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f6fb3c6d
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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46b572b5
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Leszek Koltunski
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// This file is part of Distorted. //
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f6fb3c6d
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Leszek Koltunski
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// //
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46b572b5
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Leszek Koltunski
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// Distorted is free software: you can redistribute it and/or modify //
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f6fb3c6d
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Leszek Koltunski
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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Leszek Koltunski
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// Distorted is distributed in the hope that it will be useful, //
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Leszek Koltunski
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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46b572b5
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Leszek Koltunski
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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f6fb3c6d
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Leszek Koltunski
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package org.distorted.library.main;
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f6fb3c6d
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Leszek Koltunski
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Leszek Koltunski
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import android.opengl.GLES30;
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import android.util.Log;
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Leszek Koltunski
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/**
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* Class which represents a OpenGL Framebuffer object.
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71c3fecc
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Leszek Koltunski
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* <p>
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c5369f1b
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leszek
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* User is able to create offscreen FBOs and both a) render to them b) use their COLOR0 attachment as
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2ed1c692
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leszek
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* an input texture. Attaching Depths and/or Stencils is also possible.
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dedacd82
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Leszek Koltunski
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*/
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public class DistortedFramebuffer extends InternalOutputSurface
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Leszek Koltunski
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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f6fb3c6d
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Leszek Koltunski
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void create()
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f6fb3c6d
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Leszek Koltunski
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{
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Leszek Koltunski
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if( mNumFBOs==DistortedLibrary.WAIT_FOR_FBO_QUEUE_SIZE )
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{
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// only now we know how many FBOs there should be
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mNumFBOs = DistortedLibrary.getQueueSize();
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allocateColor();
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allocateStuffDependantOnNumFBOS();
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}
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//////////////////////////////////////////////////////////////
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// COLOR
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c7da4e65
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leszek
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if( mColorCreated==NOT_CREATED_YET )
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7cf783cb
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{
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b7074bc6
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Leszek Koltunski
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GLES30.glGenTextures( mNumFBOs*mNumColors, mColorH, 0);
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GLES30.glGenFramebuffers(mNumFBOs, mFBOH, 0);
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9ed80185
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Leszek Koltunski
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Leszek Koltunski
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for(int i=0; i<mNumFBOs; i++)
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Leszek Koltunski
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{
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
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for(int j=0; j<mNumColors; j++)
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{
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors+j]);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
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GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
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GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
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GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mRealWidth, mRealHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
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}
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors], 0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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9ed80185
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}
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dedacd82
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// TODO
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leszek
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mColorCreated = checkStatus("color");
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
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7cf783cb
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}
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//////////////////////////////////////////////////////////////
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// DEPTH / STENCIL
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89de975c
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leszek
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if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment
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8c327653
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{
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b7074bc6
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GLES30.glGenTextures(mNumFBOs, mDepthStencilH, 0);
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for(int i=0; i<mNumFBOs; i++)
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65e83759
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{
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[i]);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
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GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
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leszek
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if (mDepthStencil == DEPTH_NO_STENCIL)
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{
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Leszek Koltunski
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GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null);
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}
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else if (mDepthStencil == BOTH_DEPTH_STENCIL)
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{
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b7074bc6
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Leszek Koltunski
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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);
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}
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}
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Leszek Koltunski
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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8c327653
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Leszek Koltunski
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Leszek Koltunski
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for(int i=0; i<mNumFBOs; i++)
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65e83759
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Leszek Koltunski
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{
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b7074bc6
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Leszek Koltunski
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
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89de975c
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leszek
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9d845904
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Leszek Koltunski
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if (mDepthStencil == DEPTH_NO_STENCIL)
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{
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b7074bc6
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Leszek Koltunski
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
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9d845904
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Leszek Koltunski
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}
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else if (mDepthStencil == BOTH_DEPTH_STENCIL)
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{
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b7074bc6
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Leszek Koltunski
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
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Leszek Koltunski
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}
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}
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89de975c
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leszek
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9d845904
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Leszek Koltunski
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// TODO
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leszek
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mDepthStencilCreated = checkStatus("depth");
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Leszek Koltunski
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
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8c327653
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Leszek Koltunski
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}
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//////////////////////////////////////////////////////////////
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// DETACH
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// TODO
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89de975c
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leszek
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if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment.
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8c327653
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Leszek Koltunski
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{
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68f96a01
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leszek
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// OpenGL ES 3.0.5 spec, chapter 4.4.2.4 :
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// "Note that the texture image is specifically not detached from any other framebuffer objects.
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// Detaching the texture image from any other framebuffer objects is the responsibility of the application."
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75f95f8d
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leszek
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9d845904
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Leszek Koltunski
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for(int i=0; i<mNumFBOs; i++)
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{
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b7074bc6
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Leszek Koltunski
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
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9d845904
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Leszek Koltunski
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mDepthStencilH[i]=0;
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}
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b7074bc6
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Leszek Koltunski
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GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
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8c327653
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Leszek Koltunski
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}
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8337fa41
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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9d845904
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Leszek Koltunski
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// TODO
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8337fa41
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Leszek Koltunski
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c7da4e65
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leszek
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private int checkStatus(String message)
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151 |
8337fa41
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Leszek Koltunski
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{
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152 |
b7074bc6
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Leszek Koltunski
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int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER);
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8337fa41
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Leszek Koltunski
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b7074bc6
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Leszek Koltunski
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if(status != GLES30.GL_FRAMEBUFFER_COMPLETE)
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8337fa41
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Leszek Koltunski
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{
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156 |
b7074bc6
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Leszek Koltunski
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Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
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8337fa41
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Leszek Koltunski
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b7074bc6
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Leszek Koltunski
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GLES30.glDeleteTextures(1, mColorH, 0);
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GLES30.glDeleteTextures(1, mDepthStencilH, 0);
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GLES30.glDeleteFramebuffers(1, mFBOH, 0);
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161 |
c7da4e65
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leszek
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mFBOH[0]= 0;
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162 |
8337fa41
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Leszek Koltunski
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163 |
c7da4e65
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leszek
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return FAILED_TO_CREATE;
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164 |
8337fa41
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Leszek Koltunski
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}
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165 |
8c327653
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Leszek Koltunski
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166 |
c7da4e65
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leszek
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return CREATED;
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167 |
f6fb3c6d
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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170 |
6537ba91
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Leszek Koltunski
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// Must be called from a thread holding OpenGL Context
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171 |
f6fb3c6d
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Leszek Koltunski
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172 |
341151fc
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Leszek Koltunski
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void delete()
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173 |
f6fb3c6d
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Leszek Koltunski
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{
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174 |
c7da4e65
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leszek
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if( mColorH[0]>0 )
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175 |
e6cf7d50
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Leszek Koltunski
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{
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176 |
b7074bc6
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Leszek Koltunski
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GLES30.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0);
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177 |
c7da4e65
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leszek
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mColorCreated = NOT_CREATED_YET;
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178 |
9d845904
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Leszek Koltunski
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for(int i=0; i<mNumFBOs*mNumColors; i++) mColorH[i] = 0;
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5b959cc5
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Leszek Koltunski
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}
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181 |
bd3da5b2
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Leszek Koltunski
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182 |
5b959cc5
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Leszek Koltunski
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if( mDepthStencilH[0]>0 )
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183 |
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{
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184 |
b7074bc6
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Leszek Koltunski
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GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
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185 |
5b959cc5
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Leszek Koltunski
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mDepthStencilCreated = NOT_CREATED_YET;
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186 |
9d845904
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Leszek Koltunski
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for(int i=0; i<mNumFBOs; i++) mDepthStencilH[i] = 0;
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188 |
e6cf7d50
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Leszek Koltunski
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}
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189 |
5b959cc5
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Leszek Koltunski
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190 |
22f537a5
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Leszek Koltunski
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if( mNumFBOs>0 && mFBOH[0]>0 )
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191 |
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{
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192 |
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GLES30.glDeleteFramebuffers(mNumFBOs, mFBOH, 0);
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193 |
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}
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194 |
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for(int i=0; i<mNumFBOs; i++)
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196 |
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{
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197 |
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mFBOH[i] = 0;
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198 |
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}
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199 |
bd3da5b2
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Leszek Koltunski
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}
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200 |
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201 |
4ebbb17a
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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202 |
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// called from onDestroy(); mark OpenGL assets as 'not created'
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203 |
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204 |
341151fc
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Leszek Koltunski
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void recreate()
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205 |
4ebbb17a
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Leszek Koltunski
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{
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206 |
05ecc6fe
|
Leszek Koltunski
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if( mColorCreated!=DONT_CREATE )
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207 |
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{
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208 |
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mColorCreated = NOT_CREATED_YET;
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209 |
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mColorH[0] = 0;
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210 |
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}
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211 |
89de975c
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leszek
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if( mDepthStencilCreated!=DONT_CREATE )
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212 |
05ecc6fe
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Leszek Koltunski
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{
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213 |
89de975c
|
leszek
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mDepthStencilCreated = NOT_CREATED_YET;
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214 |
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mDepthStencilH[0] = 0;
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215 |
05ecc6fe
|
Leszek Koltunski
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}
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216 |
22f537a5
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Leszek Koltunski
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for(int i=0; i<mNumFBOs; i++)
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217 |
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{
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218 |
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mFBOH[i] = 0;
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219 |
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}
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220 |
4ebbb17a
|
Leszek Koltunski
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}
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221 |
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222 |
9d845904
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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223 |
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224 |
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boolean setAsInput(int fbo, int texture)
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225 |
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{
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226 |
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if( texture>=0 && texture<mNumColors && fbo>=0 && fbo<mNumFBOs && mColorH[mNumColors*fbo + texture]>0 )
|
227 |
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{
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228 |
b7074bc6
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Leszek Koltunski
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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229 |
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]);
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230 |
9d845904
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Leszek Koltunski
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return true;
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231 |
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}
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232 |
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return false;
|
234 |
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}
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235 |
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236 |
af27df87
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
237 |
fbe9542f
|
Leszek Koltunski
|
// create a multi-framebuffer (1 object containing multiple FBOs)
|
238 |
af27df87
|
leszek
|
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239 |
9ec374e8
|
Leszek Koltunski
|
DistortedFramebuffer(int numfbos, int numcolors, int depthStencil, int type, int storage, int width, int height)
|
240 |
af27df87
|
leszek
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{
|
241 |
9ec374e8
|
Leszek Koltunski
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super(width,height,NOT_CREATED_YET,numfbos,numcolors,depthStencil,NOT_CREATED_YET, type, storage);
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markForCreation();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information
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// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using
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// inside a Tree of DistortedNodes (TREE)
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// SYSTEM surfaces do not get removed in onDestroy().
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DistortedFramebuffer(int numcolors, int depthStencil, int type, int width, int height)
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{
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this(1,numcolors,depthStencil,type,STORAGE_PRIVATE,width,height);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create new offscreen Framebuffer with configurable number of COLOR, DEPTH and STENCIL attachments.
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*
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* @param width Width of all the COLOR attachments.
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* @param height Height of all the COLOR attachments.
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* @param numcolors How many COLOR attachments to create?
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leszek
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* @param depthStencil Add DEPTH or STENCIL attachment?
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* Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
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*/
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@SuppressWarnings("unused")
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public DistortedFramebuffer(int width, int height, int numcolors, int depthStencil)
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{
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this(1,numcolors,depthStencil,TYPE_USER,STORAGE_PRIVATE,width,height);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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276 |
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* Bind the underlying rectangle of pixels as a OpenGL Texture.
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*
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* @param texture The Texture number to bind (and thus read from).
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* @return <code>true</code> if successful.
|
280 |
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|
*/
|
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|
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public boolean setAsInput(int texture)
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|
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{
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if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
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{
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
|
286 |
|
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture]);
|
287 |
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leszek
|
return true;
|
288 |
|
|
}
|
289 |
|
|
|
290 |
|
|
return false;
|
291 |
|
|
}
|
292 |
|
|
|
293 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
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Leszek Koltunski
|
/**
|
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 |
1dfc9074
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leszek
|
public void bindForOutput(int texture)
|
300 |
|
|
{
|
301 |
5f7e4f2c
|
Leszek Koltunski
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if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
|
302 |
1dfc9074
|
leszek
|
{
|
303 |
b7074bc6
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Leszek Koltunski
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture], 0);
|
304 |
1dfc9074
|
leszek
|
}
|
305 |
|
|
}
|
306 |
|
|
|
307 |
89de975c
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
308 |
|
|
/**
|
309 |
|
|
* Enable.disable DEPTH and STENCIL buffers.
|
310 |
|
|
*
|
311 |
23eecbd9
|
Leszek Koltunski
|
* @param depthStencil Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL.
|
312 |
89de975c
|
leszek
|
*/
|
313 |
|
|
public void enableDepthStencil(int depthStencil)
|
314 |
|
|
{
|
315 |
65e83759
|
Leszek Koltunski
|
if( depthStencil != mDepthStencil )
|
316 |
89de975c
|
leszek
|
{
|
317 |
|
|
mDepthStencil = depthStencil;
|
318 |
|
|
|
319 |
65e83759
|
Leszek Koltunski
|
if( depthStencil!= NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE )
|
320 |
89de975c
|
leszek
|
{
|
321 |
65e83759
|
Leszek Koltunski
|
mDepthStencilCreated = NOT_CREATED_YET;
|
322 |
|
|
markForCreation();
|
323 |
89de975c
|
leszek
|
}
|
324 |
65e83759
|
Leszek Koltunski
|
if( depthStencil== NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE )
|
325 |
|
|
{
|
326 |
|
|
mDepthStencilCreated = DONT_CREATE;
|
327 |
|
|
markForCreation();
|
328 |
|
|
}
|
329 |
89de975c
|
leszek
|
}
|
330 |
|
|
}
|
331 |
|
|
|
332 |
d1e740c5
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
333 |
|
|
/**
|
334 |
09d4f4b1
|
Leszek Koltunski
|
* 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 |
ab12f06b
|
Leszek Koltunski
|
* @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 |
d1e740c5
|
Leszek Koltunski
|
*/
|
343 |
09d4f4b1
|
Leszek Koltunski
|
public int getTextureID()
|
344 |
d1e740c5
|
Leszek Koltunski
|
{
|
345 |
133cbb2b
|
Leszek Koltunski
|
return mColorH[0];
|
346 |
8c327653
|
Leszek Koltunski
|
}
|
347 |
f6fb3c6d
|
Leszek Koltunski
|
}
|