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Revision e6519ac8

Added by Leszek Koltunski over 6 years ago

Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)

View differences:

src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java
19 19

  
20 20
package org.distorted.library.effect;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23

  
24 24
import org.distorted.library.main.DistortedFramebuffer;
25 25
import org.distorted.library.main.DistortedOutputSurface;
......
164 164

  
165 165
    int offset = radius + radius*radius/4;
166 166
    radius = (radius+1)/2;
167
    GLES30.glViewport(0, 0, (int)w, (int)h);
167
    GLES31.glViewport(0, 0, (int)w, (int)h);
168 168

  
169 169
    // horizontal blur
170 170
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w;
......
173 173
    buffer.bindForOutput(1);
174 174
    buffer.setAsInput(0);
175 175

  
176
    GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
177
    GLES30.glUniform1i ( mProgram1.mUniform[1] , 0 );
178
    GLES30.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
179
    GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
180
    GLES30.glUniform1i ( mProgram1.mUniform[4] , radius);
181
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
182
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
183
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
176
    GLES31.glUniform1f ( mProgram1.mUniform[0] , n );
177
    GLES31.glUniform1i ( mProgram1.mUniform[1] , 0 );
178
    GLES31.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
179
    GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
180
    GLES31.glUniform1i ( mProgram1.mUniform[4] , radius);
181
    GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
182
    GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
183
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
184 184

  
185 185
    // vertical blur
186 186
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h;
......
189 189
    buffer.bindForOutput(0);
190 190
    buffer.setAsInput(1);
191 191

  
192
    GLES30.glColorMask(true,true,true,true);
193
    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
194
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
195

  
196
    GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
197
    GLES30.glUniform1i ( mProgram2.mUniform[1] , 0 );
198
    GLES30.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
199
    GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
200
    GLES30.glUniform1i ( mProgram2.mUniform[4] , radius);
201
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
202
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
203
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
192
    GLES31.glColorMask(true,true,true,true);
193
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
194
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
195

  
196
    GLES31.glUniform1f ( mProgram2.mUniform[0] , n );
197
    GLES31.glUniform1i ( mProgram2.mUniform[1] , 0 );
198
    GLES31.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
199
    GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
200
    GLES31.glUniform1i ( mProgram2.mUniform[4] , radius);
201
    GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
202
    GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
203
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
204 204

  
205 205
    DistortedRenderState.unuseStencilMark();
206 206

  
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java
19 19

  
20 20
package org.distorted.library.effect;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23

  
24 24
import org.distorted.library.main.DistortedEffects;
25 25
import org.distorted.library.main.DistortedFramebuffer;
......
169 169
    radius = (radius+1)/2;
170 170

  
171 171
    outBuffer.setAsOutput();
172
    GLES30.glViewport(0, 0, (int)w, (int)h);
172
    GLES31.glViewport(0, 0, (int)w, (int)h);
173 173

  
174 174
    // horizontal glow
175 175
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w;
......
178 178
    outBuffer.bindForOutput(1);
179 179
    inBuffer.setAsInput(0);
180 180

  
181
    GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
182
    GLES30.glUniform1i ( mProgram1.mUniform[1] , 0 );
183
    GLES30.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
184
    GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
185
    GLES30.glUniform1i ( mProgram1.mUniform[4] , radius);
186
    GLES30.glUniform4f ( mProgram1.mUniform[5] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]);
187
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
188
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
189
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
181
    GLES31.glUniform1f ( mProgram1.mUniform[0] , n );
182
    GLES31.glUniform1i ( mProgram1.mUniform[1] , 0 );
183
    GLES31.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
184
    GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
185
    GLES31.glUniform1i ( mProgram1.mUniform[4] , radius);
186
    GLES31.glUniform4f ( mProgram1.mUniform[5] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]);
187
    GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
188
    GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
189
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
190 190

  
191 191
    // vertical glow
192 192
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h;
......
195 195
    outBuffer.bindForOutput(0);
196 196
    outBuffer.setAsInput(1);
197 197

  
198
    GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
199
    GLES30.glUniform1i ( mProgram2.mUniform[1] , 0 );
200
    GLES30.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
201
    GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
202
    GLES30.glUniform1i ( mProgram2.mUniform[4] , radius);
203
    GLES30.glUniform4f ( mProgram1.mUniform[5] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]);
204
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
205
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
206
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
198
    GLES31.glUniform1f ( mProgram2.mUniform[0] , n );
199
    GLES31.glUniform1i ( mProgram2.mUniform[1] , 0 );
200
    GLES31.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
201
    GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
202
    GLES31.glUniform1i ( mProgram2.mUniform[4] , radius);
203
    GLES31.glUniform4f ( mProgram1.mUniform[5] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]);
204
    GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
205
    GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
206
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
207 207

  
208 208
    DistortedRenderState.unuseStencilMark();
209 209

  
src/main/java/org/distorted/library/main/DistortedEffects.java
20 20
package org.distorted.library.main;
21 21

  
22 22
import android.content.res.Resources;
23
import android.opengl.GLES30;
23
import android.opengl.GLES31;
24
import android.util.Log;
24 25

  
25 26
import org.distorted.library.R;
26 27
import org.distorted.library.effect.Effect;
......
118 119
    EffectQueueFragment.getUniforms(mainProgramH);
119 120
    EffectQueueVertex.getUniforms(mainProgramH);
120 121
    EffectQueueMatrix.getUniforms(mainProgramH);
121
    mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
122
    mMainTextureH= GLES31.glGetUniformLocation( mainProgramH, "u_Texture");
122 123

  
123 124
    // BLIT PROGRAM ////////////////////////////////////
124 125
    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
......
133 134
      }
134 135
    catch(Exception e)
135 136
      {
136
      android.util.Log.e("EFFECTS", "exception trying to compile BLIT program: "+e.getMessage());
137
      Log.e("EFFECTS", "exception trying to compile BLIT program: "+e.getMessage());
137 138
      throw new RuntimeException(e.getMessage());
138 139
      }
139 140

  
140 141
    int blitProgramH = mBlitProgram.getProgramHandle();
141
    mBlitTextureH  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
142
    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
142
    mBlitTextureH  = GLES31.glGetUniformLocation( blitProgramH, "u_Texture");
143
    mBlitDepthH    = GLES31.glGetUniformLocation( blitProgramH, "u_Depth");
143 144

  
144 145
    // BLIT DEPTH PROGRAM ////////////////////////////////////
145 146
    final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
......
151 152
      }
152 153
    catch(Exception e)
153 154
      {
154
      android.util.Log.e("EFFECTS", "exception trying to compile BLIT DEPTH program: "+e.getMessage());
155
      Log.e("EFFECTS", "exception trying to compile BLIT DEPTH program: "+e.getMessage());
155 156
      throw new RuntimeException(e.getMessage());
156 157
      }
157 158

  
158 159
    int blitDepthProgramH   = mBlitDepthProgram.getProgramHandle();
159
    mBlitDepthTextureH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Texture");
160
    mBlitDepthDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
161
    mBlitDepthDepthH        = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Depth");
160
    mBlitDepthTextureH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture");
161
    mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
162
    mBlitDepthDepthH        = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth");
162 163

  
163 164
    // NORMAL PROGRAM //////////////////////////////////////
164 165
    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
......
170 171
      }
171 172
    catch(Exception e)
172 173
      {
173
      android.util.Log.e("EFFECTS", "exception trying to compile NORMAL program: "+e.getMessage());
174
      Log.e("EFFECTS", "exception trying to compile NORMAL program: "+e.getMessage());
174 175
      throw new RuntimeException(e.getMessage());
175 176
      }
176 177

  
177 178
    int normalProgramH = mNormalProgram.getProgramHandle();
178
    mNormalMVPMatrixH  = GLES30.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
179
    mNormalMVPMatrixH  = GLES31.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
179 180
    }
180 181

  
181 182
///////////////////////////////////////////////////////////////////////////////////////////////////
......
248 249

  
249 250
  private void displayNormals(MeshObject mesh)
250 251
    {
251
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mAttTFO[0]);
252
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
252
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mAttTFO[0]);
253
    GLES31.glBeginTransformFeedback( GLES31.GL_POINTS);
253 254
    DistortedRenderState.switchOffDrawing();
254
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, mesh.numVertices);
255
    GLES31.glDrawArrays( GLES31.GL_POINTS, 0, mesh.numVertices);
255 256
    DistortedRenderState.restoreDrawing();
256
    GLES30.glEndTransformFeedback();
257
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
257
    GLES31.glEndTransformFeedback();
258
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
258 259

  
259 260
    mNormalProgram.useProgram();
260
    GLES30.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, mM.getMVP() , 0);
261
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttTFO[0]);
262
    GLES30.glVertexAttribPointer(mNormalProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
263
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
264
    GLES30.glLineWidth(8.0f);
265
    GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*mesh.numVertices);
261
    GLES31.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, mM.getMVP() , 0);
262
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttTFO[0]);
263
    GLES31.glVertexAttribPointer(mNormalProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, 0);
264
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
265
    GLES31.glLineWidth(8.0f);
266
    GLES31.glDrawArrays(GLES31.GL_LINES, 0, 2*mesh.numVertices);
266 267
    }
267 268

  
268 269
///////////////////////////////////////////////////////////////////////////////////////////////////
......
276 277
    mF.compute(currTime,halfW,halfH);
277 278
    mP.compute(currTime);
278 279

  
279
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
280
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
280 281

  
281 282
    mMainProgram.useProgram();
282
    GLES30.glUniform1i(mMainTextureH, 0);
283
    GLES31.glUniform1i(mMainTextureH, 0);
283 284

  
284 285
    if( Distorted.GLSL >= 300 )
285 286
      {
286
      GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
287
      GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
288
      GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1);
289
      GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2);
290
      GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
287
      GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
288
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
289
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1);
290
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2);
291
      GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
291 292
      }
292 293
    else
293 294
      {
294 295
      mesh.mVertAttribs.position(0);
295
      GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
296
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
296 297
      mesh.mVertAttribs.position(MeshObject.POS_DATA_SIZE);
297
      GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
298
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
298 299
      mesh.mVertAttribs.position(MeshObject.POS_DATA_SIZE+MeshObject.NOR_DATA_SIZE);
299
      GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
300
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
300 301
      }
301 302

  
302 303
    mM.send(surface,halfW,halfH,halfZ,marginInPixels);
303 304
    mV.send();
304 305
    mF.send();
305 306

  
306
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.numVertices);
307
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.numVertices);
307 308

  
308 309
    if( mesh.mShowNormals ) displayNormals(mesh);
309 310
    }
......
318 319
    {
319 320
    mBlitProgram.useProgram();
320 321

  
321
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
322
    GLES30.glUniform1i(mBlitTextureH, 0);
323
    GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
324
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
325
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
322
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
323
    GLES31.glUniform1i(mBlitTextureH, 0);
324
    GLES31.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
325
    GLES31.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
326
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
326 327
    }
327 328

  
328 329
///////////////////////////////////////////////////////////////////////////////////////////////////
......
331 332
    {
332 333
    mBlitDepthProgram.useProgram();
333 334

  
334
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
335
    GLES30.glUniform1i(mBlitDepthTextureH, 0);
336
    GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
337
    GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
338
    GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
339
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
335
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
336
    GLES31.glUniform1i(mBlitDepthTextureH, 0);
337
    GLES31.glUniform1i(mBlitDepthDepthTextureH, 1);
338
    GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
339
    GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
340
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
340 341
    }
341 342

  
342 343
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/main/DistortedFramebuffer.java
19 19

  
20 20
package org.distorted.library.main;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23

  
24 24
///////////////////////////////////////////////////////////////////////////////////////////////////
25 25
/**
......
43 43
    {
44 44
    if( mColorCreated==NOT_CREATED_YET )
45 45
      {
46
      GLES30.glGenTextures( mNumColors, mColorH, 0);
47
      GLES30.glGenFramebuffers(1, mFBOH, 0);
48
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
46
      GLES31.glGenTextures( mNumColors, mColorH, 0);
47
      GLES31.glGenFramebuffers(1, mFBOH, 0);
48
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
49 49

  
50 50
      for(int i=0; i<mNumColors; i++)
51 51
        {
52
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i]);
53
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
54
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
55
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
56
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
57
        GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mWidth, mHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
52
        GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[i]);
53
        GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT);
54
        GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT);
55
        GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST);
56
        GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_LINEAR);
57
        GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_RGBA, mWidth, mHeight, 0, GLES31.GL_RGBA, GLES31.GL_UNSIGNED_BYTE, null);
58 58
        }
59
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[0], 0);
60
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
61
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
59
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[0], 0);
60
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
61
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
62 62

  
63 63
      mColorCreated = checkStatus("color");
64 64
      }
65 65
    if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment
66 66
      {
67
      GLES30.glGenTextures(1, mDepthStencilH, 0);
68
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[0]);
69
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
70
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
71
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
72
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
67
      GLES31.glGenTextures(1, mDepthStencilH, 0);
68
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
69
      GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT);
70
      GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT);
71
      GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST);
72
      GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_NEAREST);
73 73

  
74 74
      if( mDepthStencil==DEPTH_NO_STENCIL )
75 75
        {
76
        GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null);
76
        GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GLES31.GL_DEPTH_COMPONENT, GLES31.GL_UNSIGNED_INT, null);
77 77
        }
78 78
      else if( mDepthStencil==BOTH_DEPTH_STENCIL )
79 79
        {
80
        GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mWidth, mHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_INT_24_8, null);
80
        GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH24_STENCIL8, mWidth, mHeight, 0, GLES31.GL_DEPTH_STENCIL, GLES31.GL_UNSIGNED_INT_24_8, null);
81 81
        }
82 82

  
83
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
84
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
83
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
84
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
85 85

  
86 86
      if( mDepthStencil==DEPTH_NO_STENCIL )
87 87
        {
88
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[0], 0);
88
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0);
89 89
        }
90 90
      else if( mDepthStencil==BOTH_DEPTH_STENCIL )
91 91
        {
92
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[0], 0);
92
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0);
93 93
        }
94 94

  
95
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
95
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
96 96

  
97 97
      mDepthStencilCreated = checkStatus("depth");
98 98
      }
......
101 101
      // OpenGL ES 3.0.5 spec, chapter 4.4.2.4 :
102 102
      // "Note that the texture image is specifically not detached from any other framebuffer objects.
103 103
      //  Detaching the texture image from any other framebuffer objects is the responsibility of the application."
104
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
105
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT        , GLES30.GL_TEXTURE_2D, 0, 0);
106
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
107
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
104
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
105
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT        , GLES31.GL_TEXTURE_2D, 0, 0);
106
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
107
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
108 108

  
109
      GLES30.glDeleteTextures(1, mDepthStencilH, 0);
109
      GLES31.glDeleteTextures(1, mDepthStencilH, 0);
110 110
      mDepthStencilH[0]=0;
111 111
      }
112 112
    }
......
115 115

  
116 116
  private int checkStatus(String message)
117 117
    {
118
    int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER);
118
    int status = GLES31.glCheckFramebufferStatus(GLES31.GL_FRAMEBUFFER);
119 119

  
120
    if(status != GLES30.GL_FRAMEBUFFER_COMPLETE)
120
    if(status != GLES31.GL_FRAMEBUFFER_COMPLETE)
121 121
      {
122 122
      android.util.Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
123 123

  
124
      GLES30.glDeleteTextures(1, mColorH, 0);
125
      GLES30.glDeleteTextures(1, mDepthStencilH, 0);
126
      GLES30.glDeleteFramebuffers(1, mFBOH, 0);
124
      GLES31.glDeleteTextures(1, mColorH, 0);
125
      GLES31.glDeleteTextures(1, mDepthStencilH, 0);
126
      GLES31.glDeleteFramebuffers(1, mFBOH, 0);
127 127
      mFBOH[0]= 0;
128 128

  
129 129
      return FAILED_TO_CREATE;
......
139 139
    {
140 140
    if( mColorH[0]>0 )
141 141
      {
142
      GLES30.glDeleteTextures(1, mColorH, 0);
142
      GLES31.glDeleteTextures(1, mColorH, 0);
143 143
      mColorH[0] = 0;
144 144
      mColorCreated = NOT_CREATED_YET;
145 145
      }
146 146

  
147 147
    if( mDepthStencilH[0]>0 )
148 148
      {
149
      GLES30.glDeleteTextures(1, mDepthStencilH, 0);
149
      GLES31.glDeleteTextures(1, mDepthStencilH, 0);
150 150
      mDepthStencilH[0]=0;
151 151
      mDepthStencilCreated = NOT_CREATED_YET;
152 152
      }
153 153

  
154
    GLES30.glDeleteFramebuffers(1, mFBOH, 0);
154
    GLES31.glDeleteFramebuffers(1, mFBOH, 0);
155 155
    mFBOH[0] = 0;
156 156
    }
157 157

  
......
225 225
    {
226 226
    if( mColorH[0]>0 )
227 227
      {
228
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
229
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
228
      GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
229
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
230 230
      return true;
231 231
      }
232 232

  
......
243 243
    {
244 244
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
245 245
      {
246
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
247
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[texture]);
246
      GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
247
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[texture]);
248 248
      return true;
249 249
      }
250 250

  
......
257 257
    {
258 258
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
259 259
      {
260
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[texture], 0);
260
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[texture], 0);
261 261
      }
262 262
    }
263 263

  
src/main/java/org/distorted/library/main/DistortedOutputSurface.java
19 19

  
20 20
package org.distorted.library.main;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23
import android.opengl.Matrix;
24 24

  
25 25
import org.distorted.library.effect.EffectQuality;
......
128 128

  
129 129
    mClearDepth = 1.0f;
130 130
    mClearStencil = 0;
131
    mClear = GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT;
131
    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
132 132

  
133 133
    mBuffer = new DistortedOutputSurface[1+EffectQuality.LENGTH];
134 134

  
......
194 194

  
195 195
    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
196 196

  
197
    GLES30.glStencilMask(0xff);
198
    GLES30.glDepthMask(true);
199
    GLES30.glColorMask(true,true,true,true);
200
    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
201
    GLES30.glClearDepthf(1.0f);
202
    GLES30.glClearStencil(0);
197
    GLES31.glStencilMask(0xff);
198
    GLES31.glDepthMask(true);
199
    GLES31.glColorMask(true,true,true,true);
200
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
201
    GLES31.glClearDepthf(1.0f);
202
    GLES31.glClearStencil(0);
203 203

  
204 204
    for(int j=0; j<EffectQuality.LENGTH; j++)
205 205
      {
206 206
      mBuffer[j].setAsOutput();
207
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
208
      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
209
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
210
      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
207
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
208
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
209
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
210
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
211 211
      }
212 212
    }
213 213

  
......
215 215

  
216 216
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
217 217
    {
218
    GLES30.glViewport(0, 0, mWidth, mHeight);
218
    GLES31.glViewport(0, 0, mWidth, mHeight);
219 219
    setAsOutput(currTime);
220
    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
221
    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[0]);
222
    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
223
    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
220
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
221
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
222
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
223
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
224 224

  
225
    GLES30.glDisable(GLES30.GL_STENCIL_TEST);
226
    GLES30.glStencilMask(0x00);
225
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
226
    GLES31.glStencilMask(0x00);
227 227

  
228 228
    DistortedEffects.blitDepthPriv(this);
229
    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
230
    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
231
    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
232
    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
229
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
230
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
231
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
232
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
233 233

  
234 234
    // clear buffers
235
    GLES30.glStencilMask(0xff);
236
    GLES30.glDepthMask(true);
237
    GLES30.glColorMask(true,true,true,true);
238
    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
239
    GLES30.glClearDepthf(1.0f);
240
    GLES30.glClearStencil(0);
235
    GLES31.glStencilMask(0xff);
236
    GLES31.glDepthMask(true);
237
    GLES31.glColorMask(true,true,true,true);
238
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
239
    GLES31.glClearDepthf(1.0f);
240
    GLES31.glClearStencil(0);
241 241

  
242 242
    buffer.setAsOutput();
243
    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[1], 0);
244
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
245
    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[0], 0);
246
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
243
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
244
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
245
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
246
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
247 247

  
248 248
    return 1;
249 249
    }
......
410 410
 */
411 411
  public void setAsOutput(long time)
412 412
    {
413
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
413
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
414 414

  
415 415
    if( mTime!=time )
416 416
      {
417 417
      mTime = time;
418 418
      DistortedRenderState.colorDepthStencilOn();
419
      GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
420
      GLES30.glClearDepthf(mClearDepth);
421
      GLES30.glClearStencil(mClearStencil);
422
      GLES30.glClear(mClear);
419
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
420
      GLES31.glClearDepthf(mClearDepth);
421
      GLES31.glClearStencil(mClearStencil);
422
      GLES31.glClear(mClear);
423 423
      DistortedRenderState.colorDepthStencilRestore();
424 424
      }
425 425
    }
......
433 433

  
434 434
  public void setAsOutput()
435 435
    {
436
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
436
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
437 437
    }
438 438

  
439 439
///////////////////////////////////////////////////////////////////////////////////////////////////
......
473 473

  
474 474
///////////////////////////////////////////////////////////////////////////////////////////////////
475 475
/**
476
 * Set the (R,G,B,A) values of GLES30.glClearColor() to set up color with which to clear
476
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
477 477
 * this Surface at the beginning of each frame.
478 478
 *
479 479
 * @param r the Red component. Default: 0.0f
src/main/java/org/distorted/library/main/DistortedRenderState.java
19 19

  
20 20
package org.distorted.library.main;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23

  
24 24
///////////////////////////////////////////////////////////////////////////////////////////////////
25 25
/**
......
71 71

  
72 72
    mState.depthTest  = 1;
73 73
    mState.depthMask  = 1;
74
    mState.depthFunc  = GLES30.GL_LEQUAL;
74
    mState.depthFunc  = GLES31.GL_LEQUAL;
75 75

  
76 76
    mState.blend      = 1;
77
    mState.blendSrc   = GLES30.GL_SRC_ALPHA;
78
    mState.blendDst   = GLES30.GL_ONE_MINUS_SRC_ALPHA;
77
    mState.blendSrc   = GLES31.GL_SRC_ALPHA;
78
    mState.blendDst   = GLES31.GL_ONE_MINUS_SRC_ALPHA;
79 79

  
80 80
    mState.stencilTest     = 0;
81 81
    mState.stencilMask     = STENCIL_MASK;
82
    mState.stencilFuncFunc = GLES30.GL_NEVER;
82
    mState.stencilFuncFunc = GLES31.GL_NEVER;
83 83
    mState.stencilFuncRef  = 0;
84 84
    mState.stencilFuncMask = STENCIL_MASK;
85
    mState.stencilOpSfail  = GLES30.GL_KEEP;
86
    mState.stencilOpDpfail = GLES30.GL_KEEP;
87
    mState.stencilOpDppass = GLES30.GL_KEEP;
85
    mState.stencilOpSfail  = GLES31.GL_KEEP;
86
    mState.stencilOpDpfail = GLES31.GL_KEEP;
87
    mState.stencilOpDppass = GLES31.GL_KEEP;
88 88

  
89 89
    mClear = 0;
90 90
    }
......
98 98
    cState.colorMaskG = 1;
99 99
    cState.colorMaskB = 1;
100 100
    cState.colorMaskA = 1;
101
    GLES30.glColorMask(true,true,true,true);
101
    GLES31.glColorMask(true,true,true,true);
102 102

  
103 103
    cState.depthTest = 1;
104 104
    cState.depthMask = 1;
105
    cState.depthFunc = GLES30.GL_LEQUAL;
106
    GLES30.glEnable(GLES30.GL_DEPTH_TEST);
107
    GLES30.glDepthMask(true);
108
    GLES30.glDepthFunc(cState.depthFunc);
105
    cState.depthFunc = GLES31.GL_LEQUAL;
106
    GLES31.glEnable(GLES31.GL_DEPTH_TEST);
107
    GLES31.glDepthMask(true);
108
    GLES31.glDepthFunc(cState.depthFunc);
109 109

  
110 110
    cState.stencilTest     = 0;
111 111
    cState.stencilMask     = STENCIL_MASK;
112
    cState.stencilFuncFunc = GLES30.GL_NEVER;
112
    cState.stencilFuncFunc = GLES31.GL_NEVER;
113 113
    cState.stencilFuncRef  = 0;
114 114
    cState.stencilFuncMask = STENCIL_MASK;
115
    cState.stencilOpSfail  = GLES30.GL_KEEP;
116
    cState.stencilOpDpfail = GLES30.GL_KEEP;
117
    cState.stencilOpDppass = GLES30.GL_KEEP;
118
    GLES30.glDisable(GLES30.GL_STENCIL_TEST);
119
    GLES30.glStencilMask(cState.stencilMask);
115
    cState.stencilOpSfail  = GLES31.GL_KEEP;
116
    cState.stencilOpDpfail = GLES31.GL_KEEP;
117
    cState.stencilOpDppass = GLES31.GL_KEEP;
118
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
119
    GLES31.glStencilMask(cState.stencilMask);
120 120

  
121 121
    cState.blend      = 1;
122
    cState.blendSrc   = GLES30.GL_SRC_ALPHA;
123
    cState.blendDst   = GLES30.GL_ONE_MINUS_SRC_ALPHA;
124
    GLES30.glEnable(GLES30.GL_BLEND);
125
    GLES30.glBlendFunc(cState.blendSrc,cState.blendDst);
122
    cState.blendSrc   = GLES31.GL_SRC_ALPHA;
123
    cState.blendDst   = GLES31.GL_ONE_MINUS_SRC_ALPHA;
124
    GLES31.glEnable(GLES31.GL_BLEND);
125
    GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
126 126
    }
127 127

  
128 128
///////////////////////////////////////////////////////////////////////////////////////////////////
......
140 140
      cState.colorMaskG = 1;
141 141
      cState.colorMaskB = 1;
142 142
      cState.colorMaskA = 1;
143
      GLES30.glColorMask(true,true,true,true);
143
      GLES31.glColorMask(true,true,true,true);
144 144
      }
145 145

  
146 146
    sState.depthMask = cState.depthMask;
......
148 148
    if( cState.depthMask!=1 )
149 149
      {
150 150
      cState.depthMask = 1;
151
      GLES30.glDepthMask(true);
151
      GLES31.glDepthMask(true);
152 152
      }
153 153

  
154 154
    sState.stencilMask = cState.stencilMask;
......
156 156
    if( cState.stencilMask!= STENCIL_MASK )
157 157
      {
158 158
      cState.stencilMask = STENCIL_MASK;
159
      GLES30.glStencilMask(cState.stencilMask);
159
      GLES31.glStencilMask(cState.stencilMask);
160 160
      }
161 161
    }
162 162

  
......
170 170
      cState.colorMaskG = sState.colorMaskG;
171 171
      cState.colorMaskB = sState.colorMaskB;
172 172
      cState.colorMaskA = sState.colorMaskA;
173
      GLES30.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
173
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
174 174
      }
175 175
    if( sState.depthMask!=cState.depthMask )
176 176
      {
177 177
      cState.depthMask = sState.depthMask;
178
      GLES30.glDepthMask(cState.depthMask==1);
178
      GLES31.glDepthMask(cState.depthMask==1);
179 179
      }
180 180
    if( sState.stencilMask!=cState.stencilMask )
181 181
      {
182 182
      cState.stencilMask = sState.stencilMask;
183
      GLES30.glStencilMask(cState.stencilMask);
183
      GLES31.glStencilMask(cState.stencilMask);
184 184
      }
185 185
    }
186 186

  
......
188 188

  
189 189
  static void switchOffDrawing()
190 190
    {
191
    GLES30.glEnable(GLES30.GL_SCISSOR_TEST);
192
    GLES30.glScissor(0,0,0,0);
191
    GLES31.glEnable(GLES31.GL_SCISSOR_TEST);
192
    GLES31.glScissor(0,0,0,0);
193 193
    }
194 194

  
195 195
///////////////////////////////////////////////////////////////////////////////////////////////////
196 196

  
197 197
  static void restoreDrawing()
198 198
    {
199
    GLES30.glDisable(GLES30.GL_SCISSOR_TEST);
199
    GLES31.glDisable(GLES31.GL_SCISSOR_TEST);
200 200
    }
201 201

  
202 202
///////////////////////////////////////////////////////////////////////////////////////////////////
......
209 209
      {
210 210
      cState.stencilTest = 1;
211 211
      //android.util.Log.d("State", "stencil test on");
212
      GLES30.glEnable(GLES30.GL_STENCIL_TEST);
212
      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
213 213
      }
214 214

  
215 215
    sState.stencilFuncFunc = cState.stencilFuncFunc;
216 216
    sState.stencilFuncRef  = cState.stencilFuncRef;
217 217
    sState.stencilFuncMask = cState.stencilFuncMask;
218 218

  
219
    if( cState.stencilFuncFunc!=GLES30.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
219
    if( cState.stencilFuncFunc!=GLES31.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
220 220
      {
221
      cState.stencilFuncFunc = GLES30.GL_ALWAYS;
221
      cState.stencilFuncFunc = GLES31.GL_ALWAYS;
222 222
      cState.stencilFuncRef  = 1;
223 223
      cState.stencilFuncMask = STENCIL_MASK;
224 224
      //android.util.Log.d("State", "stencil func on");
225
      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
225
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
226 226
      }
227 227

  
228 228
    sState.stencilOpSfail = cState.stencilOpSfail;
229 229
    sState.stencilOpDpfail= cState.stencilOpDpfail;
230 230
    sState.stencilOpDppass= cState.stencilOpDppass;
231 231

  
232
    if( cState.stencilOpSfail!=GLES30.GL_KEEP || cState.stencilOpDpfail!=GLES30.GL_KEEP || cState.stencilOpDppass!=GLES30.GL_REPLACE )
232
    if( cState.stencilOpSfail!=GLES31.GL_KEEP || cState.stencilOpDpfail!=GLES31.GL_KEEP || cState.stencilOpDppass!=GLES31.GL_REPLACE )
233 233
      {
234
      cState.stencilOpSfail = GLES30.GL_KEEP;
235
      cState.stencilOpDpfail= GLES30.GL_KEEP;
236
      cState.stencilOpDppass= GLES30.GL_REPLACE;
234
      cState.stencilOpSfail = GLES31.GL_KEEP;
235
      cState.stencilOpDpfail= GLES31.GL_KEEP;
236
      cState.stencilOpDppass= GLES31.GL_REPLACE;
237 237
      //android.util.Log.d("State", "stencil op on");
238
      GLES30.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
238
      GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
239 239
      }
240 240

  
241 241
    sState.colorMaskR = cState.colorMaskR;
......
250 250
      cState.colorMaskB = 0;
251 251
      cState.colorMaskA = 0;
252 252
      //android.util.Log.d("State", "switch off color writing");
253
      GLES30.glColorMask(false,false,false,false);
253
      GLES31.glColorMask(false,false,false,false);
254 254
      }
255 255

  
256 256
    sState.depthMask = cState.depthMask;
......
259 259
      {
260 260
      cState.depthMask = 1;
261 261
      //android.util.Log.d("State", "switch on depth writing");
262
      GLES30.glDepthMask(true);
262
      GLES31.glDepthMask(true);
263 263
      }
264 264

  
265 265
    sState.stencilMask = cState.stencilMask;
......
268 268
      {
269 269
      cState.stencilMask = STENCIL_MASK;
270 270
      //android.util.Log.d("State", "stencil mask on");
271
      GLES30.glStencilMask(cState.stencilMask);
271
      GLES31.glStencilMask(cState.stencilMask);
272 272
      }
273 273
    }
274 274

  
......
282 282

  
283 283
      if (cState.stencilTest == 0)
284 284
        {
285
        GLES30.glDisable(GLES30.GL_STENCIL_TEST);
285
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
286 286
        }
287 287
      else
288 288
        {
289
        GLES30.glEnable(GLES30.GL_STENCIL_TEST);
289
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
290 290
        }
291 291
      }
292 292
    if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
......
295 295
      cState.colorMaskG = sState.colorMaskG;
296 296
      cState.colorMaskB = sState.colorMaskB;
297 297
      cState.colorMaskA = sState.colorMaskA;
298
      GLES30.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
298
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
299 299
      }
300 300
    if( sState.depthMask!=cState.depthMask )
301 301
      {
302 302
      cState.depthMask = sState.depthMask;
303
      GLES30.glDepthMask(cState.depthMask==1);
303
      GLES31.glDepthMask(cState.depthMask==1);
304 304
      }
305 305
    if( sState.stencilMask!=cState.stencilMask )
306 306
      {
307 307
      cState.stencilMask = sState.stencilMask;
308
      GLES30.glStencilMask(cState.stencilMask);
308
      GLES31.glStencilMask(cState.stencilMask);
309 309
      }
310 310
    }
311 311

  
......
322 322
    if( cState.stencilTest!=1 )
323 323
      {
324 324
      cState.stencilTest = 1;
325
      GLES30.glEnable(GLES30.GL_STENCIL_TEST);
325
      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
326 326
      }
327 327

  
328 328
    sState.stencilFuncFunc = cState.stencilFuncFunc;
329 329
    sState.stencilFuncRef  = cState.stencilFuncRef;
330 330
    sState.stencilFuncMask = cState.stencilFuncMask;
331 331

  
332
    if( cState.stencilFuncFunc!=GLES30.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
332
    if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
333 333
      {
334
      cState.stencilFuncFunc = GLES30.GL_EQUAL;
334
      cState.stencilFuncFunc = GLES31.GL_EQUAL;
335 335
      cState.stencilFuncRef  = 1;
336 336
      cState.stencilFuncMask = STENCIL_MASK;
337
      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
337
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
338 338
      }
339 339

  
340 340
    sState.stencilMask = cState.stencilMask;
......
342 342
    if( cState.stencilMask!= 0x00 )
343 343
      {
344 344
      cState.stencilMask = 0x00;
345
      GLES30.glStencilMask(cState.stencilMask);
345
      GLES31.glStencilMask(cState.stencilMask);
346 346
      }
347 347

  
348 348
    sState.depthMask = cState.depthMask;
......
350 350
    if( cState.depthMask!=0 )
351 351
      {
352 352
      cState.depthMask = 0;
353
      GLES30.glDepthMask(false);
353
      GLES31.glDepthMask(false);
354 354
      }
355 355

  
356 356
    sState.depthTest = cState.depthTest;
......
358 358
    if( cState.depthTest!=0 )
359 359
      {
360 360
      cState.depthTest = 0;
361
      GLES30.glDisable(GLES30.GL_DEPTH_TEST);
361
      GLES31.glDisable(GLES31.GL_DEPTH_TEST);
362 362
      }
363 363
    }
364 364

  
......
376 376

  
377 377
      if (cState.stencilTest == 0)
378 378
        {
379
        GLES30.glDisable(GLES30.GL_STENCIL_TEST);
379
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
380 380
        }
381 381
      else
382 382
        {
383
        GLES30.glEnable(GLES30.GL_STENCIL_TEST);
383
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
384 384
        }
385 385
      }
386 386
    if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
......
388 388
      cState.stencilFuncFunc = sState.stencilFuncFunc;
389 389
      cState.stencilFuncRef  = sState.stencilFuncRef ;
390 390
      cState.stencilFuncMask = sState.stencilFuncMask;
391
      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
391
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
392 392
      }
393 393
    if( sState.stencilMask!=cState.stencilMask )
394 394
      {
395 395
      cState.stencilMask = sState.stencilMask;
396
      GLES30.glStencilMask(cState.stencilMask);
396
      GLES31.glStencilMask(cState.stencilMask);
397 397
      }
398 398
    if( sState.depthMask!=cState.depthMask )
399 399
      {
400 400
      cState.depthMask = sState.depthMask;
401
      GLES30.glDepthMask(cState.depthMask==1);
401
      GLES31.glDepthMask(cState.depthMask==1);
402 402
      }
403 403
    if( sState.depthTest!=cState.depthTest )
404 404
      {
......
406 406

  
407 407
      if (cState.depthTest == 0)
408 408
        {
409
        GLES30.glDisable(GLES30.GL_DEPTH_TEST);
409
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
410 410
        }
411 411
      else
412 412
        {
413
        GLES30.glEnable(GLES30.GL_DEPTH_TEST);
413
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
414 414
        }
415 415
      }
416 416
    }
......
430 430
      cState.colorMaskG = mState.colorMaskG;
431 431
      cState.colorMaskB = mState.colorMaskB;
432 432
      cState.colorMaskA = mState.colorMaskA;
433
      GLES30.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
433
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
434 434
      }
435 435

  
436 436
    /////////////////////////////////////////////////////
......
442 442
      if (cState.depthTest == 0)
443 443
        {
444 444
        //android.util.Log.d("State", "disabling depth test");
445
        GLES30.glDisable(GLES30.GL_DEPTH_TEST);
445
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
446 446
        }
447 447
      else
448 448
        {
449 449
        //android.util.Log.d("State", "enable depth test");
450
        GLES30.glEnable(GLES30.GL_DEPTH_TEST);
450
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
451 451
        }
452 452
      }
453 453

  
......
457 457
      {
458 458
      //android.util.Log.d("State", "setting depth func");
459 459
      cState.depthFunc = mState.depthFunc;
460
      GLES30.glDepthFunc(cState.depthFunc);
460
      GLES31.glDepthFunc(cState.depthFunc);
461 461
      }
462 462

  
463 463
    /////////////////////////////////////////////////////
......
466 466
      {
467 467
      //android.util.Log.d("State", "setting depth mask");
468 468
      cState.depthMask = mState.depthMask;
469
      GLES30.glDepthMask(cState.depthMask==1);
469
      GLES31.glDepthMask(cState.depthMask==1);
470 470
      }
471 471

  
472 472
    /////////////////////////////////////////////////////
......
478 478
      if (cState.blend == 0)
479 479
        {
480 480
        //android.util.Log.d("State", "disabling blending");
481
        GLES30.glDisable(GLES30.GL_BLEND);
481
        GLES31.glDisable(GLES31.GL_BLEND);
482 482
        }
483 483
      else
484 484
        {
485 485
        //android.util.Log.d("State", "enabling blending");
486
        GLES30.glEnable(GLES30.GL_BLEND);
486
        GLES31.glEnable(GLES31.GL_BLEND);
487 487
        }
488 488
      }
489 489

  
......
494 494
      //android.util.Log.d("State", "setting blend function");
495 495
      cState.blendSrc = mState.blendSrc;
496 496
      cState.blendDst = mState.blendDst;
497
      GLES30.glBlendFunc(cState.blendSrc,cState.blendDst);
497
      GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
498 498
      }
499 499

  
500 500
    /////////////////////////////////////////////////////
......
506 506
      if (cState.stencilTest == 0)
507 507
        {
508 508
        //android.util.Log.d("State", "disabling stencil test");
509
        GLES30.glDisable(GLES30.GL_STENCIL_TEST);
509
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
510 510
        }
511 511
      else
512 512
        {
513 513
        //android.util.Log.d("State", "enabling stencil test");
514
        GLES30.glEnable(GLES30.GL_STENCIL_TEST);
514
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
515 515
        }
516 516
      }
517 517

  
......
523 523
      cState.stencilFuncFunc = mState.stencilFuncFunc;
524 524
      cState.stencilFuncRef  = mState.stencilFuncRef ;
525 525
      cState.stencilFuncMask = mState.stencilFuncMask;
526
      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
526
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
527 527
      }
528 528

  
529 529
    /////////////////////////////////////////////////////
......
534 534
      cState.stencilOpSfail = mState.stencilOpSfail;
535 535
      cState.stencilOpDpfail= mState.stencilOpDpfail;
536 536
      cState.stencilOpDppass= mState.stencilOpDppass;
537
      GLES30.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
537
      GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
538 538
      }
539 539

  
540 540
    /////////////////////////////////////////////////////
......
543 543
      {
544 544
      //android.util.Log.d("State", "setting stencil mask");
545 545
      cState.stencilMask = mState.stencilMask;
546
      GLES30.glStencilMask(cState.stencilMask);
546
      GLES31.glStencilMask(cState.stencilMask);
547 547
      }
548 548

  
549 549
    /////////////////////////////////////////////////////
......
551 551
    if( mClear!=0 )
552 552
      {
553 553
      //android.util.Log.d("State", "clearing buffer");
554
      GLES30.glClear(mClear);
554
      GLES31.glClear(mClear);
555 555
      }
556 556
    }
557 557

  
......
583 583

  
584 584
  void glEnable(int test)
585 585
    {
586
         if( test==GLES30.GL_DEPTH_TEST   ) mState.depthTest   = 1;
587
    else if( test==GLES30.GL_STENCIL_TEST ) mState.stencilTest = 1;
588
    else if( test==GLES30.GL_BLEND        ) mState.blend       = 1;
586
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 1;
587
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 1;
588
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 1;
589 589
    }
590 590

  
591 591
///////////////////////////////////////////////////////////////////////////////////////////////////
592 592

  
593 593
  void glDisable(int test)
594 594
    {
595
         if( test==GLES30.GL_DEPTH_TEST   ) mState.depthTest   = 0;
596
    else if( test==GLES30.GL_STENCIL_TEST ) mState.stencilTest = 0;
597
    else if( test==GLES30.GL_BLEND        ) mState.blend       = 0;
595
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 0;
596
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 0;
597
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 0;
598 598
    }
599 599

  
600 600
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/main/DistortedScreen.java
21 21

  
22 22
///////////////////////////////////////////////////////////////////////////////////////////////////
23 23

  
24
import android.app.ActivityManager;
25
import android.content.Context;
26
import android.content.pm.ConfigurationInfo;
27 24
import android.graphics.Bitmap;
28 25
import android.graphics.Canvas;
29 26
import android.graphics.Paint;
30
import android.opengl.GLES30;
31
import android.opengl.GLSurfaceView;
27
import android.opengl.GLES31;
32 28

  
33 29
import org.distorted.library.effect.MatrixEffectMove;
34 30
import org.distorted.library.type.Static3D;
......
123 119
    if (fpsTexture.setAsInput())
124 120
      {
125 121
      setAsOutput(time);
126
      GLES30.glColorMask(true,true,true,true);
127
      GLES30.glDepthMask(false);
128
      GLES30.glDisable(GLES30.GL_STENCIL_TEST);
129
      GLES30.glDisable(GLES30.GL_DEPTH_TEST);
122
      GLES31.glColorMask(true,true,true,true);
123
      GLES31.glDepthMask(false);
124
      GLES31.glDisable(GLES31.GL_STENCIL_TEST);
125
      GLES31.glDisable(GLES31.GL_DEPTH_TEST);
130 126
      fpsEffects.drawPriv(fpsW/2.0f, fpsH/2.0f, fpsMesh, this, time, 0);
131 127
      }
132 128
    }
src/main/java/org/distorted/library/main/DistortedTexture.java
23 23
import android.graphics.Canvas;
24 24
import android.graphics.Matrix;
25 25
import android.graphics.Paint;
26
import android.opengl.GLES30;
26
import android.opengl.GLES31;
27 27
import android.opengl.GLUtils;
28 28

  
29 29
///////////////////////////////////////////////////////////////////////////////////////////////////
......
64 64
      if( mColorCreated==NOT_CREATED_YET )
65 65
        {
66 66
        mColorCreated = CREATED;
67
        GLES30.glGenTextures(1, mColorH, 0);
68
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
69
        GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR );
70
        GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR );
71
        GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE );
72
        GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE );
73
        GLUtils.texImage2D(GLES30.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
67
        GLES31.glGenTextures(1, mColorH, 0);
68
        GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
69
        GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_LINEAR );
70
        GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_LINEAR );
71
        GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_CLAMP_TO_EDGE );
72
        GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_CLAMP_TO_EDGE );
73
        GLUtils.texImage2D(GLES31.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
74 74
        }
75 75
      else
76 76
        {
77
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
78
        GLUtils.texSubImage2D(GLES30.GL_TEXTURE_2D, 0,0,0,flipBitmap(mBmp));
77
        GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
78
        GLUtils.texSubImage2D(GLES31.GL_TEXTURE_2D, 0,0,0,flipBitmap(mBmp));
79 79
        }
80 80

  
81 81
      mBmp = null;
......
89 89
    {
90 90
    if( mColorH[0]>0 )
91 91
      {
92
      GLES30.glDeleteTextures(1, mColorH, 0);
92
      GLES31.glDeleteTextures(1, mColorH, 0);
93 93
      mColorH[0] = 0;
94 94
      mColorCreated = NOT_CREATED_YET;
95 95
      }
......
139 139
    {
140 140
    if( mColorH[0]>0 )
141 141
      {
142
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
143
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
142
      GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
143
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
144 144
      return true;
145 145
      }
146 146

  
src/main/java/org/distorted/library/main/EffectQueueFragment.java
19 19

  
20 20
package org.distorted.library.main;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23

  
24 24
import org.distorted.library.effect.EffectType;
25 25
import org.distorted.library.effect.FragmentEffect;
......
46 46

  
47 47
  static void getUniforms(int mProgramH)
48 48
    {
49
    mNumEffectsH= GLES30.glGetUniformLocation( mProgramH, "fNumEffects");
50
    mNameH      = GLES30.glGetUniformLocation( mProgramH, "fName");
51
    mUniformsH  = GLES30.glGetUniformLocation( mProgramH, "fUniforms");
49
    mNumEffectsH= GLES31.glGetUniformLocation( mProgramH, "fNumEffects");
50
    mNameH      = GLES31.glGetUniformLocation( mProgramH, "fName");
51
    mUniformsH  = GLES31.glGetUniformLocation( mProgramH, "fUniforms");
52 52
    }
53 53

  
54 54
///////////////////////////////////////////////////////////////////////////////////////////////////
......
87 87
  
88 88
  void send()
89 89
    {
90
    GLES30.glUniform1i( mNumEffectsH, mNumEffects);
90
    GLES31.glUniform1i( mNumEffectsH, mNumEffects);
91 91

  
92 92
    if( mNumEffects>0 )
93 93
      {
94
      GLES30.glUniform1iv( mNameH    ,                 mNumEffects, mName    ,0);
95
      GLES30.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
94
      GLES31.glUniform1iv( mNameH    ,                 mNumEffects, mName    ,0);
95
      GLES31.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
96 96
      }  
97 97
    }
98 98
  }
src/main/java/org/distorted/library/main/EffectQueueMatrix.java
19 19

  
20 20
package org.distorted.library.main;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23
import android.opengl.Matrix;
24 24

  
25 25
import org.distorted.library.effect.EffectType;
......
103 103

  
104 104
  static void getUniforms(int mProgramH)
105 105
    {
106
    mObjDH     = GLES30.glGetUniformLocation(mProgramH, "u_objD");
107
    mMVPMatrixH= GLES30.glGetUniformLocation(mProgramH, "u_MVPMatrix");
108
    mMVMatrixH = GLES30.glGetUniformLocation(mProgramH, "u_MVMatrix"); 
106
    mObjDH     = GLES31.glGetUniformLocation(mProgramH, "u_objD");
107
    mMVPMatrixH= GLES31.glGetUniformLocation(mProgramH, "u_MVPMatrix");
108
    mMVMatrixH = GLES31.glGetUniformLocation(mProgramH, "u_MVMatrix"); 
109 109
    }
110 110

  
111 111
///////////////////////////////////////////////////////////////////////////////////////////////////
......
158 158
    if( marginInPixels!=0 ) magnify(projection,halfX,halfY,halfZ, marginInPixels);
159 159
    Matrix.multiplyMM(mMVPMatrix, 0, projection.mProjectionMatrix, 0, mViewMatrix, 0);
160 160

  
161
    GLES30.glUniform3f( mObjDH , halfX, halfY, halfZ);
162
    GLES30.glUniformMatrix4fv(mMVMatrixH , 1, false, mViewMatrix, 0);
163
    GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
161
    GLES31.glUniform3f( mObjDH , halfX, halfY, halfZ);
162
    GLES31.glUniformMatrix4fv(mMVMatrixH , 1, false, mViewMatrix, 0);
163
    GLES31.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
164 164
    }
165 165
  }
src/main/java/org/distorted/library/main/EffectQueueVertex.java
19 19

  
20 20
package org.distorted.library.main;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23

  
24 24
import org.distorted.library.effect.EffectType;
25 25
import org.distorted.library.effect.VertexEffect;
......
46 46

  
47 47
  static void getUniforms(int mProgramH)
48 48
    {
49
    mNumEffectsH= GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
50
    mNameH      = GLES30.glGetUniformLocation( mProgramH, "vName");
51
    mUniformsH  = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
49
    mNumEffectsH= GLES31.glGetUniformLocation( mProgramH, "vNumEffects");
50
    mNameH      = GLES31.glGetUniformLocation( mProgramH, "vName");
51
    mUniformsH  = GLES31.glGetUniformLocation( mProgramH, "vUniforms");
52 52
    }
53 53

  
54 54
///////////////////////////////////////////////////////////////////////////////////////////////////
......
88 88

  
89 89
  void send()
90 90
    {
91
    GLES30.glUniform1i( mNumEffectsH, mNumEffects);
91
    GLES31.glUniform1i( mNumEffectsH, mNumEffects);
92 92
      
93 93
    if( mNumEffects>0 )
94 94
      {
95
      GLES30.glUniform1iv( mNameH    ,                 mNumEffects, mName    ,0);
96
      GLES30.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
95
      GLES31.glUniform1iv( mNameH    ,                 mNumEffects, mName    ,0);
96
      GLES31.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
97 97
      }
98 98
    }
99 99
  }
src/main/java/org/distorted/library/main/MeshObject.java
19 19

  
20 20
package org.distorted.library.main;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23

  
24 24
import java.nio.FloatBuffer;
25 25

  
......
77 77
     {
78 78
     if( mAttVBO[0]<0 )
79 79
       {
80
       GLES30.glGenBuffers(1, mAttVBO, 0);
81
       GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mAttVBO[0]);
82
       GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, numVertices*VERTSIZE, mVertAttribs, GLES30.GL_STATIC_READ);
83
       GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
80
       GLES31.glGenBuffers(1, mAttVBO, 0);
81
       GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mAttVBO[0]);
82
       GLES31.glBufferData(GLES31.GL_ARRAY_BUFFER, numVertices*VERTSIZE, mVertAttribs, GLES31.GL_STATIC_READ);
83
       GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
84 84
       }
85 85
     if( mAttTFO[0]<0 && Distorted.GLSL >= 300 )
86 86
       {
87
       GLES30.glGenBuffers(1, mAttTFO, 0);
88
       GLES30.glBindBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, mAttTFO[0]);
89
       GLES30.glBufferData(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, numVertices*TFSIZE, null, GLES30.GL_STATIC_READ);
90
       GLES30.glBindBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0);
87
       GLES31.glGenBuffers(1, mAttTFO, 0);
88
       GLES31.glBindBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, mAttTFO[0]);
89
       GLES31.glBufferData(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, numVertices*TFSIZE, null, GLES31.GL_STATIC_READ);
90
       GLES31.glBindBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0);
91 91
       }
92 92
     }
93 93

  
......
98 98
     {
99 99
     if( mAttVBO[0]>=0 )
100 100
       {
101
       GLES30.glDeleteBuffers(1, mAttVBO, 0);
101
       GLES31.glDeleteBuffers(1, mAttVBO, 0);
102 102
       mAttVBO[0] = -1;
103 103
       }
104 104
     if( mAttTFO[0]>=0 )
105 105
       {
106
       GLES30.glDeleteBuffers(1, mAttTFO, 0);
106
       GLES31.glDeleteBuffers(1, mAttTFO, 0);
107 107
       mAttTFO[0] = -1;
108 108
       }
109 109
     }
src/main/java/org/distorted/library/program/DistortedProgram.java
19 19

  
20 20
package org.distorted.library.program;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23

  
24 24
import java.io.BufferedReader;
25 25
import java.io.IOException;
......
54 54
  private int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes, final String[] feedbackVaryings)
55 55
  throws LinkingException
56 56
    {
57
    int programHandle = GLES30.glCreateProgram();
57
    int programHandle = GLES31.glCreateProgram();
58 58

  
59 59
    if (programHandle != 0)
60 60
      {
61
      GLES30.glAttachShader(programHandle, vertexShaderHandle);
62
      GLES30.glAttachShader(programHandle, fragmentShaderHandle);
61
      GLES31.glAttachShader(programHandle, vertexShaderHandle);
62
      GLES31.glAttachShader(programHandle, fragmentShaderHandle);
63 63

  
64 64
      if( feedbackVaryings!=null )
65 65
        {
66
        GLES30.glTransformFeedbackVaryings(programHandle, feedbackVaryings, GLES30.GL_INTERLEAVED_ATTRIBS);
66
        GLES31.glTransformFeedbackVaryings(programHandle, feedbackVaryings, GLES31.GL_INTERLEAVED_ATTRIBS);
67 67
        }
68 68

  
69 69
      if (attributes != null)
......
72 72

  
73 73
        for (int i = 0; i < size; i++)
74 74
          {
75
          GLES30.glBindAttribLocation(programHandle, i, attributes[i]);
75
          GLES31.glBindAttribLocation(programHandle, i, attributes[i]);
76 76
          }
77 77
        }
78 78

  
79
      GLES30.glLinkProgram(programHandle);
79
      GLES31.glLinkProgram(programHandle);
80 80

  
... This diff was truncated because it exceeds the maximum size that can be displayed.

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