Revision dac831c1
Added by Leszek Koltunski over 8 years ago
| src/main/java/org/distorted/library/DistortedEffects.java | ||
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| 300 | 300 |
{
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throw new RuntimeException("DrawArrays: glError 0x" + Integer.toHexString(error));
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} |
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/* |
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int size = (MeshObject.POS_DATA_SIZE+MeshObject.NOR_DATA_SIZE+MeshObject.TEX_DATA_SIZE)*mesh.numVertices; |
| 305 | 305 |
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Buffer mappedBuffer = GLES30.glMapBufferRange(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 4*size, GLES30.GL_MAP_READ_BIT); |
| ... | ... | |
| 312 | 312 |
android.util.Log.d( "Feedback", msg); |
| 313 | 313 |
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GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER); |
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*/ |
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GLES30.glEndTransformFeedback(); |
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GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0); |
| 317 | 318 |
} |
| ... | ... | |
| 343 | 344 |
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displayTransformFeedback(mesh); |
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EffectQueueMatrix.sendZero(); |
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EffectQueueVertex.sendZero(); |
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mF.send(halfW,halfH); |
| 347 | 351 |
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttTFO[0]); |
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0); |
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1); |
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2); |
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0 ); |
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.numVertices); |
| 349 | 359 |
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/// DEBUG ONLY ////// |
| src/main/java/org/distorted/library/EffectQueueMatrix.java | ||
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| 261 | 261 |
GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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static synchronized void sendZero() |
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{
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Matrix.setIdentityM(mTmpMatrix, 0); |
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GLES30.glUniform3f( mObjDH , 0.5f, 0.5f, 0.5f); |
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GLES30.glUniformMatrix4fv(mMVMatrixH , 1, false, mTmpMatrix , 0); |
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GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// move, scale |
| 266 | 277 |
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| src/main/java/org/distorted/library/EffectQueueVertex.java | ||
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| 151 | 151 |
} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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static synchronized void sendZero() |
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{
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GLES30.glUniform1i( mNumEffectsH, 0); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Do various post-processing on already computed effects. |
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// 1) here unlike in the fragment queue, we don't have to multiply the points by ModelView matrix because that gets done in the shader. |
Also available in: Unified diff
Beginning of support for actual Transform Feedback.