mirror of
https://github.com/processing/processing4.git
synced 2026-06-16 04:26:26 +02:00
Removed invalid constants
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@@ -230,9 +230,9 @@ public class PGL {
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public static final int GL_LINK_STATUS = GLES20.GL_LINK_STATUS;
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public static final int GL_VALIDATE_STATUS = GLES20.GL_VALIDATE_STATUS;
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public static final int GL_MULTISAMPLE = 0x809D;
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public static final int GL_POINT_SMOOTH = 0x0B10;
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public static final int GL_LINE_SMOOTH = 0x0B20;
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public static final int GL_MULTISAMPLE = -1;
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public static final int GL_POINT_SMOOTH = -1;
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public static final int GL_LINE_SMOOTH = -1;
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public static final int GL_POLYGON_SMOOTH = -1;
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// Some EGL constants needed to initialize an GLES2 context.
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@@ -411,10 +411,10 @@ public class PGL {
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GLES20.glClearColor(0, 0, 0, 0);
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
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PGraphicsAndroid3D.screenFramebuffer.glFboID = 0;
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} else {
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo[0]);
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GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, textures[frontTex], 0);
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validateFramebuffer();
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} else {
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo[0]);
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GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, textures[frontTex], 0);
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validateFramebuffer();
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// We need to save the color buffer after finishing with the rendering of this frame,
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// to use is as the background for the next frame ("incremental drawing").
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@@ -441,9 +441,9 @@ public class PGL {
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// We are in the primary surface, and no clear mode, this means that the current
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// contents of the front buffer needs to be used in the next frame as the background.
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
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GLES20.glClearColor(0, 0, 0, 0);
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
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// Render current front texture to screen.
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drawTexture(GLES20.GL_TEXTURE_2D, textures[frontTex], texWidth, texHeight, 0, 0, pg.width, pg.height, 0, 0, pg.width, pg.height);
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@@ -1152,7 +1152,6 @@ public class PGL {
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public void drawTexture(int target, int id, int width, int height,
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int texX0, int texY0, int texX1, int texY1,
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int scrX0, int scrY0, int scrX1, int scrY1) {
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if (!loadedTexShader) {
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texVertShader = createShader(GL_VERTEX_SHADER, texVertShaderSource);
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texFragShader = createShader(GL_FRAGMENT_SHADER, texFragShaderSource);
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@@ -1172,9 +1171,9 @@ public class PGL {
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// depth mask, so the texture remains in the background
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// and can be occluded by anything drawn later, even if
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// if it is behind it.
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boolean[] val = new boolean[1];
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glGetBooleanv(GL_DEPTH_WRITEMASK, val, 0);
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boolean writeMask = val[0];
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boolean[] val = new boolean[1];
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glGetBooleanv(GL_DEPTH_WRITEMASK, val, 0);
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boolean writeMask = val[0];
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glDepthMask(false);
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glUseProgram(texShaderProgram);
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@@ -1213,7 +1212,7 @@ public class PGL {
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texData.put(texCoords);
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enableTexturing(target);
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glActiveTexture(target);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(target, id);
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texData.position(0);
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@@ -1442,7 +1442,7 @@ public class PGraphicsAndroid3D extends PGraphics {
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pgl.glDisable(PGL.GL_MULTISAMPLE);
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pgl.glEnable(PGL.GL_POINT_SMOOTH);
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pgl.glEnable(PGL.GL_LINE_SMOOTH);
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pgl.glEnable(PGL.GL_POLYGON_SMOOTH);
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pgl.glEnable(PGL.GL_POLYGON_SMOOTH);
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} else {
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pgl.glEnable(PGL.GL_MULTISAMPLE);
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pgl.glDisable(PGL.GL_POINT_SMOOTH);
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@@ -1492,7 +1492,7 @@ public class PGraphicsAndroid3D extends PGraphics {
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noLights();
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lightFalloff(1, 0, 0);
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lightSpecular(0, 0, 0);
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// because y is flipped
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pgl.glFrontFace(PGL.GL_CW);
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@@ -1549,8 +1549,8 @@ public class PGraphicsAndroid3D extends PGraphics {
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}
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if (primarySurface) {
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pgl.endOnscreenDraw(clearColorBuffer0);
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pgl.glFlush();
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pgl.endOnscreenDraw(clearColorBuffer0);
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pgl.glFlush();
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} else {
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if (offscreenMultisample) {
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offscreenFramebufferMultisample.copy(offscreenFramebuffer);
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@@ -2298,8 +2298,7 @@ public class PGraphicsAndroid3D extends PGraphics {
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shader.setVertexAttribute(glLineVertexBufferID, 3, PGL.GL_FLOAT, 0, 0);
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shader.setColorAttribute(glLineColorBufferID, 4, PGL.GL_UNSIGNED_BYTE, 0, 0);
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shader.setDirWidthAttribute(glLineDirWidthBufferID, 4, PGL.GL_FLOAT, 0, 0);
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report("renderLines: attribs set");
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shader.setDirWidthAttribute(glLineDirWidthBufferID, 4, PGL.GL_FLOAT, 0, 0);
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pgl.glDrawElements(PGL.GL_TRIANGLES, tessGeo.lineIndexCount, PGL.INDEX_TYPE, 0);
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