Revision ae2802b1
Added by Leszek Koltunski about 6 years ago
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java | ||
---|---|---|
161 | 161 |
float h= outBuffer.getHeight(); |
162 | 162 |
float n= 1.0f - outBuffer.getNear(); |
163 | 163 |
|
164 |
float corrW = inBuffer.getWidthCorrection(); |
|
165 |
float corrH = inBuffer.getHeightCorrection(); |
|
166 |
float offsetCorrW = corrW/w; |
|
167 |
float offsetCorrH = corrH/h; |
|
168 |
|
|
164 | 169 |
int radius = (int)(uniforms[index]*mQualityScale); |
165 | 170 |
if( radius>=MAX_HALO ) radius = MAX_HALO-1; |
166 | 171 |
computeGaussianKernel(radius); |
... | ... | |
172 | 177 |
GLES31.glViewport(0, 0, (int)w, (int)h); |
173 | 178 |
|
174 | 179 |
// horizontal glow |
175 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w;
|
|
180 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW;
|
|
176 | 181 |
|
177 | 182 |
mProgram1.useProgram(); |
178 | 183 |
outBuffer.bindForOutput(1); |
179 | 184 |
inBuffer.setAsInput(0); |
180 | 185 |
|
181 | 186 |
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.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH ); |
|
188 |
GLES31.glUniform1i ( mProgram1.mUniform[2] , 0 ); |
|
189 |
GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0); |
|
190 |
GLES31.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset); |
|
191 |
GLES31.glUniform1i ( mProgram1.mUniform[5] , radius); |
|
192 |
GLES31.glUniform4f ( mProgram1.mUniform[6] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]); |
|
187 | 193 |
GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
188 | 194 |
GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture); |
189 | 195 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
190 | 196 |
|
191 | 197 |
// vertical glow |
192 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h;
|
|
198 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH;
|
|
193 | 199 |
|
194 | 200 |
mProgram2.useProgram(); |
195 | 201 |
outBuffer.bindForOutput(0); |
196 | 202 |
outBuffer.setAsInput(1); |
197 | 203 |
|
198 | 204 |
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]); |
|
205 |
GLES31.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH ); |
|
206 |
GLES31.glUniform1i ( mProgram2.mUniform[2] , 0 ); |
|
207 |
GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0); |
|
208 |
GLES31.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset); |
|
209 |
GLES31.glUniform1i ( mProgram2.mUniform[5] , radius); |
|
210 |
GLES31.glUniform4f ( mProgram1.mUniform[6] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]); |
|
204 | 211 |
GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
205 | 212 |
GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture); |
206 | 213 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
... | ... | |
235 | 242 |
"in vec2 a_TexCoord; \n"+ |
236 | 243 |
"out vec2 v_TexCoord; \n"+ |
237 | 244 |
"uniform float u_Depth; \n"+ |
245 |
"uniform vec2 u_TexCorr;\n"+ |
|
238 | 246 |
|
239 | 247 |
"void main() \n"+ |
240 | 248 |
" { \n"+ |
241 |
" v_TexCoord = a_TexCoord; \n"+
|
|
249 |
" v_TexCoord = a_TexCoord * u_TexCorr; \n"+
|
|
242 | 250 |
" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+ |
243 | 251 |
" }"; |
244 | 252 |
|
Also available in: Unified diff
Postprocessing buffers mBuffer[] are now shared among all postprocessing operations. This saves a lot of memory, but also means that when doing each particular postprocessing, the textures backing up the mBuffer might be too large. We need to fix two things here: when outputting to those too large textures, we need to adjust the Viewport, and when binding those too large textures as input - we need to adjust the TexCoords to compensate.
This commit does just that. Verified as working by the 'PostprocessTree' app.