Revision d236a443
Added by Leszek Koltunski 5 days ago
src/main/java/org/distorted/library/effect/PostprocessEffectBlur.kt | ||
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41 | 41 |
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42 | 42 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
43 | 43 |
// Clean up of static variables on exit. Called by reflection from super class. |
44 |
@Suppress("unused") fun destroyStatics() = PostprocessEffectBlurred.destroyStatics() |
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44 |
@Suppress("unused") |
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45 |
@JvmStatic |
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46 |
fun destroyStatics() = PostprocessEffectBlurred.destroyStatics() |
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45 | 47 |
} |
46 | 48 |
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47 | 49 |
/////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/effect/PostprocessEffectBlurred.kt | ||
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206 | 206 |
private var mIndex2 = 0 |
207 | 207 |
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208 | 208 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
209 |
fun destroyStatics() |
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209 |
@JvmStatic fun destroyStatics()
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210 | 210 |
{ |
211 | 211 |
mProgram1 = null |
212 | 212 |
mProgram2 = null |
... | ... | |
221 | 221 |
/** |
222 | 222 |
* Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work. |
223 | 223 |
*/ |
224 |
fun enable(prog1: String, prog2: String) |
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224 |
@JvmStatic fun enable(prog1: String, prog2: String)
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225 | 225 |
{ |
226 | 226 |
val vertex = |
227 | 227 |
""" precision lowp float; |
src/main/java/org/distorted/library/effect/PostprocessEffectBorder.kt | ||
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39 | 39 |
{ |
40 | 40 |
/////////////////////////////////////////////////////////////////////////////////////////// |
41 | 41 |
// Clean up of static variables on exit. Called by reflection from super class. |
42 |
@Suppress("unused") fun destroyStatics() { } |
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43 |
|
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44 |
/////////////////////////////////////////////////////////////////////////////////////////// |
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45 |
// PUBLIC API |
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46 |
/////////////////////////////////////////////////////////////////////////////////////////// |
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42 |
@Suppress("unused") @JvmStatic fun destroyStatics() { } |
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47 | 43 |
/** |
48 | 44 |
* No local programs; we do not postprocess anything here. No need to do anything |
49 | 45 |
*/ |
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.kt | ||
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35 | 35 |
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36 | 36 |
companion object |
37 | 37 |
{ |
38 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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39 |
// PUBLIC API |
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40 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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41 | 38 |
/** |
42 | 39 |
* Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work. |
43 | 40 |
*/ |
... | ... | |
45 | 42 |
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46 | 43 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
47 | 44 |
// Clean up of static variables on exit. Called by reflection from super class. |
48 |
@Suppress("unused") |
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49 |
fun destroyStatics() = PostprocessEffectBlurred.destroyStatics() |
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45 |
@Suppress("unused") @JvmStatic fun destroyStatics() = PostprocessEffectBlurred.destroyStatics() |
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50 | 46 |
} |
51 | 47 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
52 | 48 |
override fun compute(uniforms: FloatArray, index: Int, currentDuration: Long, step: Long): Boolean |
src/main/java/org/distorted/library/effectqueue/EffectQueue.kt | ||
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65 | 65 |
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66 | 66 |
/////////////////////////////////////////////////////////////////////////////////////////// |
67 | 67 |
@JvmStatic |
68 |
fun createQueues() : Array<EffectQueue?>
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68 |
fun createQueues() : Array<EffectQueue> |
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69 | 69 |
{ |
70 | 70 |
val queues: Array<EffectQueue?> = arrayOfNulls(EffectType.LENGTH) |
71 | 71 |
|
... | ... | |
74 | 74 |
queues[2] = EffectQueueFragment() |
75 | 75 |
queues[3] = EffectQueuePostprocess() |
76 | 76 |
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77 |
return queues |
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77 |
return queues.requireNoNulls()
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78 | 78 |
} |
79 | 79 |
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80 | 80 |
/////////////////////////////////////////////////////////////////////////////////////////// |
81 | 81 |
@JvmStatic |
82 |
fun createQueues(from: Array<EffectQueue?>, flags: Int) : Array<EffectQueue?>
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82 |
fun createQueues(from: Array<EffectQueue>, flags: Int) : Array<EffectQueue>
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83 | 83 |
{ |
84 | 84 |
val queues: Array<EffectQueue?> = arrayOfNulls(EffectType.LENGTH) |
85 | 85 |
|
... | ... | |
88 | 88 |
queues[2] = if ((flags and DistortedLibrary.CLONE_FRAGMENT ) != 0) from[2] else EffectQueueFragment() |
89 | 89 |
queues[3] = if ((flags and DistortedLibrary.CLONE_POSTPROCESS) != 0) from[3] else EffectQueuePostprocess() |
90 | 90 |
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91 |
return queues |
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91 |
return queues.requireNoNulls()
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92 | 92 |
} |
93 | 93 |
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94 | 94 |
/////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.kt | ||
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78 | 78 |
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79 | 79 |
mainVertHeader += "#define MAX_COMPON " + MeshBase.maxEffComponents + "\n" |
80 | 80 |
if (MeshBase.useCenters) mainVertHeader += "#define COMP_CENTERS\n" |
81 |
if (DistortedLibrary.isUBOBuggy()) mainVertHeader += "#define BUGGY_UBOS\n"
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81 |
if (DistortedLibrary.isUBOBuggy) mainVertHeader += "#define BUGGY_UBOS\n" |
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82 | 82 |
mainVertHeader += "#define POSTPROCESS\n" |
83 | 83 |
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84 | 84 |
val enabledEffectV = VertexEffect.getGLSL() |
... | ... | |
159 | 159 |
fun preprocess(buffer: InternalOutputSurface, node: DistortedNode, distance: Float, |
160 | 160 |
mipmap: Float, projection: FloatArray): Int |
161 | 161 |
{ |
162 |
val mesh = node.mesh |
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163 |
val effects = node.effects
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162 |
val mesh = node.mMesh
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163 |
val effects = node.mEffects
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164 | 164 |
val width = buffer.mWidth |
165 | 165 |
val height = buffer.mHeight |
166 | 166 |
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src/main/java/org/distorted/library/main/DistortedEffects.kt | ||
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17 | 17 |
// License along with this library; if not, write to the Free Software // |
18 | 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
19 | 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
20 |
package org.distorted.library.main |
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20 | 21 |
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21 |
package org.distorted.library.main;
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22 |
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23 |
import org.distorted.library.effect.Effect;
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24 |
import org.distorted.library.effect.EffectName;
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25 |
import org.distorted.library.effectqueue.EffectQueue;
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26 |
import org.distorted.library.effect.EffectType;
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22 |
import org.distorted.library.effect.Effect
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23 |
import org.distorted.library.effect.EffectName |
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24 |
import org.distorted.library.effect.EffectType
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25 |
import org.distorted.library.effectqueue.EffectQueue
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26 |
import org.distorted.library.effectqueue.EffectQueue.Companion.createQueues
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27 |
import org.distorted.library.main.InternalStackFrameList.nextEffectsID
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27 | 28 |
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28 | 29 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
29 | 30 |
/** |
30 | 31 |
* Class containing Matrix, Vertex, Fragment and Postprocessing effect queues. |
31 |
* <p>
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32 |
* |
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32 | 33 |
* The queues hold actual effects to be applied to a given (InputSurface,MeshBase) combo. |
33 | 34 |
*/ |
34 |
public class DistortedEffects |
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35 |
{ |
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36 |
private final long mID; |
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37 |
private final EffectQueue[] mQueues; |
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38 |
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39 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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40 |
/** |
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41 |
* @y.exclude |
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42 |
*/ |
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43 |
public EffectQueue[] getQueues() |
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35 |
class DistortedEffects |
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36 |
{ |
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37 |
/** |
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38 |
* Returns unique ID of this instance. |
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39 |
* |
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40 |
* @return ID of the object. |
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41 |
*/ |
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42 |
val iD: Long |
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43 |
val queues: Array<EffectQueue> |
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44 |
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45 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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46 |
// PUBLIC API |
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47 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
48 |
/** |
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49 |
* Create empty effect queue. |
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50 |
*/ |
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51 |
constructor() |
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44 | 52 |
{ |
45 |
return mQueues; |
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53 |
iD = nextEffectsID |
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54 |
queues = createQueues() |
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46 | 55 |
} |
47 | 56 |
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48 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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49 |
// PUBLIC API |
|
50 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
51 |
/** |
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52 |
* Create empty effect queue. |
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53 |
*/ |
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54 |
public DistortedEffects() |
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57 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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58 |
/** |
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59 |
* Copy constructor. |
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60 |
* |
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61 |
* Whatever we do not clone gets created just like in the default constructor. |
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62 |
* |
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63 |
* @param dc Source object to create our object from |
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64 |
* @param flags A bitmask of values specifying what to copy. |
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65 |
* For example, CLONE_VERTEX | CLONE_MATRIX. |
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66 |
*/ |
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67 |
constructor(dc: DistortedEffects, flags: Int) |
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55 | 68 |
{ |
56 |
mID = InternalStackFrameList.getNextEffectsID();
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57 |
mQueues = EffectQueue.createQueues();
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69 |
iD = nextEffectsID
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70 |
queues = createQueues(dc.queues, flags)
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58 | 71 |
} |
59 | 72 |
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60 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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61 |
/** |
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62 |
* Copy constructor. |
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63 |
* <p> |
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64 |
* Whatever we do not clone gets created just like in the default constructor. |
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65 |
* |
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66 |
* @param dc Source object to create our object from |
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67 |
* @param flags A bitmask of values specifying what to copy. |
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68 |
* For example, CLONE_VERTEX | CLONE_MATRIX. |
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69 |
*/ |
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70 |
public DistortedEffects(DistortedEffects dc, int flags) |
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73 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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74 |
/** |
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75 |
* Return if this queue contains effect with a given ID. |
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76 |
*/ |
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77 |
fun exists(id: Long): Boolean |
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71 | 78 |
{ |
72 |
mID = InternalStackFrameList.getNextEffectsID();
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73 |
mQueues = EffectQueue.createQueues(dc.getQueues(),flags);
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79 |
val num = (id and EffectType.MASK.toLong()).toInt()
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80 |
return queues[num].exists(id)
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74 | 81 |
} |
75 | 82 |
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76 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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77 |
/** |
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78 |
* Returns unique ID of this instance. |
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79 |
* |
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80 |
* @return ID of the object. |
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81 |
*/ |
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82 |
public long getID() |
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83 |
{ |
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84 |
return mID; |
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85 |
} |
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86 |
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87 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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88 |
/** |
|
89 |
* Return if this queue contains effect with a given ID. |
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90 |
*/ |
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91 |
public boolean exists(long id) |
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83 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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84 |
/** |
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85 |
* Aborts all Effects. |
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86 |
* @return Number of effects aborted. |
|
87 |
*/ |
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88 |
fun abortAllEffects(): Int |
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92 | 89 |
{ |
93 |
int num = (int)(id&EffectType.MASK); |
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94 |
return mQueues[num].exists(id); |
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95 |
} |
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90 |
var aborted = 0 |
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96 | 91 |
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97 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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98 |
/** |
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99 |
* Aborts all Effects. |
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100 |
* @return Number of effects aborted. |
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101 |
*/ |
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102 |
public int abortAllEffects() |
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103 |
{ |
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104 |
int aborted = 0; |
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105 |
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106 |
for( int i=0; i<EffectType.LENGTH; i++) |
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107 |
{ |
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108 |
aborted += mQueues[i].removeAll(true); |
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109 |
} |
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92 |
for (i in 0 until EffectType.LENGTH) |
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93 |
{ |
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94 |
aborted += queues[i].removeAll(true) |
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95 |
} |
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110 | 96 |
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111 |
return aborted;
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97 |
return aborted
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112 | 98 |
} |
113 | 99 |
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114 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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115 |
/** |
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116 |
* Aborts all Effects of a given type, for example all MATRIX Effects. |
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117 |
*
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118 |
* @param type one of the constants defined in {@link EffectType}
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119 |
* @return Number of effects aborted. |
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120 |
*/ |
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121 |
public int abortByType(EffectType type)
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100 |
///////////////////////////////////////////////////////////////////////////////////////////////////
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101 |
/**
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102 |
* Aborts all Effects of a given type, for example all MATRIX Effects.
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103 |
*
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104 |
* @param type one of the constants defined in [EffectType]
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105 |
* @return Number of effects aborted.
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106 |
*/
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107 |
fun abortByType(type: EffectType): Int
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122 | 108 |
{ |
123 |
int num = type.ordinal();
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124 |
return mQueues[num].removeAll(true);
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109 |
val num = type.ordinal
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110 |
return queues[num].removeAll(true)
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125 | 111 |
} |
126 | 112 |
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127 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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128 |
/** |
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129 |
* Aborts an Effect by its ID. |
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130 |
* |
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131 |
* @param id the Id of the Effect to be removed, as returned by getID(). |
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132 |
* @return Number of effects aborted. |
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133 |
*/ |
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134 |
public int abortById(long id)
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113 |
///////////////////////////////////////////////////////////////////////////////////////////////////
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114 |
/**
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115 |
* Aborts an Effect by its ID.
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116 |
*
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117 |
* @param id the Id of the Effect to be removed, as returned by getID().
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118 |
* @return Number of effects aborted.
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119 |
*/
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120 |
fun abortById(id: Long): Int
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135 | 121 |
{ |
136 |
int num = (int)(id&EffectType.MASK);
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137 |
return mQueues[num].removeById(id);
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122 |
val num = (id and EffectType.MASK.toLong()).toInt()
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123 |
return queues[num].removeById(id)
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138 | 124 |
} |
139 | 125 |
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140 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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141 |
/** |
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142 |
* Aborts a single Effect. |
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143 |
*
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144 |
* @param effect the Effect we want to abort. |
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145 |
* @return number of Effects aborted. Always either 0 or 1. |
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146 |
*/ |
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147 |
public int abortEffect(Effect effect)
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126 |
///////////////////////////////////////////////////////////////////////////////////////////////////
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127 |
/**
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128 |
* Aborts a single Effect.
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129 |
*
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130 |
* @param effect the Effect we want to abort.
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131 |
* @return number of Effects aborted. Always either 0 or 1.
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132 |
*/
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133 |
fun abortEffect(effect: Effect): Int
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148 | 134 |
{ |
149 |
int num = effect.getType().ordinal();
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150 |
return mQueues[num].removeEffect(effect);
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135 |
val num = effect.type.ordinal
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136 |
return queues[num].removeEffect(effect)
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151 | 137 |
} |
152 | 138 |
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153 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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154 |
/** |
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155 |
* Abort all Effects of a given name, for example all rotations. |
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156 |
*
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157 |
* @param name one of the constants defined in {@link EffectName}
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158 |
* @return number of Effects aborted. |
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159 |
*/ |
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160 |
public int abortByName(EffectName name)
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139 |
///////////////////////////////////////////////////////////////////////////////////////////////////
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140 |
/**
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141 |
* Abort all Effects of a given name, for example all rotations.
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142 |
*
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143 |
* @param name one of the constants defined in [EffectName]
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144 |
* @return number of Effects aborted.
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145 |
*/
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146 |
fun abortByName(name: EffectName): Int
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161 | 147 |
{ |
162 |
int num = name.getType().ordinal();
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163 |
return mQueues[num].removeByName(name);
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148 |
val num = name.type.ordinal
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149 |
return queues[num].removeByName(name)
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164 | 150 |
} |
165 | 151 |
|
166 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
167 |
/** |
|
168 |
* Add a new Effect to the tail of our queue. |
|
169 |
* |
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170 |
* @param effect The Effect to add. |
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171 |
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
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172 |
*/ |
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173 |
public boolean apply(Effect effect)
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152 |
///////////////////////////////////////////////////////////////////////////////////////////////////
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|
153 |
/**
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154 |
* Add a new Effect to the tail of our queue.
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155 |
*
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156 |
* @param effect The Effect to add.
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157 |
* @return `true` if operation was successful, `false` otherwise.
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158 |
*/
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159 |
fun apply(effect: Effect): Boolean
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174 | 160 |
{ |
175 |
int num = effect.getType().ordinal();
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176 |
return mQueues[num].add(effect);
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161 |
val num = effect.type.ordinal
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162 |
return queues[num].add(effect)
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177 | 163 |
} |
178 | 164 |
|
179 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
180 |
/** |
|
181 |
* Add a new Effect to our queue at a specified position. |
|
182 |
* |
|
183 |
* @param effect The Effect to add. |
|
184 |
* @param position the place in the effects queue where to add the new effect. |
|
185 |
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
|
186 |
*/ |
|
187 |
public boolean apply(Effect effect, int position)
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|
165 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
166 |
/**
|
|
167 |
* Add a new Effect to our queue at a specified position.
|
|
168 |
*
|
|
169 |
* @param effect The Effect to add.
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|
170 |
* @param position the place in the effects queue where to add the new effect.
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|
171 |
* @return `true` if operation was successful, `false` otherwise.
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|
172 |
*/
|
|
173 |
fun apply(effect: Effect, position: Int): Boolean
|
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188 | 174 |
{ |
189 |
int num = effect.getType().ordinal();
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|
190 |
return mQueues[num].add(effect,position);
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|
175 |
val num = effect.type.ordinal
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|
176 |
return queues[num].add(effect, position)
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|
191 | 177 |
} |
192 | 178 |
|
193 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
194 |
/** |
|
195 |
* Mark the underlying OpenGL object for deletion. Actual deletion will take place on the next render. |
|
196 |
*/ |
|
197 |
public void markForDeletion()
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|
179 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
180 |
/**
|
|
181 |
* Mark the underlying OpenGL object for deletion. Actual deletion will take place on the next render.
|
|
182 |
*/
|
|
183 |
fun markForDeletion()
|
|
198 | 184 |
{ |
199 |
for( int i=0; i<EffectType.LENGTH; i++)
|
|
200 |
{ |
|
201 |
mQueues[i].markForDeletion();
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|
202 |
} |
|
185 |
for (i in 0 until EffectType.LENGTH)
|
|
186 |
{
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|
187 |
queues[i].markForDeletion()
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|
188 |
}
|
|
203 | 189 |
} |
204 | 190 |
|
205 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
206 |
/** |
|
207 |
* Return number of effects of the given type currently in the Queue. |
|
208 |
* |
|
209 |
* @param type The EffectType. |
|
210 |
* @return Number of effects of the given type currently in the Queue. |
|
211 |
*/ |
|
212 |
public int getNumEffects(EffectType type)
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|
191 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
192 |
/**
|
|
193 |
* Return number of effects of the given type currently in the Queue.
|
|
194 |
*
|
|
195 |
* @param type The EffectType.
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|
196 |
* @return Number of effects of the given type currently in the Queue.
|
|
197 |
*/
|
|
198 |
fun getNumEffects(type: EffectType): Int
|
|
213 | 199 |
{ |
214 |
int num = type.ordinal();
|
|
215 |
return mQueues[num].getNumEffects();
|
|
200 |
val num = type.ordinal
|
|
201 |
return queues[num].numEffects
|
|
216 | 202 |
} |
217 | 203 |
|
218 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
219 |
/** |
|
220 |
* Return a string describing all effects in the queues. |
|
221 |
*/ |
|
222 |
public String debug(int depth)
|
|
204 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
205 |
/**
|
|
206 |
* Return a string describing all effects in the queues.
|
|
207 |
*/
|
|
208 |
fun debug(depth: Int): String
|
|
223 | 209 |
{ |
224 |
StringBuilder s = new StringBuilder(); |
|
225 |
for(int i=0; i<depth; i++) s.append(" "); |
|
226 |
String space = s.toString(); |
|
227 |
|
|
228 |
String mat = mQueues[0].retEffects(); |
|
229 |
String ver = mQueues[1].retEffects(); |
|
230 |
String fra = mQueues[2].retEffects(); |
|
231 |
String pos = mQueues[3].retEffects(); |
|
232 |
|
|
233 |
return space+"MAT: "+mat+"\n"+space+"VER: "+ver+"\n"+space+"FRA: "+fra+"\n"+space+"POS: "+pos; |
|
210 |
val s = StringBuilder() |
|
211 |
for (i in 0 until depth) s.append(" ") |
|
212 |
val space = s.toString() |
|
213 |
|
|
214 |
val mat = queues[0].retEffects() |
|
215 |
val ver = queues[1].retEffects() |
|
216 |
val fra = queues[2].retEffects() |
|
217 |
val pos = queues[3].retEffects() |
|
218 |
|
|
219 |
return """ |
|
220 |
${space}MAT: $mat |
|
221 |
${space}VER: $ver |
|
222 |
${space}FRA: $fra |
|
223 |
${space}POS: $pos |
|
224 |
""".trimIndent() |
|
234 | 225 |
} |
235 |
} |
|
226 |
} |
src/main/java/org/distorted/library/main/DistortedFramebuffer.kt | ||
---|---|---|
17 | 17 |
// License along with this library; if not, write to the Free Software // |
18 | 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
19 | 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
20 |
package org.distorted.library.main |
|
20 | 21 |
|
21 |
package org.distorted.library.main; |
|
22 |
|
|
23 |
import android.opengl.GLES30; |
|
22 |
import android.opengl.GLES30 |
|
24 | 23 |
|
25 | 24 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
26 | 25 |
/** |
27 | 26 |
* Class which represents a OpenGL Framebuffer object. |
28 |
* <p>
|
|
27 |
* |
|
29 | 28 |
* User is able to create offscreen FBOs and both a) render to them b) use their COLOR0 attachment as |
30 | 29 |
* an input texture. Attaching Depths and/or Stencils is also possible. |
31 | 30 |
*/ |
32 |
public class DistortedFramebuffer extends InternalOutputSurface |
|
33 |
{ |
|
34 |
|
|
35 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
36 |
// Must be called from a thread holding OpenGL Context |
|
37 |
|
|
38 |
public void create() |
|
31 |
open class DistortedFramebuffer internal constructor(numfbos: Int, numcolors: Int, depthStencil: Int, type: Int, storage: Int, width: Int, height: Int) : InternalOutputSurface(width, height, NOT_CREATED_YET, numfbos, numcolors, depthStencil, NOT_CREATED_YET, type, storage) |
|
32 |
{ |
|
33 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
34 |
// Must be called from a thread holding OpenGL Context |
|
35 |
override fun create() |
|
39 | 36 |
{ |
40 |
if( mNumFBOs==DistortedLibrary.WAIT_FOR_FBO_QUEUE_SIZE ) |
|
41 |
{ |
|
42 |
// only now we know how many FBOs there should be |
|
43 |
mNumFBOs = DistortedLibrary.getQueueSize(); |
|
44 |
allocateColor(); |
|
45 |
allocateStuffDependantOnNumFBOS(); |
|
46 |
} |
|
47 |
|
|
48 |
////////////////////////////////////////////////////////////// |
|
49 |
// COLOR |
|
50 |
|
|
51 |
if( mColorCreated==NOT_CREATED_YET ) |
|
52 |
{ |
|
53 |
GLES30.glGenTextures( mNumFBOs*mNumColors, mColorH, 0); |
|
54 |
GLES30.glGenFramebuffers(mNumFBOs, mFBOH, 0); |
|
55 |
|
|
56 |
for(int i=0; i<mNumFBOs; i++) |
|
37 |
if( mNumFBOs==DistortedLibrary.WAIT_FOR_FBO_QUEUE_SIZE ) |
|
57 | 38 |
{ |
58 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]); |
|
59 |
|
|
60 |
for(int j=0; j<mNumColors; j++) |
|
61 |
{ |
|
62 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors+j]); |
|
63 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT); |
|
64 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT); |
|
65 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST); |
|
66 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR); |
|
67 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mRealWidth, mRealHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null); |
|
68 |
} |
|
69 |
|
|
70 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors], 0); |
|
71 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0); |
|
39 |
// only now we know how many FBOs there should be |
|
40 |
mNumFBOs = DistortedLibrary.queueSize |
|
41 |
allocateColor() |
|
42 |
allocateStuffDependantOnNumFBOS() |
|
72 | 43 |
} |
73 | 44 |
|
74 |
// TODO |
|
75 |
mColorCreated = checkStatus("color"); |
|
76 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); |
|
77 |
} |
|
78 |
|
|
79 |
////////////////////////////////////////////////////////////// |
|
80 |
// DEPTH / STENCIL |
|
81 |
|
|
82 |
if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment |
|
83 |
{ |
|
84 |
GLES30.glGenTextures(mNumFBOs, mDepthStencilH, 0); |
|
85 |
|
|
86 |
for(int i=0; i<mNumFBOs; i++) |
|
45 |
////////////////////////////////////////////////////////////// |
|
46 |
// COLOR |
|
47 |
if( mColorCreated==NOT_CREATED_YET ) |
|
87 | 48 |
{ |
88 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[i]); |
|
89 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT); |
|
90 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT); |
|
91 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST); |
|
92 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST); |
|
93 |
|
|
94 |
if (mDepthStencil == DEPTH_NO_STENCIL) |
|
95 |
{ |
|
96 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null); |
|
97 |
} |
|
98 |
else if (mDepthStencil == BOTH_DEPTH_STENCIL) |
|
99 |
{ |
|
100 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_INT_24_8, null); |
|
101 |
} |
|
49 |
GLES30.glGenTextures(mNumFBOs*mNumColors, mColorH, 0) |
|
50 |
GLES30.glGenFramebuffers(mNumFBOs, mFBOH, 0) |
|
51 |
|
|
52 |
for (i in 0 until mNumFBOs) |
|
53 |
{ |
|
54 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]) |
|
55 |
|
|
56 |
for (j in 0 until mNumColors) |
|
57 |
{ |
|
58 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH!![i*mNumColors+j]) |
|
59 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT) |
|
60 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT) |
|
61 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST.toFloat()) |
|
62 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR.toFloat()) |
|
63 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mRealWidth, mRealHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null) |
|
64 |
} |
|
65 |
|
|
66 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH!![i*mNumColors], 0) |
|
67 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0) |
|
68 |
} |
|
69 |
|
|
70 |
// TODO |
|
71 |
mColorCreated = checkStatus("color") |
|
72 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0) |
|
102 | 73 |
} |
103 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0); |
|
104 | 74 |
|
105 |
for(int i=0; i<mNumFBOs; i++) |
|
75 |
////////////////////////////////////////////////////////////// |
|
76 |
// DEPTH / STENCIL |
|
77 |
if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment |
|
106 | 78 |
{ |
107 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]); |
|
108 |
|
|
109 |
if (mDepthStencil == DEPTH_NO_STENCIL) |
|
110 |
{ |
|
111 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0); |
|
112 |
} |
|
113 |
else if (mDepthStencil == BOTH_DEPTH_STENCIL) |
|
114 |
{ |
|
115 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0); |
|
116 |
} |
|
79 |
GLES30.glGenTextures(mNumFBOs, mDepthStencilH, 0) |
|
80 |
|
|
81 |
for (i in 0 until mNumFBOs) |
|
82 |
{ |
|
83 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH!![i]) |
|
84 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT) |
|
85 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT) |
|
86 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST) |
|
87 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST) |
|
88 |
|
|
89 |
if (mDepthStencil==DEPTH_NO_STENCIL) |
|
90 |
{ |
|
91 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null) |
|
92 |
} |
|
93 |
else if (mDepthStencil==BOTH_DEPTH_STENCIL) |
|
94 |
{ |
|
95 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_INT_24_8, null) |
|
96 |
} |
|
97 |
} |
|
98 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0) |
|
99 |
|
|
100 |
for (i in 0 until mNumFBOs) |
|
101 |
{ |
|
102 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]) |
|
103 |
|
|
104 |
if (mDepthStencil==DEPTH_NO_STENCIL) |
|
105 |
{ |
|
106 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH!![i], 0) |
|
107 |
} |
|
108 |
else if (mDepthStencil==BOTH_DEPTH_STENCIL) |
|
109 |
{ |
|
110 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH!![i], 0) |
|
111 |
} |
|
112 |
} |
|
113 |
|
|
114 |
// TODO |
|
115 |
mDepthStencilCreated = checkStatus("depth") |
|
116 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0) |
|
117 | 117 |
} |
118 | 118 |
|
119 |
// TODO |
|
120 |
mDepthStencilCreated = checkStatus("depth"); |
|
121 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); |
|
122 |
} |
|
123 |
|
|
124 |
////////////////////////////////////////////////////////////// |
|
125 |
// DETACH |
|
126 |
|
|
127 |
// TODO |
|
128 |
if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment. |
|
129 |
{ |
|
130 |
// OpenGL ES 3.0.5 spec, chapter 4.4.2.4 : |
|
131 |
// "Note that the texture image is specifically not detached from any other framebuffer objects. |
|
132 |
// Detaching the texture image from any other framebuffer objects is the responsibility of the application." |
|
119 |
////////////////////////////////////////////////////////////// |
|
120 |
// DETACH |
|
133 | 121 |
|
134 |
for(int i=0; i<mNumFBOs; i++) |
|
122 |
// TODO |
|
123 |
if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH!![0]>0 ) // we need to detach and recreate the DEPTH attachment. |
|
135 | 124 |
{ |
136 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]); |
|
137 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0); |
|
138 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0); |
|
139 |
mDepthStencilH[i]=0; |
|
125 |
// OpenGL ES 3.0.5 spec, chapter 4.4.2.4 : |
|
126 |
// "Note that the texture image is specifically not detached from any other framebuffer objects. |
|
127 |
// Detaching the texture image from any other framebuffer objects is the responsibility of the application." |
|
128 |
|
|
129 |
for (i in 0 until mNumFBOs) |
|
130 |
{ |
|
131 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]) |
|
132 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0) |
|
133 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0) |
|
134 |
mDepthStencilH!![i] = 0 |
|
135 |
} |
|
136 |
|
|
137 |
GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0) |
|
138 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0) |
|
140 | 139 |
} |
141 |
|
|
142 |
GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0); |
|
143 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); |
|
144 |
} |
|
145 | 140 |
} |
146 | 141 |
|
147 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
148 |
// TODO |
|
149 |
|
|
150 |
private int checkStatus(String message) |
|
142 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
143 |
// TODO |
|
144 |
private fun checkStatus(message: String): Int |
|
151 | 145 |
{ |
152 |
int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER);
|
|
146 |
val status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER)
|
|
153 | 147 |
|
154 |
if(status != GLES30.GL_FRAMEBUFFER_COMPLETE)
|
|
155 |
{ |
|
156 |
DistortedLibrary.logMessage("DistortedFramebuffer: FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
|
|
148 |
if (status!=GLES30.GL_FRAMEBUFFER_COMPLETE)
|
|
149 |
{
|
|
150 |
DistortedLibrary.logMessage("DistortedFramebuffer: FRAMEBUFFER INCOMPLETE, $message error=$status")
|
|
157 | 151 |
|
158 |
GLES30.glDeleteTextures(1, mColorH, 0);
|
|
159 |
GLES30.glDeleteTextures(1, mDepthStencilH, 0);
|
|
160 |
GLES30.glDeleteFramebuffers(1, mFBOH, 0);
|
|
161 |
mFBOH[0]= 0;
|
|
152 |
GLES30.glDeleteTextures(1, mColorH, 0)
|
|
153 |
GLES30.glDeleteTextures(1, mDepthStencilH, 0)
|
|
154 |
GLES30.glDeleteFramebuffers(1, mFBOH, 0)
|
|
155 |
mFBOH[0] = 0
|
|
162 | 156 |
|
163 |
return FAILED_TO_CREATE;
|
|
164 |
} |
|
157 |
return FAILED_TO_CREATE
|
|
158 |
}
|
|
165 | 159 |
|
166 |
return CREATED;
|
|
160 |
return CREATED
|
|
167 | 161 |
} |
168 | 162 |
|
169 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
170 |
// Must be called from a thread holding OpenGL Context |
|
171 |
|
|
172 |
public void delete() |
|
163 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
164 |
// Must be called from a thread holding OpenGL Context |
|
165 |
override fun delete() |
|
173 | 166 |
{ |
174 |
if( mColorH[0]>0 ) |
|
175 |
{ |
|
176 |
GLES30.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0); |
|
177 |
mColorCreated = NOT_CREATED_YET; |
|
178 |
|
|
179 |
for(int i=0; i<mNumFBOs*mNumColors; i++) mColorH[i] = 0; |
|
180 |
} |
|
181 |
|
|
182 |
if( mDepthStencilH[0]>0 ) |
|
183 |
{ |
|
184 |
GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0); |
|
185 |
mDepthStencilCreated = NOT_CREATED_YET; |
|
186 |
|
|
187 |
for(int i=0; i<mNumFBOs; i++) mDepthStencilH[i] = 0; |
|
188 |
} |
|
189 |
|
|
190 |
if( mNumFBOs>0 && mFBOH[0]>0 ) |
|
191 |
{ |
|
192 |
GLES30.glDeleteFramebuffers(mNumFBOs, mFBOH, 0); |
|
193 |
} |
|
194 |
|
|
195 |
for(int i=0; i<mNumFBOs; i++) |
|
196 |
{ |
|
197 |
mFBOH[i] = 0; |
|
198 |
} |
|
199 |
} |
|
167 |
val colorH = mColorH!! |
|
200 | 168 |
|
201 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
202 |
// called from onDestroy(); mark OpenGL assets as 'not created' |
|
203 |
|
|
204 |
public void recreate() |
|
205 |
{ |
|
206 |
if( mColorCreated!=DONT_CREATE ) |
|
207 |
{ |
|
208 |
mColorCreated = NOT_CREATED_YET; |
|
209 |
mColorH[0] = 0; |
|
210 |
} |
|
211 |
if( mDepthStencilCreated!=DONT_CREATE ) |
|
212 |
{ |
|
213 |
mDepthStencilCreated = NOT_CREATED_YET; |
|
214 |
mDepthStencilH[0] = 0; |
|
215 |
} |
|
216 |
for(int i=0; i<mNumFBOs; i++) |
|
217 |
{ |
|
218 |
mFBOH[i] = 0; |
|
219 |
} |
|
220 |
} |
|
169 |
if( colorH[0]>0 ) |
|
170 |
{ |
|
171 |
GLES30.glDeleteTextures(mNumFBOs*mNumColors, colorH, 0) |
|
172 |
mColorCreated = NOT_CREATED_YET |
|
173 |
for (i in 0 until mNumFBOs*mNumColors) colorH[i] = 0 |
|
174 |
} |
|
221 | 175 |
|
222 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
176 |
val depthStencilH = mDepthStencilH!!
|
|
223 | 177 |
|
224 |
boolean setAsInput(int fbo, int texture) |
|
225 |
{ |
|
226 |
if( texture>=0 && texture<mNumColors && fbo>=0 && fbo<mNumFBOs && mColorH[mNumColors*fbo + texture]>0 ) |
|
227 |
{ |
|
228 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0); |
|
229 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]); |
|
230 |
return true; |
|
231 |
} |
|
232 |
|
|
233 |
return false; |
|
234 |
} |
|
178 |
if( depthStencilH[0]>0 ) |
|
179 |
{ |
|
180 |
GLES30.glDeleteTextures(mNumFBOs, depthStencilH, 0) |
|
181 |
mDepthStencilCreated = NOT_CREATED_YET |
|
182 |
for (i in 0 until mNumFBOs) depthStencilH[i] = 0 |
|
183 |
} |
|
235 | 184 |
|
236 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
237 |
// create a multi-framebuffer (1 object containing multiple FBOs) |
|
185 |
if( mNumFBOs>0 && mFBOH[0]>0 ) |
|
186 |
{ |
|
187 |
GLES30.glDeleteFramebuffers(mNumFBOs, mFBOH, 0) |
|
188 |
} |
|
238 | 189 |
|
239 |
DistortedFramebuffer(int numfbos, int numcolors, int depthStencil, int type, int storage, int width, int height)
|
|
240 |
{ |
|
241 |
super(width,height,NOT_CREATED_YET,numfbos,numcolors,depthStencil,NOT_CREATED_YET, type, storage);
|
|
242 |
markForCreation();
|
|
190 |
for (i in 0 until mNumFBOs)
|
|
191 |
{
|
|
192 |
mFBOH[i] = 0
|
|
193 |
}
|
|
243 | 194 |
} |
244 | 195 |
|
245 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
246 |
// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information |
|
247 |
// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using |
|
248 |
// inside a Tree of DistortedNodes (TREE) |
|
249 |
// SYSTEM surfaces do not get removed in onDestroy(). |
|
250 |
|
|
251 |
DistortedFramebuffer(int numcolors, int depthStencil, int type, int width, int height) |
|
196 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
197 |
// called from onDestroy(); mark OpenGL assets as 'not created' |
|
198 |
override fun recreate() |
|
252 | 199 |
{ |
253 |
this(1,numcolors,depthStencil,type,STORAGE_PRIVATE,width,height); |
|
200 |
if (mColorCreated!=DONT_CREATE) |
|
201 |
{ |
|
202 |
mColorCreated = NOT_CREATED_YET |
|
203 |
mColorH!![0] = 0 |
|
204 |
} |
|
205 |
if (mDepthStencilCreated!=DONT_CREATE) |
|
206 |
{ |
|
207 |
mDepthStencilCreated = NOT_CREATED_YET |
|
208 |
mDepthStencilH!![0] = 0 |
|
209 |
} |
|
210 |
for (i in 0 until mNumFBOs) |
|
211 |
{ |
|
212 |
mFBOH[i] = 0 |
|
213 |
} |
|
254 | 214 |
} |
255 | 215 |
|
256 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
257 |
// PUBLIC API |
|
258 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
259 |
/** |
|
260 |
* Create new offscreen Framebuffer with configurable number of COLOR, DEPTH and STENCIL attachments. |
|
261 |
* |
|
262 |
* @param width Width of all the COLOR attachments. |
|
263 |
* @param height Height of all the COLOR attachments. |
|
264 |
* @param numcolors How many COLOR attachments to create? |
|
265 |
* @param depthStencil Add DEPTH or STENCIL attachment? |
|
266 |
* Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL. |
|
267 |
*/ |
|
268 |
@SuppressWarnings("unused") |
|
269 |
public DistortedFramebuffer(int width, int height, int numcolors, int depthStencil) |
|
216 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
217 |
fun setAsInput(fbo: Int, texture: Int): Boolean |
|
270 | 218 |
{ |
271 |
this(1,numcolors,depthStencil,TYPE_USER,STORAGE_PRIVATE,width,height); |
|
272 |
} |
|
219 |
if( (texture in 0..<mNumColors) && (fbo in 0..<mNumFBOs) ) |
|
220 |
{ |
|
221 |
val colorH = mColorH!![mNumColors*fbo+texture] |
|
222 |
|
|
223 |
if( colorH>0 ) |
|
224 |
{ |
|
225 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0) |
|
226 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, colorH) |
|
227 |
return true |
|
228 |
} |
|
229 |
} |
|
273 | 230 |
|
274 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
275 |
/** |
|
276 |
* Bind the underlying rectangle of pixels as a OpenGL Texture. |
|
277 |
* |
|
278 |
* @param texture The Texture number to bind (and thus read from). |
|
279 |
* @return <code>true</code> if successful. |
|
280 |
*/ |
|
281 |
public boolean setAsInput(int texture) |
|
282 |
{ |
|
283 |
if( texture>=0 && texture<mNumColors && mColorH[texture]>0 ) |
|
284 |
{ |
|
285 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0); |
|
286 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture]); |
|
287 |
return true; |
|
288 |
} |
|
289 |
|
|
290 |
return false; |
|
231 |
return false |
|
291 | 232 |
} |
292 | 233 |
|
293 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
294 |
/** |
|
295 |
* Attach the texture'th Texture to COLOR0 attachment. |
|
296 |
* |
|
297 |
* @param texture The Texture number to attach (and subsequently use to render to) |
|
298 |
*/ |
|
299 |
public void bindForOutput(int texture) |
|
234 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
235 |
// create a multi-framebuffer (1 object containing multiple FBOs) |
|
236 |
init |
|
300 | 237 |
{ |
301 |
if( texture>=0 && texture<mNumColors && mColorH[texture]>0 ) |
|
302 |
{ |
|
303 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture], 0); |
|
304 |
} |
|
238 |
markForCreation() |
|
305 | 239 |
} |
306 | 240 |
|
307 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
308 |
/** |
|
309 |
* Enable.disable DEPTH and STENCIL buffers. |
|
310 |
* |
|
311 |
* @param depthStencil Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL. |
|
312 |
*/ |
|
313 |
public void enableDepthStencil(int depthStencil) |
|
241 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
242 |
// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information |
|
243 |
// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using |
|
244 |
// inside a Tree of DistortedNodes (TREE) |
|
245 |
// SYSTEM surfaces do not get removed in onDestroy(). |
|
246 |
internal constructor(numcolors: Int, depthStencil: Int, type: Int, width: Int, height: Int) |
|
247 |
: this(1, numcolors, depthStencil, type, STORAGE_PRIVATE, width, height) |
|
248 |
|
|
249 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
250 |
// PUBLIC API |
|
251 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
252 |
/** |
|
253 |
* Create new offscreen Framebuffer with configurable number of COLOR, DEPTH and STENCIL attachments. |
|
254 |
* |
|
255 |
* @param width Width of all the COLOR attachments. |
|
256 |
* @param height Height of all the COLOR attachments. |
|
257 |
* @param numcolors How many COLOR attachments to create? |
|
258 |
* @param depthStencil Add DEPTH or STENCIL attachment? |
|
259 |
* Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL. |
|
260 |
*/ |
|
261 |
@Suppress("unused") |
|
262 |
constructor(width: Int, height: Int, numcolors: Int, depthStencil: Int) |
|
263 |
: this(1, numcolors, depthStencil, TYPE_USER, STORAGE_PRIVATE, width, height) |
|
264 |
|
|
265 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
266 |
/** |
|
267 |
* Bind the underlying rectangle of pixels as a OpenGL Texture. |
|
268 |
* |
|
269 |
* @param texture The Texture number to bind (and thus read from). |
|
270 |
* @return `true` if successful. |
|
271 |
*/ |
|
272 |
fun setAsInput(texture: Int): Boolean |
|
314 | 273 |
{ |
315 |
if( depthStencil != mDepthStencil ) |
|
316 |
{ |
|
317 |
mDepthStencil = depthStencil; |
|
318 |
|
|
319 |
if( depthStencil!= NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE ) |
|
274 |
if( texture in 0..<mNumColors ) |
|
320 | 275 |
{ |
321 |
mDepthStencilCreated = NOT_CREATED_YET; |
|
322 |
markForCreation(); |
|
276 |
val colorH = mColorH!![2*mCurrFBO + texture] |
|
277 |
|
|
278 |
if( colorH>0 ) |
|
279 |
{ |
|
280 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0) |
|
281 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, colorH) |
|
282 |
return true |
|
283 |
} |
|
323 | 284 |
} |
324 |
if( depthStencil== NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE ) |
|
285 |
|
|
286 |
return false |
|
287 |
} |
|
288 |
|
|
289 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
290 |
/** |
|
291 |
* Attach the texture'th Texture to COLOR0 attachment. |
|
292 |
* |
|
293 |
* @param texture The Texture number to attach (and subsequently use to render to) |
|
294 |
*/ |
|
295 |
fun bindForOutput(texture: Int) |
|
296 |
{ |
|
297 |
if( texture in 0..<mNumColors ) |
|
325 | 298 |
{ |
326 |
mDepthStencilCreated = DONT_CREATE; |
|
327 |
markForCreation(); |
|
299 |
val colorH = mColorH!![2*mCurrFBO + texture] |
|
300 |
|
|
301 |
if( colorH>0 ) |
|
302 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, colorH, 0) |
|
328 | 303 |
} |
329 |
} |
|
330 | 304 |
} |
331 | 305 |
|
332 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
333 |
/** |
|
334 |
* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO. |
|
335 |
* <p> |
|
336 |
* Catch: this will only work if the library has had time to actually create the texture. Remember |
|
337 |
* that the texture gets created only on first render, thus creating a Texture object and immediately |
|
338 |
* calling this method will return an invalid (negative) result. |
|
339 |
* |
|
340 |
* @return If there was not a single render between creation of the Object and calling this method on |
|
341 |
* it, return a negative value. Otherwise, return ID of COLOR attachment 0. |
|
342 |
*/ |
|
343 |
public int getTextureID() |
|
306 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
307 |
/** |
|
308 |
* Enable/disable DEPTH and STENCIL buffers. |
|
309 |
* |
|
310 |
* @param depthStencil Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL. |
|
311 |
*/ |
|
312 |
fun enableDepthStencil(depthStencil: Int) |
|
344 | 313 |
{ |
345 |
return mColorH[0]; |
|
314 |
if( depthStencil!=mDepthStencil ) |
|
315 |
{ |
|
316 |
mDepthStencil = depthStencil |
|
317 |
|
|
318 |
if( depthStencil!=NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE ) |
|
319 |
{ |
|
320 |
mDepthStencilCreated = NOT_CREATED_YET |
|
321 |
markForCreation() |
|
322 |
} |
|
323 |
if( depthStencil==NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE ) |
|
324 |
{ |
|
325 |
mDepthStencilCreated = DONT_CREATE |
|
326 |
markForCreation() |
|
327 |
} |
|
328 |
} |
|
346 | 329 |
} |
347 | 330 |
|
348 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
349 |
/** |
|
350 |
* Bind one of the underlying FBOs to GL_READ_FRAMEBUFFER. |
|
351 |
* Useful for a subsequent glReadBuffer / glReadPixels. |
|
352 |
* |
|
353 |
* @param fbo which of the underlying FBOs to bind. |
|
354 |
* @return <code>true</code> if successful. |
|
355 |
*/ |
|
356 |
public boolean setAsReadFramebuffer(int fbo) |
|
331 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
332 |
/** |
|
333 |
* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO. |
|
334 |
* |
|
335 |
* Catch: this will only work if the library has had time to actually create the texture. Remember |
|
336 |
* that the texture gets created only on first render, thus creating a Texture object and immediately |
|
337 |
* calling this method will return an invalid (negative) result. |
|
338 |
* |
|
339 |
* @return If there was not a single render between creation of the Object and calling this method on |
|
340 |
* it, return a negative value. Otherwise, return ID of COLOR attachment 0. |
|
341 |
*/ |
|
342 |
val textureID: Int get() = mColorH!![0] |
|
343 |
|
|
344 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
345 |
/** |
|
346 |
* Bind one of the underlying FBOs to GL_READ_FRAMEBUFFER. |
|
347 |
* Useful for a subsequent glReadBuffer / glReadPixels. |
|
348 |
* |
|
349 |
* @param fbo which of the underlying FBOs to bind. |
|
350 |
* @return `true` if successful. |
|
351 |
*/ |
|
352 |
fun setAsReadFramebuffer(fbo: Int): Boolean |
|
357 | 353 |
{ |
358 |
if( fbo>=0 && fbo<mNumFBOs )
|
|
359 |
{ |
|
360 |
GLES30.glBindFramebuffer(GLES30.GL_READ_FRAMEBUFFER, mFBOH[fbo]);
|
|
361 |
return true;
|
|
362 |
} |
|
354 |
if( fbo in 0..<mNumFBOs )
|
|
355 |
{
|
|
356 |
GLES30.glBindFramebuffer(GLES30.GL_READ_FRAMEBUFFER, mFBOH[fbo])
|
|
357 |
return true
|
|
358 |
}
|
|
363 | 359 |
|
364 |
return false;
|
|
360 |
return false
|
|
365 | 361 |
} |
366 |
} |
|
362 |
} |
src/main/java/org/distorted/library/main/DistortedLibrary.kt | ||
---|---|---|
17 | 17 |
// License along with this library; if not, write to the Free Software // |
18 | 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
19 | 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
20 |
|
|
21 |
package org.distorted.library.main; |
|
22 |
|
|
23 |
import android.opengl.GLES30; |
|
24 |
import android.opengl.GLES31; |
|
25 |
|
|
26 |
import java.io.InputStream; |
|
27 |
import java.nio.ByteBuffer; |
|
28 |
import java.nio.ByteOrder; |
|
29 |
import java.nio.FloatBuffer; |
|
30 |
import java.nio.IntBuffer; |
|
31 |
import java.util.regex.Matcher; |
|
32 |
import java.util.regex.Pattern; |
|
33 |
|
|
34 |
import org.distorted.library.R; |
|
35 |
import org.distorted.library.effect.Effect; |
|
36 |
import org.distorted.library.effectqueue.EffectQueue; |
|
37 |
import org.distorted.library.effectqueue.EffectQueuePostprocess; |
|
38 |
import org.distorted.library.effect.EffectType; |
|
39 |
import org.distorted.library.effect.FragmentEffect; |
|
40 |
import org.distorted.library.effect.PostprocessEffect; |
|
41 |
import org.distorted.library.effect.VertexEffect; |
|
42 |
import org.distorted.library.effectqueue.EffectQueueVertex; |
|
43 |
import org.distorted.library.mesh.DeferredJobs; |
|
44 |
import org.distorted.library.mesh.MeshBase; |
|
45 |
import org.distorted.library.message.EffectMessageSender; |
|
46 |
import org.distorted.library.program.DistortedProgram; |
|
47 |
import org.distorted.library.program.VertexCompilationException; |
|
48 |
import org.distorted.library.type.Dynamic; |
|
20 |
package org.distorted.library.main |
|
21 |
|
|
22 |
import android.opengl.GLES30 |
|
23 |
import android.opengl.GLES31 |
|
24 |
import org.distorted.library.R |
|
25 |
import org.distorted.library.effect.Effect |
|
26 |
import org.distorted.library.effect.EffectType |
|
27 |
import org.distorted.library.effect.FragmentEffect |
|
28 |
import org.distorted.library.effect.PostprocessEffect.Companion.createPrograms |
|
29 |
import org.distorted.library.effect.VertexEffect |
|
30 |
import org.distorted.library.effect.VertexEffect.Companion.allEnabled |
|
31 |
import org.distorted.library.effect.VertexEffect.Companion.allGLSL |
|
32 |
import org.distorted.library.effectqueue.EffectQueue |
|
33 |
import org.distorted.library.effectqueue.EffectQueue.Companion.compute |
|
34 |
import org.distorted.library.effectqueue.EffectQueue.Companion.getMax |
|
35 |
import org.distorted.library.effectqueue.EffectQueue.Companion.send |
|
36 |
import org.distorted.library.effectqueue.EffectQueue.Companion.setMax |
|
37 |
import org.distorted.library.effectqueue.EffectQueuePostprocess.Companion.createPrograms |
|
38 |
import org.distorted.library.effectqueue.EffectQueueVertex |
|
39 |
import org.distorted.library.main.InternalRenderState.Companion.restoreDrawing |
|
40 |
import org.distorted.library.main.InternalRenderState.Companion.switchOffDrawing |
|
41 |
import org.distorted.library.main.InternalStackFrameList.isInitialized |
|
42 |
import org.distorted.library.mesh.DeferredJobs |
|
43 |
import org.distorted.library.mesh.MeshBase |
|
44 |
import org.distorted.library.mesh.MeshBase.Companion.maxEffComponents |
|
45 |
import org.distorted.library.mesh.MeshBase.Companion.useCenters |
|
46 |
import org.distorted.library.message.EffectMessageSender.Companion.startSending |
|
47 |
import org.distorted.library.program.DistortedProgram |
|
48 |
import org.distorted.library.program.VertexCompilationException |
|
49 |
import org.distorted.library.type.Dynamic |
|
50 |
import java.io.InputStream |
|
51 |
import java.nio.ByteBuffer |
|
52 |
import java.nio.ByteOrder |
|
53 |
import java.nio.FloatBuffer |
|
54 |
import java.util.regex.Pattern |
|
49 | 55 |
|
50 | 56 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
51 | 57 |
/** |
52 |
* A singleton class used to control various global dialog_settings.
|
|
58 |
* A singleton class used to control various global settings. |
|
53 | 59 |
*/ |
54 |
public class DistortedLibrary |
|
55 |
{ |
|
56 |
/** |
|
57 |
* When creating an instance of a DistortedTexture from another instance, clone the Bitmap that's |
|
58 |
* backing up our DistortedTexture. |
|
59 |
* <p> |
|
60 |
* This way we can have two DistortedTextures, both backed up by the same Bitmap, to which we can |
|
61 |
* apply different effects. Used in the copy constructor. |
|
62 |
*/ |
|
63 |
public static final int CLONE_SURFACE = 0x1; |
|
64 |
/** |
|
65 |
* When creating an instance of a DistortedEffects from another instance, clone the Matrix Effects. |
|
66 |
* <p> |
|
67 |
* This way we can have two different DistortedEffects sharing the MATRIX queue. |
|
68 |
*/ |
|
69 |
public static final int CLONE_MATRIX = 0x2; |
|
70 |
/** |
|
71 |
* When creating an instance of a DistortedEffects from another instance, clone the Vertex Effects. |
|
72 |
* <p> |
|
73 |
* This way we can have two different DistortedEffects sharing the VERTEX queue. |
|
74 |
*/ |
|
75 |
public static final int CLONE_VERTEX = 0x4; |
|
76 |
/** |
|
77 |
* When creating an instance of a DistortedEffects from another instance, clone the Fragment Effects. |
|
78 |
* <p> |
|
79 |
* This way we can have two different DistortedEffects sharing the FRAGMENT queue. |
|
80 |
*/ |
|
81 |
public static final int CLONE_FRAGMENT= 0x8; |
|
82 |
/** |
|
83 |
* When creating an instance of a DistortedEffects from another instance, clone the PostProcess Effects. |
|
84 |
* <p> |
|
85 |
* This way we can have two different DistortedEffects sharing the POSTPROCESS queue. |
|
86 |
*/ |
|
87 |
public static final int CLONE_POSTPROCESS= 0x10; |
|
88 |
/** |
|
89 |
* When creating an instance of a DistortedNode from another instance, clone the children Nodes. |
|
90 |
* <p> |
|
91 |
* This is mainly useful for creating many similar sub-trees and rendering then at different places |
|
92 |
* on the screen with (optionally) different Effects. |
|
93 |
*/ |
|
94 |
public static final int CLONE_CHILDREN= 0x20; |
|
95 |
|
|
96 |
/** |
|
97 |
* When creating a DistortedScreen (which needs to have mFBOQueueSize FBOs attached), pass this |
|
98 |
* constant for 'numOfFBOs' and the number of backing FBOs will be taken from 'mFBOQueueSize' |
|
99 |
* (the value of which is most likely unknown at the time of creation of the Screen) |
|
100 |
*/ |
|
101 |
public static final int WAIT_FOR_FBO_QUEUE_SIZE = -1; |
|
102 |
/** |
|
103 |
* Work around bugs in ARM Mali driver by, instead to a single FBO, rendering to a circular queue |
|
104 |
* of mFBOQueueSize FBOs. (otherwise we sometimes get a 'full pipeline flush' and the end result |
|
105 |
* might be missing part of the Objects) |
|
106 |
* <p> |
|
107 |
* This bug only exists on Mali driver r12. (or more precisely it's there in r12 but fixed in r22) |
|
108 |
* <p> |
|
109 |
* <a href="https://community.arm.com/graphics/f/discussions/10285/opengl-es-3-1-on-mali-t880-flashes">...</a> |
|
110 |
*/ |
|
111 |
private static int mFBOQueueSize; |
|
112 |
private static int mGLSL; |
|
113 |
private static String mGLSL_VERSION; |
|
114 |
private static boolean mOITCompilationAttempted, mNeedsTransformFeedback; |
|
115 |
|
|
116 |
private static int mMaxTextureSize = Integer.MAX_VALUE; |
|
117 |
private static int mMaxNumberOfVerUniforms = Integer.MAX_VALUE; |
|
118 |
private static int mMaxNumberOfFraUniforms = Integer.MAX_VALUE; |
|
119 |
|
|
120 |
private static boolean mBuggyUBOs; |
|
121 |
private static String mVendor, mVersion, mRenderer; |
|
122 |
private static boolean mFastCompilationTF; |
|
123 |
|
|
124 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
125 |
/// MAIN PROGRAM /// |
|
126 |
private static DistortedProgram mMainProgram; |
|
127 |
private static int mMainTextureH; |
|
128 |
private static int mTransformFeedbackH; |
|
129 |
|
|
130 |
/// NORMAL PROGRAM ///// |
|
131 |
private static DistortedProgram mNormalProgram; |
|
132 |
private static int mNormalProjectionH; |
|
133 |
|
|
134 |
/// MAIN OIT PROGRAM /// |
|
135 |
private static DistortedProgram mMainOITProgram; |
|
136 |
private static int mMainOITTextureH; |
|
137 |
private static int mMainOITSizeH; |
|
138 |
private static int mMainOITNumRecordsH; |
|
139 |
|
|
140 |
/// BLIT PROGRAM /// |
|
141 |
private static DistortedProgram mBlitProgram; |
|
142 |
private static int mBlitTextureH; |
|
143 |
private static int mBlitDepthH; |
|
144 |
private static final FloatBuffer mQuadPositions; |
|
145 |
|
|
146 |
/// FULL PROGRAM /// |
|
147 |
private static DistortedProgram mFullProgram; |
|
148 |
|
|
149 |
static |
|
150 |
{ |
|
151 |
float[] positionData= { -0.5f, -0.5f, -0.5f, 0.5f, 0.5f,-0.5f, 0.5f, 0.5f }; |
|
152 |
mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
|
153 |
mQuadPositions.put(positionData).position(0); |
|
154 |
} |
|
155 |
|
|
156 |
/// BLIT DEPTH PROGRAM /// |
|
157 |
private static DistortedProgram mBlitDepthProgram; |
|
158 |
private static int mBlitDepthTextureH; |
|
159 |
private static int mBlitDepthDepthTextureH; |
|
160 |
private static int mBlitDepthTexCorrH; |
|
161 |
|
|
162 |
/// Program Handles /// |
|
163 |
private static int mMainProgramH, mFullProgramH, mMainOITProgramH; |
|
164 |
|
|
165 |
/// OIT SSBO BUFFER /// |
|
166 |
private static final int[] mLinkedListSSBO = new int[1]; |
|
167 |
private static int[] mAtomicCounter; |
|
168 |
private static int mCurrBuffer; |
|
169 |
|
|
170 |
static |
|
171 |
{ |
|
172 |
mLinkedListSSBO[0]= -1; |
|
173 |
mCurrBuffer = 0; |
|
174 |
} |
|
175 |
|
|
176 |
/////////////////////////////////////////////////////////////// |
|
177 |
// meaning: allocate 1.0 screenful of places for transparent |
|
178 |
// fragments in the SSBO backing up the OIT render method. |
|
179 |
private static float mBufferSize=1.0f; |
|
180 |
|
|
181 |
/// OIT CLEAR PROGRAM /// |
|
182 |
private static DistortedProgram mOITClearProgram; |
|
183 |
private static int mOITClearDepthH; |
|
184 |
private static int mOITClearTexCorrH; |
|
185 |
private static int mOITClearSizeH; |
|
186 |
|
|
187 |
/// OIT BUILD PROGRAM /// |
|
188 |
private static DistortedProgram mOITBuildProgram; |
|
189 |
private static int mOITBuildTextureH; |
|
190 |
private static int mOITBuildDepthTextureH; |
|
191 |
private static int mOITBuildDepthH; |
|
192 |
private static int mOITBuildTexCorrH; |
|
193 |
private static int mOITBuildSizeH; |
|
194 |
private static int mOITBuildNumRecordsH; |
|
195 |
|
|
196 |
/// OIT COLLAPSE PROGRAM /// |
|
197 |
private static DistortedProgram mOITCollapseProgram; |
|
198 |
private static int mOITCollapseDepthTextureH; |
|
199 |
private static int mOITCollapseDepthH; |
|
200 |
private static int mOITCollapseTexCorrH; |
|
201 |
private static int mOITCollapseSizeH; |
|
202 |
|
|
203 |
/// OIT RENDER PROGRAM /// |
|
204 |
private static DistortedProgram mOITRenderProgram; |
|
205 |
private static int mOITRenderDepthH; |
|
206 |
private static int mOITRenderTexCorrH; |
|
207 |
private static int mOITRenderSizeH; |
|
208 |
|
|
209 |
/// END PROGRAMS ////// |
|
210 |
|
|
211 |
/** |
|
212 |
* Every application using the library must implement this interface so that the library can send |
|
213 |
* it exceptions that arise. The exceptions may come at any time, for example the library will |
|
214 |
* compile its OIT problem only on the first attempt to use the OIT |
|
215 |
* Those will mainly be hardware-related: shaders do not compile on particular hardware, the required |
|
216 |
* OpenGL ES 3.0 is not supported, etc. |
|
217 |
* <p> |
|
218 |
* Additionally, the User must be able to provide version of the OpenGL supported by the underlying |
|
219 |
* hardware and InputStreams to given local files. |
|
220 |
*/ |
|
221 |
public interface LibraryUser |
|
60 |
object DistortedLibrary |
|
61 |
{ |
|
62 |
/** |
|
63 |
* When creating an instance of a DistortedTexture from another instance, clone the Bitmap that's |
|
64 |
* backing up our DistortedTexture. |
|
65 |
* |
|
66 |
* This way we can have two DistortedTextures, both backed up by the same Bitmap, to which we can |
|
67 |
* apply different effects. Used in the copy constructor. |
|
68 |
*/ |
|
69 |
const val CLONE_SURFACE: Int = 0x1 |
|
70 |
|
|
71 |
/** |
|
72 |
* When creating an instance of a DistortedEffects from another instance, clone the Matrix Effects. |
|
73 |
* |
|
74 |
* This way we can have two different DistortedEffects sharing the MATRIX queue. |
|
75 |
*/ |
|
76 |
const val CLONE_MATRIX: Int = 0x2 |
|
77 |
|
|
78 |
/** |
|
79 |
* When creating an instance of a DistortedEffects from another instance, clone the Vertex Effects. |
|
80 |
* |
|
81 |
* This way we can have two different DistortedEffects sharing the VERTEX queue. |
|
82 |
*/ |
|
83 |
const val CLONE_VERTEX: Int = 0x4 |
|
84 |
|
|
85 |
/** |
|
86 |
* When creating an instance of a DistortedEffects from another instance, clone the Fragment Effects. |
|
87 |
* |
|
88 |
* This way we can have two different DistortedEffects sharing the FRAGMENT queue. |
|
89 |
*/ |
|
90 |
const val CLONE_FRAGMENT: Int = 0x8 |
|
91 |
|
|
92 |
/** |
|
93 |
* When creating an instance of a DistortedEffects from another instance, clone the PostProcess Effects. |
|
94 |
* |
|
95 |
* This way we can have two different DistortedEffects sharing the POSTPROCESS queue. |
|
96 |
*/ |
|
97 |
const val CLONE_POSTPROCESS: Int = 0x10 |
|
98 |
|
|
99 |
/** |
|
100 |
* When creating an instance of a DistortedNode from another instance, clone the children Nodes. |
|
101 |
* |
|
102 |
* This is mainly useful for creating many similar sub-trees and rendering then at different places |
|
103 |
* on the screen with (optionally) different Effects. |
|
104 |
*/ |
|
105 |
const val CLONE_CHILDREN: Int = 0x20 |
|
106 |
|
|
107 |
/** |
|
108 |
* When creating a DistortedScreen (which needs to have mFBOQueueSize FBOs attached), pass this |
|
109 |
* constant for 'numOfFBOs' and the number of backing FBOs will be taken from 'mFBOQueueSize' |
|
110 |
* (the value of which is most likely unknown at the time of creation of the Screen) |
|
111 |
*/ |
|
112 |
const val WAIT_FOR_FBO_QUEUE_SIZE: Int = -1 |
|
113 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
114 |
/** |
|
115 |
* Work around bugs in ARM Mali driver by, instead to a single FBO, rendering to a circular queue |
|
116 |
* of mFBOQueueSize FBOs. (otherwise we sometimes get a 'full pipeline flush' and the end result |
|
117 |
* might be missing part of the Objects) |
|
118 |
* |
|
119 |
* This bug only exists on Mali driver r12. (or more precisely it's there in r12 but fixed in r22) |
|
120 |
* |
|
121 |
* [...](https://community.arm.com/graphics/f/discussions/10285/opengl-es-3-1-on-mali-t880-flashes) |
|
122 |
*/ |
|
123 |
var queueSize: Int = 0 |
|
124 |
private set |
|
125 |
|
|
126 |
/** |
|
127 |
* Return OpenGL ES version supported by the hardware we are running on. |
|
128 |
* There are only three possibilities: 300 (OpenGL ES 3.0) or 310 (at least OpenGL ES 3.1) |
|
129 |
* or 200 (OpenGL ES 2.0) |
|
130 |
*/ |
|
131 |
@JvmStatic var gLSL: Int = 0 |
|
132 |
private set |
|
133 |
private var mGLSL_VERSION: String? = null |
|
134 |
private var mOITCompilationAttempted = false |
|
135 |
private var mNeedsTransformFeedback = false |
|
136 |
|
|
137 |
/** |
|
138 |
* Return the maximum size of the texture supported by the driver. |
|
139 |
*/ |
|
140 |
@JvmStatic var maxTextureSize: Int = Int.MAX_VALUE |
|
141 |
private set |
|
142 |
|
|
143 |
/** |
|
144 |
* Return an interger - max number of uniforms one can upload to a Vertex Shader. |
|
145 |
*/ |
|
146 |
var maxVertexUniforms: Int = Int.MAX_VALUE |
|
147 |
private set |
|
148 |
|
Also available in: Unified diff
transition the second half of the 'main' package to Kotlin. Compiles, but fails to run.