Revision c638c1b0
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/EffectQueuePostprocess.java | ||
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98 | 98 |
mTime = currTime; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void postprocess(DistortedFramebuffer input, DistortedFramebuffer output) |
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{ |
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// 1. Set input's COLOR0 as input texture |
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// 2. Set output as output FBO |
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// 3. set Vieport |
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// 4. call send() |
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// 5. render a quad: |
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/* |
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GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[0], MeshObject.POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mMeshPositions); |
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GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[1], MeshObject.TEX_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mMeshTexture); |
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); |
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*/ |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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protected void moveEffect(int index) |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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synchronized void send(float objX, float objY)
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synchronized void send(float halfX, float halfY)
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{ |
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GLES20.glUniform1i( mNumEffectsH, mNumEffects); |
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GLES20.glUniform2f( mObjDH , objX, objY);
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GLES20.glUniform2f( mObjDH , halfX, halfY);
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if( mNumEffects>0 ) |
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{ |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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synchronized static void sendZero(float objX, float objY)
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synchronized static void sendZero(float halfX, float halfY)
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{ |
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GLES20.glUniform1i( mNumEffectsH, 0); |
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GLES20.glUniform2f( mObjDH , objX, objY);
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GLES20.glUniform2f( mObjDH , halfX, halfY);
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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.