Revision e6519ac8
Added by Leszek Koltunski about 6 years ago
src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java | ||
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package org.distorted.library.effect; |
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import android.opengl.GLES30;
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import android.opengl.GLES31;
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import org.distorted.library.main.DistortedFramebuffer; |
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import org.distorted.library.main.DistortedOutputSurface; |
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int offset = radius + radius*radius/4; |
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radius = (radius+1)/2; |
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GLES30.glViewport(0, 0, (int)w, (int)h);
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GLES31.glViewport(0, 0, (int)w, (int)h);
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// horizontal blur |
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w; |
... | ... | |
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buffer.bindForOutput(1); |
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buffer.setAsInput(0); |
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GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
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GLES30.glUniform1i ( mProgram1.mUniform[1] , 0 );
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GLES30.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
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GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
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GLES30.glUniform1i ( mProgram1.mUniform[4] , radius);
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GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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GLES31.glUniform1f ( mProgram1.mUniform[0] , n );
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GLES31.glUniform1i ( mProgram1.mUniform[1] , 0 );
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GLES31.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
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GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
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GLES31.glUniform1i ( mProgram1.mUniform[4] , radius);
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GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
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GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
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GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
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// vertical blur |
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h; |
... | ... | |
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buffer.bindForOutput(0); |
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buffer.setAsInput(1); |
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GLES30.glColorMask(true,true,true,true);
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GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
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GLES30.glUniform1i ( mProgram2.mUniform[1] , 0 );
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GLES30.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
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GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
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GLES30.glUniform1i ( mProgram2.mUniform[4] , radius);
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GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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GLES31.glColorMask(true,true,true,true);
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GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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GLES31.glUniform1f ( mProgram2.mUniform[0] , n );
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GLES31.glUniform1i ( mProgram2.mUniform[1] , 0 );
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GLES31.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
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GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
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GLES31.glUniform1i ( mProgram2.mUniform[4] , radius);
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GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
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GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
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GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
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DistortedRenderState.unuseStencilMark(); |
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Also available in: Unified diff
Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)