Revision c207da02
Added by Leszek Koltunski almost 6 years ago
src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// two phases: 1. collapse the SSBO 2. blend the ssbo's color |
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private int oitRender(long currTime, DistortedOutputSurface buffer)
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private int oitRender(long currTime) |
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{ |
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float corrW = buffer.getWidthCorrection();
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float corrH = buffer.getHeightCorrection();
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float corrW = getWidthCorrection(); |
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float corrH = getHeightCorrection(); |
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GLES31.glViewport(0, 0, mWidth, mHeight); |
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setAsOutput(currTime);
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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GLES31.glActiveTexture(GLES31.GL_TEXTURE1); |
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]); |
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DistortedRenderState.switchOffColorDepthStencil(); |
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DistortedEffects.oitCollapse(this, corrW, corrH ); |
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GLES31.glActiveTexture(GLES31.GL_TEXTURE1); |
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0); |
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setAsOutput(currTime); |
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DistortedRenderState.switchColorDepthOnStencilOff(); |
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DistortedEffects.oitRender(this, corrW, corrH); |
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DistortedRenderState.restoreColorDepthStencil(); |
... | ... | |
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numRenders += currQueue.postprocess(mBuffer); |
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numRenders += oitBuild(mBuffer[quality]); |
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GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT); |
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numRenders += oitRender(time,this); // merge the OIT linked list
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numRenders += oitRender(time); // merge the OIT linked list |
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clearBuffer(mBuffer[quality]); |
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} |
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} // end else (postprocessed child) |
Also available in: Unified diff
OIT: fixes. Everything looks correct now except for the curious return of the 'dancing lower-left corner' small glitch in the 'Transparency' app.