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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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46b572b5
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Leszek Koltunski
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// This file is part of Distorted. //
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c5369f1b
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leszek
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// //
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46b572b5
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Leszek Koltunski
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// Distorted is free software: you can redistribute it and/or modify //
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c5369f1b
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leszek
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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Leszek Koltunski
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// Distorted is distributed in the hope that it will be useful, //
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c5369f1b
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leszek
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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46b572b5
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Leszek Koltunski
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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c5369f1b
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Leszek Koltunski
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package org.distorted.library.main;
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c5369f1b
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leszek
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Leszek Koltunski
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import android.opengl.GLES30;
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e6519ac8
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Leszek Koltunski
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import android.opengl.GLES31;
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af4cc5db
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Leszek Koltunski
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import android.opengl.Matrix;
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leszek
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leszek
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import org.distorted.library.effect.EffectQuality;
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809dcae3
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Leszek Koltunski
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import org.distorted.library.effectqueue.EffectQueuePostprocess;
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715e7726
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Leszek Koltunski
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import org.distorted.library.mesh.MeshBase;
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leszek
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Leszek Koltunski
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/**
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* This is not really part of the public API.
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*
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* @y.exclude
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*/
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Leszek Koltunski
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public abstract class InternalOutputSurface extends InternalSurface implements InternalChildrenList.Parent
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{
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public static final int NO_DEPTH_NO_STENCIL = 0;
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public static final int DEPTH_NO_STENCIL = 1;
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public static final int BOTH_DEPTH_STENCIL = 2;
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static final float DEFAULT_FOV = 60.0f;
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static final float DEFAULT_NEAR= 0.1f;
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private float mFOV;
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private int mTmpFBO;
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private long[] mTime;
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private float mClearR, mClearG, mClearB, mClearA, mClearDepth;
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private int mClear, mClearStencil;
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private boolean mRenderWayOIT;
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private InternalChildrenList mChildren;
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// Global buffers used for postprocessing
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private static DistortedFramebuffer[] mBuffer= new DistortedFramebuffer[EffectQuality.LENGTH];
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float mDistance, mNear, mMipmap;
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float[] mProjectionMatrix;
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int mDepthStencilCreated, mDepthStencil;
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int[] mDepthStencilH, mFBOH;
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int mRealWidth; // the Surface can be backed up by a texture larger than the viewport we have to it.
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int mRealHeight; // mWidth,mHeight are the sizes of the Viewport, those - sizes of the backing up texture.
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int mCurrFBO; // internal current FBO (see DistortedLibrary.FBO_QUEUE_SIZE)
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int mWidth, mHeight;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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InternalOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type, int storage)
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{
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super(createColor,numfbos,numcolors,type,storage);
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mRenderWayOIT = false;
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mCurrFBO = 0;
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mRealWidth = mWidth = width;
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mRealHeight= mHeight= height;
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mProjectionMatrix = new float[16];
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mFOV = DEFAULT_FOV;
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mNear= DEFAULT_NEAR;
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mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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mDepthStencil = depthStencil;
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mClearR = 0.0f;
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mClearG = 0.0f;
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mClearB = 0.0f;
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mClearA = 0.0f;
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mClearDepth = 1.0f;
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mClearStencil = 0;
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mClear = GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT;
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mMipmap = 1.0f;
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mChildren = new InternalChildrenList(this);
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mTmpFBO = fbo;
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mFBOH = new int[10]; // Crashlytics shows the library occasionally crashing in setAsOutput()
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mTime = new long[10]; // when trying to read from 'null array' mFBOH. Probably sometimes a
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// a Framebuffer gets created in the wrong moment, just after we did a
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// round of create(), but before we start rendering.
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// Create an empty FBO and Time here so that setAsOutput() is always safe to call.
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allocateStuffDependantOnNumFBOS();
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createProjection();
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}
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void allocateStuffDependantOnNumFBOS()
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{
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if( mNumFBOs>0 )
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{
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mDepthStencilH = new int[mNumFBOs];
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mDepthStencilH[0]= 0;
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mFBOH = new int[mNumFBOs];
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mFBOH[0]= mTmpFBO;
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mTime = new long[mNumFBOs];
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for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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}
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}
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c5369f1b
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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be60d4ff
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leszek
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private void createProjection()
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{
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if( mWidth>0 && mHeight>1 )
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{
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if( mFOV>0.0f ) // perspective projection
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{
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float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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float q = mWidth*mNear;
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float c = mHeight*mNear;
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float left = -q/2;
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float right = +q/2;
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float bottom = -c/2;
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float top = +c/2;
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float near = c/a;
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54fe333a
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leszek
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mDistance = mHeight/a;
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float far = 2*mDistance-near;
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Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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}
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else // parallel projection
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{
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float left = -mWidth/2.0f;
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float right = +mWidth/2.0f;
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float bottom = -mHeight/2.0f;
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float top = +mHeight/2.0f;
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float near = mWidth+mHeight-mHeight*(1.0f-mNear);
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mDistance = mWidth+mHeight;
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float far = mWidth+mHeight+mHeight*(1.0f-mNear);
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Leszek Koltunski
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Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void createPostprocessingBuffers(int quality, int width, int height, float near)
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1d6d261e
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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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5f35f1cb
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final int queueSize = DistortedLibrary.getQueueSize();
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1d6d261e
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float mipmap=1.0f;
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for (int j=0; j<quality; j++) mipmap *= EffectQuality.MULTIPLIER;
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mBuffer[quality] = new DistortedFramebuffer(queueSize,2,BOTH_DEPTH_STENCIL,TYPE_SYST, STORAGE_COMMON, (int)(width*mipmap), (int)(height*mipmap) );
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mBuffer[quality].mMipmap = mipmap;
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mBuffer[quality].mNear = near; // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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mBuffer[quality].glClearColor(CLEAR_R, CLEAR_G, CLEAR_B, CLEAR_A);
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InternalStackFrameList.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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1d6d261e
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InternalRenderState.colorDepthStencilOn();
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b7074bc6
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GLES30.glClearColor(CLEAR_R, CLEAR_G, CLEAR_B, CLEAR_A);
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GLES30.glClearDepthf(CLEAR_D);
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GLES30.glClearStencil(CLEAR_S);
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1d6d261e
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5f35f1cb
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for(int k=0; k<queueSize; k++)
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1d6d261e
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{
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mBuffer[quality].mFBOH[k]);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[quality].mColorH[2*k+1], 0);
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_STENCIL_BUFFER_BIT);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[quality].mColorH[2*k ], 0);
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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1d6d261e
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}
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586b5fa1
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InternalRenderState.colorDepthStencilRestore();
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8b7b2398
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
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1d6d261e
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}
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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210 |
ce154014
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Leszek Koltunski
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static synchronized void onDestroy()
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211 |
a4b182d4
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Leszek Koltunski
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{
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212 |
66103fb2
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for (int j=0; j<EffectQuality.LENGTH; j++)
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if( mBuffer[j]!=null )
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214 |
df5f8dd9
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{
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215 |
66103fb2
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mBuffer[j].markForDeletion();
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216 |
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mBuffer[j] = null;
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}
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218 |
ce154014
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}
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219 |
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220 |
ce154014
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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221 |
ae2802b1
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Leszek Koltunski
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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222 |
2aef1f4d
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Leszek Koltunski
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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223 |
ae2802b1
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Leszek Koltunski
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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224 |
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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225 |
b1058021
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Leszek Koltunski
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//
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226 |
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// Also, adjust the Buffers so their Projection is the same like the surface we are supposed to be
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227 |
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// rendering to.
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228 |
a4b182d4
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229 |
66103fb2
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private static void clonePostprocessingViewportAndProjection(InternalOutputSurface surface, InternalOutputSurface from)
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230 |
ce154014
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Leszek Koltunski
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{
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231 |
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if( surface.mWidth != from.mWidth || surface.mHeight != from.mHeight ||
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232 |
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surface.mFOV != from.mFOV || surface.mNear != from.mNear )
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233 |
a4b182d4
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{
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234 |
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surface.mWidth = (int)(from.mWidth *surface.mMipmap);
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surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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236 |
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surface.mFOV = from.mFOV;
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237 |
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surface.mNear = from.mNear; // Near plane is independent of the mipmap level
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238 |
ce154014
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Leszek Koltunski
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239 |
66103fb2
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Leszek Koltunski
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surface.createProjection();
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240 |
ce154014
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Leszek Koltunski
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241 |
66103fb2
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Leszek Koltunski
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int maxw = Math.max(surface.mWidth , surface.mRealWidth );
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242 |
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int maxh = Math.max(surface.mHeight, surface.mRealHeight);
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243 |
ce154014
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Leszek Koltunski
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244 |
66103fb2
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Leszek Koltunski
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if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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245 |
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{
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246 |
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surface.mRealWidth = maxw;
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247 |
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surface.mRealHeight = maxh;
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248 |
ce154014
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Leszek Koltunski
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249 |
66103fb2
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Leszek Koltunski
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surface.recreate();
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250 |
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surface.create();
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251 |
ce154014
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Leszek Koltunski
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}
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252 |
a4b182d4
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Leszek Koltunski
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}
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253 |
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}
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254 |
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255 |
97020807
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
256 |
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257 |
7602a827
|
Leszek Koltunski
|
private int blitWithDepth(long currTime, InternalOutputSurface buffer, int fbo)
|
258 |
97020807
|
Leszek Koltunski
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{
|
259 |
b7074bc6
|
Leszek Koltunski
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GLES30.glViewport(0, 0, mWidth, mHeight);
|
260 |
5f7e4f2c
|
Leszek Koltunski
|
setAsOutput(currTime);
|
261 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
|
262 |
|
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
|
263 |
|
|
GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
|
264 |
|
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
|
265 |
97020807
|
Leszek Koltunski
|
|
266 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glDisable(GLES30.GL_STENCIL_TEST);
|
267 |
|
|
GLES30.glStencilMask(0x00);
|
268 |
97020807
|
Leszek Koltunski
|
|
269 |
7602a827
|
Leszek Koltunski
|
DistortedLibrary.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
|
270 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
|
271 |
|
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
|
272 |
|
|
GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
|
273 |
|
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
|
274 |
97020807
|
Leszek Koltunski
|
|
275 |
|
|
// clear buffers
|
276 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glStencilMask(0xff);
|
277 |
|
|
GLES30.glDepthMask(true);
|
278 |
|
|
GLES30.glColorMask(true,true,true,true);
|
279 |
|
|
GLES30.glClearColor(buffer.mClearR,buffer.mClearG,buffer.mClearB,buffer.mClearA);
|
280 |
|
|
GLES30.glClearDepthf(buffer.mClearDepth);
|
281 |
|
|
GLES30.glClearStencil(buffer.mClearStencil);
|
282 |
97020807
|
Leszek Koltunski
|
|
283 |
5f7e4f2c
|
Leszek Koltunski
|
buffer.setAsOutput();
|
284 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
|
285 |
|
|
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
|
286 |
|
|
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[2*fbo ], 0);
|
287 |
|
|
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
|
288 |
97020807
|
Leszek Koltunski
|
|
289 |
|
|
return 1;
|
290 |
|
|
}
|
291 |
|
|
|
292 |
66a0fa17
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
293 |
|
|
|
294 |
7602a827
|
Leszek Koltunski
|
private static void oitClear(InternalOutputSurface buffer)
|
295 |
66a0fa17
|
Leszek Koltunski
|
{
|
296 |
7602a827
|
Leszek Koltunski
|
int counter = DistortedLibrary.zeroOutAtomic();
|
297 |
|
|
DistortedLibrary.oitClear(buffer,counter);
|
298 |
66a0fa17
|
Leszek Koltunski
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
299 |
|
|
}
|
300 |
|
|
|
301 |
6b962e80
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
302 |
|
|
|
303 |
7602a827
|
Leszek Koltunski
|
private int oitBuild(long time, InternalOutputSurface buffer, int fbo)
|
304 |
6b962e80
|
Leszek Koltunski
|
{
|
305 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glViewport(0, 0, mWidth, mHeight);
|
306 |
5f7e4f2c
|
Leszek Koltunski
|
setAsOutput(time);
|
307 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
|
308 |
|
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
|
309 |
|
|
GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
|
310 |
|
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
|
311 |
6b962e80
|
Leszek Koltunski
|
|
312 |
7602a827
|
Leszek Koltunski
|
InternalRenderState.colorDepthStencilOn();
|
313 |
|
|
InternalRenderState.enableDepthTest();
|
314 |
6b962e80
|
Leszek Koltunski
|
|
315 |
7602a827
|
Leszek Koltunski
|
DistortedLibrary.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
|
316 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
|
317 |
|
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
|
318 |
|
|
GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
|
319 |
|
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
|
320 |
6b962e80
|
Leszek Koltunski
|
|
321 |
7602a827
|
Leszek Koltunski
|
InternalRenderState.colorDepthStencilRestore();
|
322 |
|
|
InternalRenderState.restoreDepthTest();
|
323 |
56c6ca24
|
Leszek Koltunski
|
|
324 |
8777ce17
|
Leszek Koltunski
|
return 1;
|
325 |
|
|
}
|
326 |
|
|
|
327 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
328 |
baa3989b
|
Leszek Koltunski
|
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
|
329 |
8777ce17
|
Leszek Koltunski
|
|
330 |
1f19fba8
|
Leszek Koltunski
|
private int oitRender(long currTime, int fbo)
|
331 |
8777ce17
|
Leszek Koltunski
|
{
|
332 |
c207da02
|
Leszek Koltunski
|
float corrW = getWidthCorrection();
|
333 |
|
|
float corrH = getHeightCorrection();
|
334 |
c8d70463
|
Leszek Koltunski
|
|
335 |
5fdae11d
|
Leszek Koltunski
|
// Do the Collapse Pass only if we do have a Depth attachment.
|
336 |
|
|
// Otherwise there's no point (in fact we then would create a feedback loop!)
|
337 |
88c7b603
|
Leszek Koltunski
|
|
338 |
1f19fba8
|
Leszek Koltunski
|
if( mDepthStencilH[fbo] != 0 )
|
339 |
5fdae11d
|
Leszek Koltunski
|
{
|
340 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
|
341 |
|
|
GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
|
342 |
|
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[fbo]);
|
343 |
7602a827
|
Leszek Koltunski
|
InternalRenderState.switchOffColorDepthStencil();
|
344 |
|
|
DistortedLibrary.oitCollapse(this, corrW, corrH);
|
345 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
|
346 |
5fdae11d
|
Leszek Koltunski
|
}
|
347 |
8777ce17
|
Leszek Koltunski
|
|
348 |
5f7e4f2c
|
Leszek Koltunski
|
setAsOutput(currTime);
|
349 |
7602a827
|
Leszek Koltunski
|
InternalRenderState.switchColorDepthOnStencilOff();
|
350 |
|
|
DistortedLibrary.oitRender(this, corrW, corrH);
|
351 |
|
|
InternalRenderState.restoreColorDepthStencil();
|
352 |
33f59f22
|
Leszek Koltunski
|
|
353 |
8777ce17
|
Leszek Koltunski
|
return 1;
|
354 |
|
|
}
|
355 |
|
|
|
356 |
88c7b603
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
357 |
|
|
|
358 |
d5b709df
|
Leszek Koltunski
|
private void clear()
|
359 |
88c7b603
|
Leszek Koltunski
|
{
|
360 |
7602a827
|
Leszek Koltunski
|
InternalRenderState.colorDepthStencilOn();
|
361 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
|
362 |
|
|
GLES30.glClearDepthf(mClearDepth);
|
363 |
|
|
GLES30.glClearStencil(mClearStencil);
|
364 |
|
|
GLES30.glClear(mClear);
|
365 |
7602a827
|
Leszek Koltunski
|
InternalRenderState.colorDepthStencilRestore();
|
366 |
88c7b603
|
Leszek Koltunski
|
}
|
367 |
|
|
|
368 |
5f7e4f2c
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
369 |
|
|
|
370 |
|
|
void setCurrFBO(int fbo)
|
371 |
|
|
{
|
372 |
|
|
mCurrFBO = fbo;
|
373 |
|
|
}
|
374 |
|
|
|
375 |
af4cc5db
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
376 |
e02264ff
|
leszek
|
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
|
377 |
|
|
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
|
378 |
9a3607b3
|
Leszek Koltunski
|
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild or blitWithDepth - depending
|
379 |
|
|
// on the type of rendering)
|
380 |
39086ebb
|
leszek
|
|
381 |
7602a827
|
Leszek Koltunski
|
int renderChildren(long time, int numChildren, InternalChildrenList children, int fbo, boolean oit)
|
382 |
b2939df4
|
Leszek Koltunski
|
{
|
383 |
809dcae3
|
Leszek Koltunski
|
int numRenders=0, bucketChange=0;
|
384 |
2386a081
|
Leszek Koltunski
|
DistortedNode child;
|
385 |
809dcae3
|
Leszek Koltunski
|
DistortedFramebuffer buffer=null;
|
386 |
70b6a155
|
Leszek Koltunski
|
EffectQueuePostprocess lastQueue=null, currQueue;
|
387 |
33f59f22
|
Leszek Koltunski
|
long lastBucket=0, currBucket;
|
388 |
9e771d06
|
Leszek Koltunski
|
boolean renderDirectly=false;
|
389 |
56c6ca24
|
Leszek Koltunski
|
|
390 |
5f7e4f2c
|
Leszek Koltunski
|
setCurrFBO(fbo);
|
391 |
22d3c4b4
|
Leszek Koltunski
|
if( numChildren==0 ) setAsOutput(time);
|
392 |
5f7e4f2c
|
Leszek Koltunski
|
|
393 |
c1a38ba3
|
Leszek Koltunski
|
if( oit && numChildren>0 )
|
394 |
|
|
{
|
395 |
|
|
oitClear(this);
|
396 |
|
|
}
|
397 |
|
|
|
398 |
8e28b6ff
|
leszek
|
for(int i=0; i<numChildren; i++)
|
399 |
39086ebb
|
leszek
|
{
|
400 |
11845a9e
|
Leszek Koltunski
|
child = children.getChild(i);
|
401 |
a0397f32
|
Leszek Koltunski
|
currQueue = (EffectQueuePostprocess)child.getEffects().getQueues()[3];
|
402 |
70b6a155
|
Leszek Koltunski
|
currBucket= currQueue.getID();
|
403 |
b9798977
|
leszek
|
|
404 |
56c6ca24
|
Leszek Koltunski
|
if( currBucket==0 )
|
405 |
|
|
{
|
406 |
5f7e4f2c
|
Leszek Koltunski
|
setAsOutput(time);
|
407 |
c1a38ba3
|
Leszek Koltunski
|
|
408 |
|
|
if( oit )
|
409 |
|
|
{
|
410 |
2386a081
|
Leszek Koltunski
|
numRenders += child.drawOIT(time, this);
|
411 |
c1a38ba3
|
Leszek Koltunski
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
412 |
|
|
}
|
413 |
|
|
else
|
414 |
|
|
{
|
415 |
2386a081
|
Leszek Koltunski
|
numRenders += child.draw(time, this);
|
416 |
c1a38ba3
|
Leszek Koltunski
|
}
|
417 |
56c6ca24
|
Leszek Koltunski
|
}
|
418 |
60c1c622
|
leszek
|
else
|
419 |
|
|
{
|
420 |
66103fb2
|
Leszek Koltunski
|
int currQuality = currQueue.getQuality();
|
421 |
|
|
|
422 |
|
|
if( mBuffer[currQuality]==null ) createPostprocessingBuffers(currQuality, mWidth, mHeight, mNear);
|
423 |
|
|
mBuffer[currQuality].setCurrFBO(fbo);
|
424 |
c9a24bfb
|
Leszek Koltunski
|
|
425 |
915b7b2b
|
leszek
|
if( lastBucket!=currBucket )
|
426 |
c9a24bfb
|
Leszek Koltunski
|
{
|
427 |
375b3950
|
Leszek Koltunski
|
if( lastBucket==0 )
|
428 |
|
|
{
|
429 |
66103fb2
|
Leszek Koltunski
|
clonePostprocessingViewportAndProjection(mBuffer[currQuality],this);
|
430 |
375b3950
|
Leszek Koltunski
|
}
|
431 |
|
|
else
|
432 |
c9a24bfb
|
Leszek Koltunski
|
{
|
433 |
4bb94a7d
|
Leszek Koltunski
|
for(int j=bucketChange; j<i; j++)
|
434 |
|
|
{
|
435 |
|
|
DistortedNode node = children.getChild(j);
|
436 |
|
|
|
437 |
|
|
if( node.getSurface().setAsInput() )
|
438 |
|
|
{
|
439 |
|
|
buffer.setAsOutput();
|
440 |
|
|
numRenders += lastQueue.preprocess( buffer, node, buffer.mDistance, buffer.mMipmap, buffer.mProjectionMatrix );
|
441 |
|
|
}
|
442 |
|
|
}
|
443 |
809dcae3
|
Leszek Koltunski
|
numRenders += lastQueue.postprocess(buffer);
|
444 |
406e2f6b
|
Leszek Koltunski
|
|
445 |
|
|
if( oit )
|
446 |
|
|
{
|
447 |
809dcae3
|
Leszek Koltunski
|
numRenders += oitBuild(time, buffer, fbo);
|
448 |
406e2f6b
|
Leszek Koltunski
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
449 |
|
|
}
|
450 |
|
|
else
|
451 |
|
|
{
|
452 |
809dcae3
|
Leszek Koltunski
|
numRenders += blitWithDepth(time, buffer, fbo);
|
453 |
406e2f6b
|
Leszek Koltunski
|
}
|
454 |
809dcae3
|
Leszek Koltunski
|
buffer.clearBuffer(fbo);
|
455 |
c9a24bfb
|
Leszek Koltunski
|
}
|
456 |
660cd468
|
leszek
|
|
457 |
66103fb2
|
Leszek Koltunski
|
buffer= mBuffer[currQuality];
|
458 |
2386a081
|
Leszek Koltunski
|
bucketChange= i;
|
459 |
9e771d06
|
Leszek Koltunski
|
renderDirectly = currQueue.getRender();
|
460 |
c9a24bfb
|
Leszek Koltunski
|
}
|
461 |
|
|
|
462 |
9e771d06
|
Leszek Koltunski
|
if( renderDirectly )
|
463 |
|
|
{
|
464 |
|
|
setAsOutput(time);
|
465 |
|
|
|
466 |
|
|
if( oit )
|
467 |
|
|
{
|
468 |
|
|
numRenders += child.drawOIT(time, this);
|
469 |
|
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
470 |
|
|
}
|
471 |
|
|
else
|
472 |
|
|
{
|
473 |
|
|
numRenders += child.draw(time, this);
|
474 |
|
|
}
|
475 |
|
|
}
|
476 |
|
|
else
|
477 |
|
|
{
|
478 |
809dcae3
|
Leszek Koltunski
|
buffer.setAsOutput(time);
|
479 |
|
|
child.drawNoBlend(time, buffer);
|
480 |
9e771d06
|
Leszek Koltunski
|
}
|
481 |
c9a24bfb
|
Leszek Koltunski
|
|
482 |
8e28b6ff
|
leszek
|
if( i==numChildren-1 )
|
483 |
cf7394cc
|
leszek
|
{
|
484 |
4bb94a7d
|
Leszek Koltunski
|
for(int j=bucketChange; j<numChildren; j++)
|
485 |
|
|
{
|
486 |
|
|
DistortedNode node = children.getChild(j);
|
487 |
|
|
|
488 |
|
|
if( node.getSurface().setAsInput() )
|
489 |
|
|
{
|
490 |
|
|
buffer.setAsOutput();
|
491 |
|
|
numRenders += currQueue.preprocess( buffer, node, buffer.mDistance, buffer.mMipmap, buffer.mProjectionMatrix );
|
492 |
|
|
}
|
493 |
|
|
}
|
494 |
809dcae3
|
Leszek Koltunski
|
numRenders += currQueue.postprocess(buffer);
|
495 |
406e2f6b
|
Leszek Koltunski
|
|
496 |
|
|
if( oit )
|
497 |
|
|
{
|
498 |
809dcae3
|
Leszek Koltunski
|
numRenders += oitBuild(time, buffer, fbo);
|
499 |
406e2f6b
|
Leszek Koltunski
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
500 |
809dcae3
|
Leszek Koltunski
|
buffer.clearBuffer(fbo);
|
501 |
406e2f6b
|
Leszek Koltunski
|
}
|
502 |
|
|
else
|
503 |
|
|
{
|
504 |
809dcae3
|
Leszek Koltunski
|
numRenders += blitWithDepth(time, buffer,fbo);
|
505 |
406e2f6b
|
Leszek Koltunski
|
}
|
506 |
cf7394cc
|
leszek
|
}
|
507 |
56c6ca24
|
Leszek Koltunski
|
} // end else (postprocessed child)
|
508 |
b9798977
|
leszek
|
|
509 |
70b6a155
|
Leszek Koltunski
|
lastQueue = currQueue;
|
510 |
|
|
lastBucket= currBucket;
|
511 |
56c6ca24
|
Leszek Koltunski
|
} // end main for loop
|
512 |
|
|
|
513 |
c1a38ba3
|
Leszek Koltunski
|
if( oit && numChildren>0 )
|
514 |
|
|
{
|
515 |
|
|
numRenders += oitRender(time, fbo); // merge the OIT linked list
|
516 |
|
|
}
|
517 |
|
|
|
518 |
39086ebb
|
leszek
|
return numRenders;
|
519 |
|
|
}
|
520 |
|
|
|
521 |
be60d4ff
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
522 |
11845a9e
|
Leszek Koltunski
|
/**
|
523 |
d5b709df
|
Leszek Koltunski
|
* Not part of the public API.
|
524 |
11845a9e
|
Leszek Koltunski
|
*
|
525 |
|
|
* @y.exclude
|
526 |
|
|
*/
|
527 |
d5b709df
|
Leszek Koltunski
|
public void adjustIsomorphism() { }
|
528 |
11845a9e
|
Leszek Koltunski
|
|
529 |
ae2802b1
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
530 |
|
|
/**
|
531 |
|
|
* Not part of the Public API.
|
532 |
|
|
*
|
533 |
|
|
* @y.exclude
|
534 |
|
|
*/
|
535 |
|
|
public float getWidthCorrection()
|
536 |
|
|
{
|
537 |
|
|
return (float)mWidth/mRealWidth;
|
538 |
|
|
}
|
539 |
|
|
|
540 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
541 |
|
|
/**
|
542 |
|
|
* Not part of the Public API.
|
543 |
|
|
*
|
544 |
|
|
* @y.exclude
|
545 |
|
|
*/
|
546 |
|
|
public float getHeightCorrection()
|
547 |
|
|
{
|
548 |
|
|
return (float)mHeight/mRealHeight;
|
549 |
|
|
}
|
550 |
|
|
|
551 |
61ce8e90
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
552 |
|
|
|
553 |
9e771d06
|
Leszek Koltunski
|
void clearBuffer(int fbo)
|
554 |
61ce8e90
|
Leszek Koltunski
|
{
|
555 |
7602a827
|
Leszek Koltunski
|
InternalRenderState.colorDepthStencilOn();
|
556 |
a07e0204
|
Leszek Koltunski
|
|
557 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
|
558 |
|
|
GLES30.glClearDepthf(mClearDepth);
|
559 |
|
|
GLES30.glClearStencil(mClearStencil);
|
560 |
61ce8e90
|
Leszek Koltunski
|
|
561 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[fbo]);
|
562 |
|
|
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
|
563 |
|
|
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
|
564 |
|
|
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*fbo ], 0);
|
565 |
|
|
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
|
566 |
a07e0204
|
Leszek Koltunski
|
|
567 |
7602a827
|
Leszek Koltunski
|
InternalRenderState.colorDepthStencilRestore();
|
568 |
61ce8e90
|
Leszek Koltunski
|
}
|
569 |
|
|
|
570 |
809dcae3
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
571 |
|
|
|
572 |
|
|
void setAsOutput(long time)
|
573 |
|
|
{
|
574 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
|
575 |
809dcae3
|
Leszek Koltunski
|
|
576 |
|
|
if( mTime[mCurrFBO]!=time )
|
577 |
|
|
{
|
578 |
|
|
mTime[mCurrFBO] = time;
|
579 |
|
|
clear();
|
580 |
|
|
}
|
581 |
|
|
}
|
582 |
|
|
|
583 |
b2939df4
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
584 |
|
|
// PUBLIC API
|
585 |
39086ebb
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
586 |
c5369f1b
|
leszek
|
/**
|
587 |
8ebbc730
|
Leszek Koltunski
|
* Draws all the attached children to this OutputSurface's 0th FBO.
|
588 |
af4cc5db
|
Leszek Koltunski
|
* <p>
|
589 |
|
|
* Must be called from a thread holding OpenGL Context.
|
590 |
|
|
*
|
591 |
d9706fd2
|
Leszek Koltunski
|
* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
|
592 |
7691a39f
|
leszek
|
* @return Number of objects rendered.
|
593 |
c5369f1b
|
leszek
|
*/
|
594 |
b2939df4
|
Leszek Koltunski
|
public int render(long time)
|
595 |
8ebbc730
|
Leszek Koltunski
|
{
|
596 |
|
|
return render(time,0);
|
597 |
|
|
}
|
598 |
|
|
|
599 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
600 |
|
|
/**
|
601 |
|
|
* Draws all the attached children to this OutputSurface.
|
602 |
|
|
* <p>
|
603 |
|
|
* Must be called from a thread holding OpenGL Context.
|
604 |
|
|
*
|
605 |
|
|
* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
|
606 |
|
|
* @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
|
607 |
|
|
* @return Number of objects rendered.
|
608 |
|
|
*/
|
609 |
|
|
public int render(long time, int fbo)
|
610 |
af4cc5db
|
Leszek Koltunski
|
{
|
611 |
7602a827
|
Leszek Koltunski
|
InternalMaster.toDo();
|
612 |
9ec374e8
|
Leszek Koltunski
|
InternalStackFrameList.toDo();
|
613 |
7602a827
|
Leszek Koltunski
|
InternalRenderState.reset();
|
614 |
2ed1c692
|
leszek
|
|
615 |
11845a9e
|
Leszek Koltunski
|
int numRenders=0, numChildren = mChildren.getNumChildren();
|
616 |
d5b709df
|
Leszek Koltunski
|
DistortedNode node;
|
617 |
|
|
long oldBucket=0, newBucket;
|
618 |
7691a39f
|
leszek
|
|
619 |
11845a9e
|
Leszek Koltunski
|
for(int i=0; i<numChildren; i++)
|
620 |
af4cc5db
|
Leszek Koltunski
|
{
|
621 |
d5b709df
|
Leszek Koltunski
|
node = mChildren.getChild(i);
|
622 |
|
|
newBucket = node.getBucket();
|
623 |
|
|
numRenders += node.renderRecursive(time);
|
624 |
|
|
if( newBucket<oldBucket ) mChildren.rearrangeByBuckets(i,newBucket);
|
625 |
|
|
else oldBucket=newBucket;
|
626 |
af4cc5db
|
Leszek Koltunski
|
}
|
627 |
7691a39f
|
leszek
|
|
628 |
11845a9e
|
Leszek Koltunski
|
numRenders += renderChildren(time,numChildren,mChildren,fbo, mRenderWayOIT);
|
629 |
b2939df4
|
Leszek Koltunski
|
|
630 |
7691a39f
|
leszek
|
return numRenders;
|
631 |
af4cc5db
|
Leszek Koltunski
|
}
|
632 |
|
|
|
633 |
1dfc9074
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
634 |
|
|
/**
|
635 |
|
|
* Bind this Surface as a Framebuffer we can render to.
|
636 |
|
|
* <p>
|
637 |
|
|
* This version does not attempt to clear anything.
|
638 |
|
|
*/
|
639 |
|
|
public void setAsOutput()
|
640 |
|
|
{
|
641 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
|
642 |
1dfc9074
|
leszek
|
}
|
643 |
|
|
|
644 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
645 |
|
|
/**
|
646 |
|
|
* Return the Near plane of the Projection included in the Surface.
|
647 |
|
|
*
|
648 |
|
|
* @return the Near plane.
|
649 |
|
|
*/
|
650 |
|
|
public float getNear()
|
651 |
|
|
{
|
652 |
|
|
return mNear;
|
653 |
|
|
}
|
654 |
|
|
|
655 |
638b5b5c
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
656 |
|
|
/**
|
657 |
|
|
* Set mipmap level.
|
658 |
|
|
* <p>
|
659 |
|
|
* Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
|
660 |
|
|
* one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
|
661 |
|
|
* Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
|
662 |
|
|
* such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
|
663 |
|
|
* scene will end up looking identical no matter which object we render to. Identical, that is, except
|
664 |
|
|
* for the loss of quality and gain in speed associated with rendering to a smaller Surface.
|
665 |
8426bd6a
|
Leszek Koltunski
|
* <p>
|
666 |
|
|
* Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
|
667 |
|
|
* mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
|
668 |
|
|
* and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
|
669 |
|
|
* in the second case the move vector (100,100) will be auto-scaled to (50,50).
|
670 |
638b5b5c
|
leszek
|
*
|
671 |
|
|
* @param mipmap The mipmap level. Acceptable range: 0<mipmap<infinity, although mipmap>1
|
672 |
|
|
* does not make any sense (that would result in loss of speed and no gain in quality)
|
673 |
|
|
*/
|
674 |
|
|
public void setMipmap(float mipmap)
|
675 |
|
|
{
|
676 |
|
|
mMipmap = mipmap;
|
677 |
|
|
}
|
678 |
|
|
|
679 |
a9f41fa3
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
680 |
|
|
/**
|
681 |
e6519ac8
|
Leszek Koltunski
|
* Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
|
682 |
ad16ed3b
|
Leszek Koltunski
|
* this Surface at the beginning of each frame.
|
683 |
a9f41fa3
|
leszek
|
*
|
684 |
|
|
* @param r the Red component. Default: 0.0f
|
685 |
|
|
* @param g the Green component. Default: 0.0f
|
686 |
|
|
* @param b the Blue component. Default: 0.0f
|
687 |
|
|
* @param a the Alpha component. Default: 0.0f
|
688 |
|
|
*/
|
689 |
|
|
public void glClearColor(float r, float g, float b, float a)
|
690 |
|
|
{
|
691 |
|
|
mClearR = r;
|
692 |
|
|
mClearG = g;
|
693 |
|
|
mClearB = b;
|
694 |
|
|
mClearA = a;
|
695 |
|
|
}
|
696 |
|
|
|
697 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
698 |
|
|
/**
|
699 |
23eecbd9
|
Leszek Koltunski
|
* Uses glClearDepthf() to set up a value with which to clear
|
700 |
|
|
* the Depth buffer of our Surface at the beginning of each frame.
|
701 |
a9f41fa3
|
leszek
|
*
|
702 |
|
|
* @param d the Depth. Default: 1.0f
|
703 |
|
|
*/
|
704 |
|
|
public void glClearDepthf(float d)
|
705 |
|
|
{
|
706 |
|
|
mClearDepth = d;
|
707 |
|
|
}
|
708 |
|
|
|
709 |
23eecbd9
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
710 |
|
|
/**
|
711 |
|
|
* Uses glClearStencil() to set up a value with which to clear the
|
712 |
|
|
* Stencil buffer of our Surface at the beginning of each frame.
|
713 |
|
|
*
|
714 |
|
|
* @param s the Stencil. Default: 0
|
715 |
|
|
*/
|
716 |
|
|
public void glClearStencil(int s)
|
717 |
|
|
{
|
718 |
|
|
mClearStencil = s;
|
719 |
|
|
}
|
720 |
|
|
|
721 |
ad16ed3b
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
722 |
|
|
/**
|
723 |
|
|
* Which buffers to Clear at the beginning of each frame?
|
724 |
|
|
* <p>
|
725 |
|
|
* Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
|
726 |
|
|
* GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
|
727 |
|
|
* Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
|
728 |
|
|
*
|
729 |
|
|
* @param mask bitwise OR of BUFFER_BITs to clear.
|
730 |
|
|
*/
|
731 |
|
|
public void glClear(int mask)
|
732 |
|
|
{
|
733 |
|
|
mClear = mask;
|
734 |
|
|
}
|
735 |
|
|
|
736 |
af4cc5db
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
737 |
|
|
/**
|
738 |
|
|
* Create new Projection matrix.
|
739 |
|
|
*
|
740 |
|
|
* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
|
741 |
54fe333a
|
leszek
|
* Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
|
742 |
7690aab1
|
Leszek Koltunski
|
* @param near The Near plane.
|
743 |
af4cc5db
|
Leszek Koltunski
|
*/
|
744 |
54fe333a
|
leszek
|
public void setProjection(float fov, float near)
|
745 |
af4cc5db
|
Leszek Koltunski
|
{
|
746 |
8069e806
|
Leszek Koltunski
|
if( fov < 180.0f && fov >=0.0f )
|
747 |
|
|
{
|
748 |
|
|
mFOV = fov;
|
749 |
|
|
}
|
750 |
|
|
|
751 |
|
|
if( near< 1.0f && near> 0.0f )
|
752 |
|
|
{
|
753 |
|
|
mNear= near;
|
754 |
|
|
}
|
755 |
|
|
else if( near<=0.0f )
|
756 |
|
|
{
|
757 |
|
|
mNear = 0.01f;
|
758 |
|
|
}
|
759 |
|
|
else if( near>=1.0f )
|
760 |
|
|
{
|
761 |
|
|
mNear=0.99f;
|
762 |
|
|
}
|
763 |
af4cc5db
|
Leszek Koltunski
|
|
764 |
66103fb2
|
Leszek Koltunski
|
for(int j=0; j<EffectQuality.LENGTH; j++)
|
765 |
61ce8e90
|
Leszek Koltunski
|
{
|
766 |
66103fb2
|
Leszek Koltunski
|
if( mBuffer[j]!=null ) mBuffer[j].mNear = mNear;
|
767 |
61ce8e90
|
Leszek Koltunski
|
}
|
768 |
|
|
|
769 |
af4cc5db
|
Leszek Koltunski
|
createProjection();
|
770 |
|
|
}
|
771 |
|
|
|
772 |
f211a191
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
773 |
|
|
/**
|
774 |
|
|
* Return the vertical field of view angle.
|
775 |
|
|
*
|
776 |
|
|
* @return Vertival Field of View Angle, in degrees.
|
777 |
|
|
*/
|
778 |
|
|
public float getFOV()
|
779 |
|
|
{
|
780 |
|
|
return mFOV;
|
781 |
|
|
}
|
782 |
|
|
|
783 |
af4cc5db
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
784 |
c5369f1b
|
leszek
|
/**
|
785 |
af4cc5db
|
Leszek Koltunski
|
* Resize the underlying Framebuffer.
|
786 |
c7da4e65
|
leszek
|
* <p>
|
787 |
|
|
* This method can be safely called mid-render as it doesn't interfere with rendering.
|
788 |
af4cc5db
|
Leszek Koltunski
|
*
|
789 |
|
|
* @param width The new width.
|
790 |
|
|
* @param height The new height.
|
791 |
c5369f1b
|
leszek
|
*/
|
792 |
af4cc5db
|
Leszek Koltunski
|
public void resize(int width, int height)
|
793 |
|
|
{
|
794 |
|
|
if( mWidth!=width || mHeight!=height )
|
795 |
|
|
{
|
796 |
a4b182d4
|
Leszek Koltunski
|
mWidth = mRealWidth = width;
|
797 |
|
|
mHeight= mRealHeight= height;
|
798 |
f8377ef8
|
leszek
|
|
799 |
|
|
createProjection();
|
800 |
|
|
|
801 |
c7da4e65
|
leszek
|
if( mColorCreated==CREATED )
|
802 |
f8377ef8
|
leszek
|
{
|
803 |
f28fffc2
|
Leszek Koltunski
|
markForCreation();
|
804 |
f8377ef8
|
leszek
|
recreate();
|
805 |
|
|
}
|
806 |
af4cc5db
|
Leszek Koltunski
|
}
|
807 |
|
|
}
|
808 |
a09ada4c
|
Leszek Koltunski
|
|
809 |
a436ccc5
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
810 |
|
|
/**
|
811 |
89de975c
|
leszek
|
* Return true if the Surface contains a DEPTH attachment.
|
812 |
a436ccc5
|
leszek
|
*
|
813 |
89de975c
|
leszek
|
* @return <bold>true</bold> if the Surface contains a DEPTH attachment.
|
814 |
a436ccc5
|
leszek
|
*/
|
815 |
89de975c
|
leszek
|
public boolean hasDepth()
|
816 |
a436ccc5
|
leszek
|
{
|
817 |
89de975c
|
leszek
|
return mDepthStencilCreated==CREATED;
|
818 |
a436ccc5
|
leszek
|
}
|
819 |
|
|
|
820 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
821 |
|
|
/**
|
822 |
89de975c
|
leszek
|
* Return true if the Surface contains a STENCIL attachment.
|
823 |
a436ccc5
|
leszek
|
*
|
824 |
89de975c
|
leszek
|
* @return <bold>true</bold> if the Surface contains a STENCIL attachment.
|
825 |
a436ccc5
|
leszek
|
*/
|
826 |
89de975c
|
leszek
|
public boolean hasStencil()
|
827 |
a436ccc5
|
leszek
|
{
|
828 |
89de975c
|
leszek
|
return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
|
829 |
a436ccc5
|
leszek
|
}
|
830 |
|
|
|
831 |
406e2f6b
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
832 |
|
|
/**
|
833 |
cd1f5056
|
Leszek Koltunski
|
* When rendering this Node, should we use the Order Independent Transparency render mode?
|
834 |
406e2f6b
|
Leszek Koltunski
|
* <p>
|
835 |
b7074bc6
|
Leszek Koltunski
|
* This feature requires OpenGL ES 3.1. If we are running on OpenGL 3.0, this will do nothing.
|
836 |
|
|
* Also, if you are running on a buggy driver ( Imagination GE8100/8300 driver build 1.8@4490469 )
|
837 |
|
|
* then do nothing.
|
838 |
|
|
*
|
839 |
406e2f6b
|
Leszek Koltunski
|
* There are two modes of rendering: the fast 'normal' way, which however renders transparent
|
840 |
|
|
* fragments in different ways depending on which fragments get rendered first, or the slower
|
841 |
|
|
* 'oit' way, which renders transparent fragments correctly regardless of their order.
|
842 |
|
|
*
|
843 |
|
|
* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
|
844 |
|
|
*/
|
845 |
|
|
public void setOrderIndependentTransparency(boolean oit)
|
846 |
|
|
{
|
847 |
d99fcc9c
|
Leszek Koltunski
|
if( DistortedLibrary.getGLSL()>=310 )
|
848 |
b7074bc6
|
Leszek Koltunski
|
{
|
849 |
|
|
mRenderWayOIT = oit;
|
850 |
|
|
}
|
851 |
406e2f6b
|
Leszek Koltunski
|
}
|
852 |
|
|
|
853 |
12f9e4bb
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
854 |
|
|
/**
|
855 |
cd1f5056
|
Leszek Koltunski
|
* When rendering this Node, should we use the Order Independent Transparency render mode?
|
856 |
12f9e4bb
|
Leszek Koltunski
|
* <p>
|
857 |
b7074bc6
|
Leszek Koltunski
|
* This feature requires OpenGL ES 3.1. If we are running on OpenGL 3.0, this will do nothing.
|
858 |
|
|
* Also, if you are running on a buggy driver ( Imagination GE8100/8300 driver build 1.8@4490469 )
|
859 |
|
|
* then do nothing.
|
860 |
|
|
*
|
861 |
12f9e4bb
|
Leszek Koltunski
|
* There are two modes of rendering: the fast 'normal' way, which however renders transparent
|
862 |
|
|
* fragments in different ways depending on which fragments get rendered first, or the slower
|
863 |
|
|
* 'oit' way, which renders transparent fragments correctly regardless of their order.
|
864 |
|
|
*
|
865 |
|
|
* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
|
866 |
|
|
* @param initialSize Initial number of transparent fragments we expect, in screenfuls.
|
867 |
f953bee0
|
Leszek Koltunski
|
* I.e '1.0' means 'the scene we are going to render contains dialog_about 1 screen
|
868 |
12f9e4bb
|
Leszek Koltunski
|
* worth of transparent fragments'. Valid values: 0.0 < initialSize < 10.0
|
869 |
|
|
* Even if you get this wrong, the library will detect that there are more
|
870 |
|
|
* transparent fragments than it has space for and readjust its internal buffers,
|
871 |
|
|
* but only after a few frames during which one will probably see missing objects.
|
872 |
|
|
*/
|
873 |
66103fb2
|
Leszek Koltunski
|
public void setOrderIndependentTransparency(boolean oit, float initialSize)
|
874 |
|
|
{
|
875 |
d99fcc9c
|
Leszek Koltunski
|
if( DistortedLibrary.getGLSL()>=310 )
|
876 |
66103fb2
|
Leszek Koltunski
|
{
|
877 |
b7074bc6
|
Leszek Koltunski
|
mRenderWayOIT = oit;
|
878 |
|
|
|
879 |
|
|
if( initialSize>0.0f && initialSize<10.0f )
|
880 |
|
|
{
|
881 |
|
|
DistortedLibrary.setSSBOSize(initialSize);
|
882 |
|
|
}
|
883 |
66103fb2
|
Leszek Koltunski
|
}
|
884 |
|
|
}
|
885 |
12f9e4bb
|
Leszek Koltunski
|
|
886 |
a09ada4c
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
887 |
|
|
/**
|
888 |
|
|
* Adds a new child to the last position in the list of our Surface's children.
|
889 |
c204c69d
|
leszek
|
* <p>
|
890 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
891 |
7602a827
|
Leszek Koltunski
|
* InternalMaster (by calling doWork())
|
892 |
a09ada4c
|
Leszek Koltunski
|
*
|
893 |
|
|
* @param node The new Node to add.
|
894 |
|
|
*/
|
895 |
c204c69d
|
leszek
|
public void attach(DistortedNode node)
|
896 |
a09ada4c
|
Leszek Koltunski
|
{
|
897 |
11845a9e
|
Leszek Koltunski
|
mChildren.attach(node);
|
898 |
a09ada4c
|
Leszek Koltunski
|
}
|
899 |
|
|
|
900 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
901 |
|
|
/**
|
902 |
|
|
* Adds a new child to the last position in the list of our Surface's children.
|
903 |
c204c69d
|
leszek
|
* <p>
|
904 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
905 |
7602a827
|
Leszek Koltunski
|
* InternalMaster (by calling doWork())
|
906 |
a09ada4c
|
Leszek Koltunski
|
*
|
907 |
|
|
* @param surface InputSurface to initialize our child Node with.
|
908 |
|
|
* @param effects DistortedEffects to initialize our child Node with.
|
909 |
715e7726
|
Leszek Koltunski
|
* @param mesh MeshBase to initialize our child Node with.
|
910 |
a09ada4c
|
Leszek Koltunski
|
* @return the newly constructed child Node, or null if we couldn't allocate resources.
|
911 |
|
|
*/
|
912 |
7602a827
|
Leszek Koltunski
|
public DistortedNode attach(InternalSurface surface, DistortedEffects effects, MeshBase mesh)
|
913 |
a09ada4c
|
Leszek Koltunski
|
{
|
914 |
11845a9e
|
Leszek Koltunski
|
return mChildren.attach(surface,effects,mesh);
|
915 |
c204c69d
|
leszek
|
}
|
916 |
|
|
|
917 |
af27df87
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
918 |
|
|
/**
|
919 |
|
|
* Removes the first occurrence of a specified child from the list of children of our Surface.
|
920 |
|
|
* <p>
|
921 |
|
|
* A bit questionable method as there can be many different Nodes attached as children, some
|
922 |
|
|
* of them having the same Effects but - for instance - different Mesh. Use with care.
|
923 |
|
|
* <p>
|
924 |
|
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
925 |
7602a827
|
Leszek Koltunski
|
* InternalMaster (by calling doWork())
|
926 |
af27df87
|
leszek
|
*
|
927 |
|
|
* @param effects DistortedEffects to remove.
|
928 |
|
|
*/
|
929 |
|
|
public void detach(DistortedEffects effects)
|
930 |
|
|
{
|
931 |
11845a9e
|
Leszek Koltunski
|
mChildren.detach(effects);
|
932 |
af27df87
|
leszek
|
}
|
933 |
|
|
|
934 |
a09ada4c
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
935 |
|
|
/**
|
936 |
|
|
* Removes the first occurrence of a specified child from the list of children of our Surface.
|
937 |
c204c69d
|
leszek
|
* <p>
|
938 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
939 |
7602a827
|
Leszek Koltunski
|
* InternalMaster (by calling doWork())
|
940 |
c204c69d
|
leszek
|
*
|
941 |
|
|
* @param node The Node to remove.
|
942 |
|
|
*/
|
943 |
|
|
public void detach(DistortedNode node)
|
944 |
|
|
{
|
945 |
11845a9e
|
Leszek Koltunski
|
mChildren.detach(node);
|
946 |
a09ada4c
|
Leszek Koltunski
|
}
|
947 |
|
|
|
948 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
949 |
|
|
/**
|
950 |
|
|
* Removes all children Nodes.
|
951 |
c204c69d
|
leszek
|
* <p>
|
952 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
953 |
7602a827
|
Leszek Koltunski
|
* InternalMaster (by calling doWork())
|
954 |
c204c69d
|
leszek
|
*/
|
955 |
|
|
public void detachAll()
|
956 |
|
|
{
|
957 |
11845a9e
|
Leszek Koltunski
|
mChildren.detachAll();
|
958 |
a09ada4c
|
Leszek Koltunski
|
}
|
959 |
d58b50e7
|
Leszek Koltunski
|
|
960 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
961 |
|
|
/**
|
962 |
|
|
* Return the width of this Surface.
|
963 |
|
|
*
|
964 |
|
|
* @return width of the Object, in pixels.
|
965 |
|
|
*/
|
966 |
|
|
public int getWidth()
|
967 |
|
|
{
|
968 |
|
|
return mWidth;
|
969 |
|
|
}
|
970 |
|
|
|
971 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
972 |
|
|
/**
|
973 |
|
|
* Return the height of this Surface.
|
974 |
|
|
*
|
975 |
|
|
* @return height of the Object, in pixels.
|
976 |
|
|
*/
|
977 |
|
|
public int getHeight()
|
978 |
|
|
{
|
979 |
|
|
return mHeight;
|
980 |
|
|
}
|
981 |
af4cc5db
|
Leszek Koltunski
|
}
|