmentCompilationException,VertexCompilationException,LinkingException
353 354
    {
354 355
    init(glslVersion);
355 356

  
356
    final String vertexShader   = readTextFileFromRawResource(vertex  , true );
357
    final String fragmentShader = readTextFileFromRawResource(fragment, false);
357
    final String vertShader = readTextFileFromRawResource(vert, true );
358
    final String fragShader = readTextFileFromRawResource(frag, false);
358 359

  
359
    final int vertexShaderHandle   = compileShader(GLES31.GL_VERTEX_SHADER  , vertexHeader   + vertexShader  );
360
    final int fragmentShaderHandle = compileShader(GLES31.GL_FRAGMENT_SHADER, fragmentHeader + fragmentShader);
360
    final int vertShaderHandle = compileShader(GLES31.GL_VERTEX_SHADER  , vertHeader + vertShader);
361
    final int fragShaderHandle = compileShader(GLES31.GL_FRAGMENT_SHADER, fragHeader + fragShader);
361 362

  
362
    mProgramHandle = createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle, mAttributeName, glslVersion>= 300 ? feedback:null );
363
    mProgramHandle = createAndLinkProgram(vertShaderHandle, fragShaderHandle, mAttributeName, glslVersion>= 300 ? feedback:null );
363 364

  
364 365
    mAttribute = new int[mNumAttributes];
365 366

  
......
387 388
 *
388 389
 * @y.exclude
389 390
 */
390
  public DistortedProgram(final InputStream vertex, final InputStream fragment, final String vertexHeader, final String fragmentHeader,
391
                          final String enabledVertex, final String enabledFragment, int glslVersion, final String[] feedback )
392
  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
391
  public DistortedProgram(final InputStream vert, final InputStream frag, final String vertHeader, final String fragHeader,
392
                          final String enabledVert, final String enabledFrag, int glslVersion, final String[] feedback )
393
  throws FragmentCompilationException,VertexCompilationException,LinkingException
393 394
    {
394 395
    init(glslVersion);
395 396

  
396
    String vertexShader   = readTextFileFromRawResource(vertex  , true );
397
    String fragmentShader = readTextFileFromRawResource(fragment, false);
397
    String vertShader = readTextFileFromRawResource( vert, true );
398
    String fragShader = readTextFileFromRawResource( frag, false);
398 399

  
399
    vertexShader   = insertEnabledEffects(vertexShader  ,enabledVertex  );
400
    fragmentShader = insertEnabledEffects(fragmentShader,enabledFragment);
400
    if( enabledVert!=null ) vertShader = insertEnabledEffects(vertShader,enabledVert);
401
    if( enabledFrag!=null ) fragShader = insertEnabledEffects(fragShader,enabledFrag);
401 402

  
402
    final int vertexShaderHandle   = compileShader(GLES31.GL_VERTEX_SHADER  , vertexHeader   + vertexShader  );
403
    final int fragmentShaderHandle = compileShader(GLES31.GL_FRAGMENT_SHADER, fragmentHeader + fragmentShader);
403
    final int vertShaderHandle = compileShader(GLES31.GL_VERTEX_SHADER  , vertHeader + vertShader);
404
    final int fragShaderHandle = compileShader(GLES31.GL_FRAGMENT_SHADER, fragHeader + fragShader);
404 405

  
405
    mProgramHandle = createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle, mAttributeName, glslVersion>= 300 ? feedback:null );
406
    mProgramHandle = createAndLinkProgram(vertShaderHandle, fragShaderHandle, mAttributeName, glslVersion>= 300 ? feedback:null );
406 407

  
407 408
    mAttribute = new int[mNumAttributes];
408 409

  

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