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https://github.com/processing/processing4.git
synced 2026-02-03 13:49:18 +01:00
add filter(PShader) function
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@@ -362,13 +362,17 @@ public class PGraphicsOpenGL extends PGraphics {
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/** Used to create a temporary copy of the color buffer of this
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* rendering surface when applying a filter */
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protected Texture textureCopy;
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protected PImage imageCopy;
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/** IntBuffer wrapping the pixels array. */
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protected IntBuffer pixelBuffer;
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/** Array to store pixels in OpenGL format. */
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protected int[] rgbaPixels;
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protected int[] nativePixels;
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/** IntBuffer wrapping the native pixels array. */
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protected IntBuffer nativePixelBuffer;
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/** Flag to indicate if the user is manipulating the
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* pixels array through the set()/get() methods */
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protected boolean setgetPixels;
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@@ -1796,7 +1800,7 @@ public class PGraphicsOpenGL extends PGraphics {
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pgl.glDrawBuffer(PGL.GL_BACK);
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}
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offscreenNotCurrent = false;
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} else if (pgl.usingPrimaryFBO()) {
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} else if (pgl.primaryIsFboBacked()) {
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if (op == OP_READ) {
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// We read from the color FBO, but the multisample FBO is currently bound, so:
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offscreenNotCurrent = true;
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@@ -3690,6 +3694,14 @@ public class PGraphicsOpenGL extends PGraphics {
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n30, n31, n32, n33);
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}
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protected void begin2D() {
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}
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protected void end2D() {
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}
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//////////////////////////////////////////////////////////////
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@@ -4078,8 +4090,8 @@ public class PGraphicsOpenGL extends PGraphics {
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protected void defaultCamera() {
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camera();
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}
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//////////////////////////////////////////////////////////////
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// PROJECTION
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@@ -4921,14 +4933,7 @@ public class PGraphicsOpenGL extends PGraphics {
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allocatePixels();
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if (!setgetPixels) {
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readPixels();
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if (primarySurface) {
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// Copy pixels to the texture associated to the primary surface
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// so both are in sync.
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loadTextureImpl(POINT, false);
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pixelsToTexture();
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}
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readPixels();
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}
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if (needEndDraw) {
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@@ -4970,19 +4975,20 @@ public class PGraphicsOpenGL extends PGraphics {
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int i0 = y * width + x;
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int len = w * h;
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if (rgbaPixels == null || rgbaPixels.length < len) {
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rgbaPixels = new int[len];
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if (nativePixels == null || nativePixels.length < len) {
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nativePixels = new int[len];
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nativePixelBuffer = IntBuffer.wrap(nativePixels);
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}
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PApplet.arrayCopy(pixels, i0, rgbaPixels, 0, len);
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PGL.javaToNativeARGB(rgbaPixels, w, h);
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PApplet.arrayCopy(pixels, i0, nativePixels, 0, len);
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PGL.javaToNativeARGB(nativePixels, w, h);
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// Copying pixel buffer to screen texture...
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if (primarySurface) {
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loadTextureImpl(POINT, false); // (first making sure that the screen texture is valid).
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}
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pgl.copyToTexture(texture.glTarget, texture.glFormat, texture.glName,
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x, y, w, h, IntBuffer.wrap(rgbaPixels));
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x, y, w, h, IntBuffer.wrap(nativePixels));
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if (primarySurface || offscreenMultisample) {
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// ...and drawing the texture to screen... but only
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@@ -5004,7 +5010,7 @@ public class PGraphicsOpenGL extends PGraphics {
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public int get(int x, int y) {
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loadPixels();
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loadPixels();
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setgetPixels = true;
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return super.get(x, y);
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}
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@@ -5040,14 +5046,78 @@ public class PGraphicsOpenGL extends PGraphics {
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// Copies the contents of the color buffer into the pixels
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// array, and then the pixels array into the screen texture.
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public void loadTexture() {
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boolean needEndDraw = false;
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if (!drawing) {
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beginDraw();
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needEndDraw = true;
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}
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flush(); // To make sure the color buffer is updated.
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if (primarySurface) {
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loadTextureImpl(Texture.POINT, false);
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loadPixels();
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pixelsToTexture();
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if (pgl.primaryIsFboBacked()) {
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pgl.bindPrimaryColorFBO();
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// Copy the contents of the FBO used by the primary surface into texture, this copy
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// operation is very fast because it is resolved in the GPU.
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texture.set(pgl.getFboTexTarget(), pgl.getFboTexName(), pgl.getFboWidth(), pgl.getFboHeight(), width, height);
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pgl.bindPrimaryMultiFBO();
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} else {
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// Here we go the slow route: we first copy the contents of the color buffer into a pixels array (but we keep it
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// in native format) and then copy this array into the texture.
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if (nativePixels == null || nativePixels.length < width * height) {
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nativePixels = new int[width * height];
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nativePixelBuffer = IntBuffer.wrap(nativePixels);
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}
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beginPixelsOp(OP_READ);
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pgl.glReadPixels(0, 0, width, height, PGL.GL_RGBA, PGL.GL_UNSIGNED_BYTE, nativePixelBuffer);
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endPixelsOp();
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texture.setNative(nativePixels, 0, 0, width, height);
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}
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} else {
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// We need to copy the contents of the multisampled buffer to the
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// color buffer, so the later is up-to-date with the last drawing.
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if (offscreenMultisample) {
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offscreenFramebufferMultisample.copy(offscreenFramebuffer);
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}
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// Make the offscreen color buffer opaque so it doesn't show
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// the background when drawn on the main surface.
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if (offscreenMultisample) {
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pushFramebuffer();
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setFramebuffer(offscreenFramebuffer);
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}
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pgl.glColorMask(false, false, false, true);
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pgl.glClearColor(0, 0, 0, 1);
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pgl.glClear(PGL.GL_COLOR_BUFFER_BIT);
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pgl.glColorMask(true, true, true, true);
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if (offscreenMultisample) {
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popFramebuffer();
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}
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}
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if (needEndDraw) {
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endDraw();
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}
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}
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// Just marks the whole texture as updated
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public void updateTexture() {
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texture.updateTexels();
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}
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// Marks the specified rectanglular subregion in the texture as
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// updated.
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public void updateTexture(int x, int y, int w, int h) {
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texture.updateTexels(x, y, w, h);
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}
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// Draws wherever it is in the screen texture right now to the display.
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public void updateDisplay() {
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flush();
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@@ -5065,15 +5135,17 @@ public class PGraphicsOpenGL extends PGraphics {
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}
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if (texture == null || texture != img.getCache(pgPrimary)) {
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Texture.Parameters params;
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if (primarySurface) {
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params = new Texture.Parameters(ARGB, Texture.POINT, false);
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} else {
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params = new Texture.Parameters(ARGB, Texture.BILINEAR, false);
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}
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texture = addTexture(img, params);
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Texture tex = (Texture)img.getCache(pgPrimary);
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Texture.Parameters params = tex != null ? tex.getParameters() : null;
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if (tex == null || tex.contextIsOutdated() || !validSurfaceTex(tex)) {
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if (primarySurface) {
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params = new Texture.Parameters(ARGB, Texture.POINT, false);
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} else {
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params = new Texture.Parameters(ARGB, Texture.BILINEAR, false);
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}
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tex = addTexture(img, params);
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}
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texture = tex;
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texture.setFlippedY(true);
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this.setCache(pgPrimary, texture);
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this.setParams(pgPrimary, params);
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@@ -5111,18 +5183,18 @@ public class PGraphicsOpenGL extends PGraphics {
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texture.glWidth, texture.glHeight,
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x, y, x + w, y + h);
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}
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protected void pixelsToTexture() {
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texture.set(pixels);
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}
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protected void textureToPixels() {
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texture.get(pixels);
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}
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protected boolean validSurfaceTex(Texture tex) {
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Texture.Parameters params = tex.getParameters();
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if (primarySurface) {
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return params.sampling == Texture.POINT && !params.mipmaps;
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} else {
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return params.sampling == Texture.BILINEAR && !params.mipmaps;
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}
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}
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//////////////////////////////////////////////////////////////
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// IMAGE CONVERSION
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@@ -5206,48 +5278,58 @@ public class PGraphicsOpenGL extends PGraphics {
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return;
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}
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PolyTexShader texShader = (PolyTexShader)shader;
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// if (shader instanceof FilterShader) {
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//
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// }
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if (primarySurface) {
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} else {
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if (textureCopy == null) {
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Texture.Parameters params = new Texture.Parameters(ARGB, Texture.BILINEAR, false);
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textureCopy = new Texture(parent, width, height, params);
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textureCopy.setFlippedY(true);
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}
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flush();
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// Disable writing to the depth buffer, so that after applying the filter we can
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// still use the depth information to properly add geometry to the scene.
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offscreenFramebuffer.setColorBuffer(textureCopy);
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offscreenFramebuffer.clear();
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// Disable depth test so the texture overwrites everything else.
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beginPGL();
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pgl.drawTexture(texture.glTarget, texture.glName,
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texture.glWidth, texture.glHeight,
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0, 0, width, height);
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endPGL();
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loadTexture();
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offscreenFramebuffer.setColorBuffer(texture);
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offscreenFramebuffer.clear();
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beginPGL();
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pgl.drawTextureCustom(textureCopy.glTarget, textureCopy.glName,
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textureCopy.glWidth, textureCopy.glHeight,
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0, 0, width, height, texShader.glProgram);
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endPGL();
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}
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if (textureCopy == null || textureCopy.width != width || textureCopy.height != height) {
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Texture.Parameters params = new Texture.Parameters(ARGB, Texture.POINT, false);
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textureCopy = new Texture(parent, width, height, params);
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textureCopy.setFlippedY(true);
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imageCopy = wrapTexture(textureCopy);
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}
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textureCopy.set(texture.glTarget, texture.glName, texture.glWidth, texture.glHeight, width, height);
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// Disable writing to the depth buffer, so that after applying the filter we can
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// still use the depth information to keep adding geometry to the scene.
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pgl.glDepthMask(false);
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// Also disabling depth testing so the texture is drawn on top of everything that
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// has been drawn before.
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pgl.glDisable(PGL.GL_DEPTH_TEST);
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PolyTexShader prevTexShader = polyTexShader;
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polyTexShader = (PolyTexShader) shader;
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boolean prevLights = lights;
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lights = false;
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int prevTextureMode = textureMode;
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textureMode = NORMAL;
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boolean prevStroke = stroke;
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stroke = false;
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// Drawing a textured quad in 2D, covering the entire screen,
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// with the filter shader applied to it:
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begin2D();
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beginShape(QUADS);
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texture(imageCopy);
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vertex(0, 0, 0, 0);
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vertex(width, 0, 1, 0);
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vertex(width, height, 1, 1);
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vertex(0, height, 0, 1);
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endShape();
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end2D();
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// Restoring previous configuration.
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stroke = prevStroke;
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lights = prevLights;
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textureMode = prevTextureMode;
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polyTexShader = prevTexShader;
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if (!hints[DISABLE_DEPTH_TEST]) {
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pgl.glEnable(PGL.GL_DEPTH_TEST);
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}
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if (!hints[DISABLE_DEPTH_MASK]) {
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pgl.glDepthMask(true);
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}
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}
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