Revision c638c1b0
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/DistortedEffects.java | ||
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import org.distorted.library.type.Data5D; |
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import org.distorted.library.type.Static3D; |
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import java.nio.ByteBuffer; |
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import java.nio.ByteOrder; |
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import java.nio.FloatBuffer; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue. |
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*/ |
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public class DistortedEffects |
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{ |
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private static final int BYTES_PER_FLOAT = 4; // |
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private static final int POSITION_DATA_SIZE= 2; // Size of the position data in elements |
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private static final int TEX_DATA_SIZE = 2; // Size of the texture coordinate data in elements. |
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private static final FloatBuffer mQuadPositions, mQuadTexture; |
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private static long mNextID =0; |
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private long mID; |
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private boolean matrixCloned, vertexCloned, fragmentCloned, postprocessCloned; |
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static |
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{ |
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int dataLength = 4; |
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float[] positionData= { -0.5f, -0.5f, -0.5f, 0.5f, 0.5f,-0.5f, 0.5f, 0.5f }; |
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float[] textureData = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; |
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mQuadPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
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mQuadPositions.put(positionData).position(0); |
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mQuadTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE *dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
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mQuadTexture.put(textureData).position(0); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void initializeEffectLists(DistortedEffects d, int flags) |
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} |
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else |
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{ |
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DistortedFramebuffer fbo = null; |
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// TODO : set this as output |
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DistortedFramebuffer buffer = Distorted.getFBO(df.mWidth,df.mHeight); |
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// render to the FBO just like above |
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/* |
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GLES20.glViewport(0, 0, fbo.mWidth, fbo.mHeight); |
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GLES20.glViewport(0, 0, buffer.mWidth, buffer.mHeight); |
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buffer.setAsOutput(); |
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mM.send(fbo,halfInputW,halfInputH,halfZ);
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mM.send(buffer,halfInputW,halfInputH,halfZ);
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mV.send(halfInputW,halfInputH,halfZ); |
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mF.send(halfInputW,halfInputH); |
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mesh.draw(); |
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*/ |
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GLES20.glUseProgram(Distorted.postProgramH); |
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GLES20.glViewport(0, 0, df.mWidth, df.mHeight); |
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buffer.setAsInput(); |
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df.setAsOutput(); |
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mP.send(halfInputW,halfInputH); |
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// apply postprocess effects |
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mP.postprocess(fbo,df); |
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GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mQuadPositions); |
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GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[1], TEX_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mQuadTexture); |
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); |
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} |
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} |
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Also available in: Unified diff
Further progress with Postprocessing. Now the missing bits are:
- implement Distorted.getFBO()
- implement Distorted.clean()
- improve compilation of DistortedPrograms so that the NUM_POSTPROCESSING and names of POSTPROCESSING effects will be #defined.