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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.opengl.GLES20;
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import org.distorted.library.message.EffectMessage;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Dynamic1D;
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import org.distorted.library.type.Dynamic3D;
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import org.distorted.library.type.Dynamic4D;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class EffectQueueFragment extends EffectQueue
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{
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private static final int NUM_UNIFORMS = 8;
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private static final int INDEX = EffectTypes.FRAGMENT.ordinal();
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private float[] mBuf;
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private static int mNumEffectsH;
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private static int mTypeH;
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private static int mUniformsH;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public EffectQueueFragment(DistortedObject obj)
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{
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super(obj,NUM_UNIFORMS,INDEX);
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if( mMax[INDEX]>0 )
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{
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mBuf= new float[4*mMax[INDEX]];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void getUniforms(int mProgramH)
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{
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mNumEffectsH= GLES20.glGetUniformLocation( mProgramH, "fNumEffects");
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mTypeH = GLES20.glGetUniformLocation( mProgramH, "fType");
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mUniformsH = GLES20.glGetUniformLocation( mProgramH, "fUniforms");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void compute(long currTime)
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{
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if( currTime==mTime ) return;
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if( mTime==0 ) mTime = currTime;
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long step = (currTime-mTime);
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for(int i=0; i<mNumEffects; i++)
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{
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if( mInter[0][i]!=null && mInter[0][i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) )
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{
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for(int j=0; j<mNumListeners; j++)
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EffectMessageSender.newMessage( mListeners.elementAt(j),
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EffectMessage.EFFECT_FINISHED,
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(mID[i]<<EffectTypes.LENGTH)+EffectTypes.FRAGMENT.type,
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mName[i],
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mBitmapID,
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null);
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if( EffectNames.isUnity(mName[i], mUniforms, NUM_UNIFORMS*i) )
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{
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remove(i);
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i--;
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continue;
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}
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else mInter[0][i] = null;
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}
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if( mInter[1][i]!=null ) mInter[1][i].interpolateMain( mBuf, 4*i , mCurrentDuration[i]);
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if( mInter[2][i]!=null ) mInter[2][i].interpolateMain(mUniforms, NUM_UNIFORMS*i+1, mCurrentDuration[i]);
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mCurrentDuration[i] += step;
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}
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mTime = currTime;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void moveEffect(int index)
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{
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mBuf[4*index ] = mBuf[4*index+4];
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mBuf[4*index+1] = mBuf[4*index+5];
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mBuf[4*index+2] = mBuf[4*index+6];
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mBuf[4*index+3] = mBuf[4*index+7];
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mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ];
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mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1];
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mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2];
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mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void send()
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{
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GLES20.glUniform1i( mNumEffectsH, mNumEffects);
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if( mNumEffects>0 )
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{
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GLES20.glUniform1iv( mTypeH , mNumEffects, mName,0);
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GLES20.glUniform4fv( mUniformsH,2*mNumEffects, mUniforms,0);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void sendZero()
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{
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GLES20.glUniform1i( mNumEffectsH, 0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Do various post-processing on already computed effects.
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// 1) move all Points and scale all Region radii by a ModelView matrix
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// 2) in case of macroblock, pre-compute some values so that we don't have to do it in the fragment shader.
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void postprocess(float[] MVmatrix)
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{
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if( mNumEffects>0 )
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{
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float tx,ty;
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float w = (float)Math.sqrt(MVmatrix[0]*MVmatrix[0] + MVmatrix[4]*MVmatrix[4]); // The scale factors are the lengths of the first 3 vectors of the upper-left 3x3 submatrix; here
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float h = (float)Math.sqrt(MVmatrix[1]*MVmatrix[1] + MVmatrix[5]*MVmatrix[5]); // m[2]=m[6]=m[8]=m[9]=0 so it is really only the upper-left 2x2 matrix.
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for(int i=0; i<mNumEffects; i++)
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{
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tx = mBuf[4*i ]-mObjHalfX; // we have to invert y and move everything by (half of bmp width, half of bmp height)
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ty =-mBuf[4*i+1]+mObjHalfY; //
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mUniforms[NUM_UNIFORMS*i+4] = MVmatrix[0]*tx + MVmatrix[4]*ty + MVmatrix[12]; // multiply the ModelView matrix times the (x,y,0,1) point, i.e. the (x,y) point on the surface of the bitmap.
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mUniforms[NUM_UNIFORMS*i+5] = MVmatrix[1]*tx + MVmatrix[5]*ty + MVmatrix[13]; //
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mUniforms[NUM_UNIFORMS*i+6] = w*mBuf[4*i+2]; // in fragment shader rx and ry radii are the last two values of the second vec4
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mUniforms[NUM_UNIFORMS*i+7] = h*mBuf[4*i+3]; //
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if( mName[i]==EffectNames.MACROBLOCK.ordinal() ) // fill up the .y and .z components of the Interpolated values already to avoid having to compute this in the fragment shader
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{
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mUniforms[NUM_UNIFORMS*i+1] = 2.0f*mObjHalfX/mUniforms[NUM_UNIFORMS*i];
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mUniforms[NUM_UNIFORMS*i+2] = 2.0f*mObjHalfY/mUniforms[NUM_UNIFORMS*i];
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// macroblock, alpha, brightness, contrast, saturation
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synchronized long add(EffectNames eln, Data1D data)
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{
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if( mMax[INDEX]>mNumEffects )
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{
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EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
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if( data instanceof Dynamic1D)
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mInter[0][mNumEffects] = (Dynamic1D)data;
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else if( data instanceof Static1D )
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{
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mInter[0][mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects] = ((Static1D)data).getX();
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}
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else return -1;
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mInter[1][mNumEffects] = null;
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mBuf[4*mNumEffects+2] = 1000*mObjHalfX;
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mBuf[4*mNumEffects+3] = 1000*mObjHalfY;
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mInter[2][mNumEffects] = null;
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// macroblock, alpha, brightness, contrast, saturation
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synchronized long add(EffectNames eln, Data1D data, Data4D region)
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{
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if( mMax[INDEX]>mNumEffects )
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{
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EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
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if( data instanceof Dynamic1D)
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mInter[0][mNumEffects] = (Dynamic1D)data;
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else if( data instanceof Static1D )
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{
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mInter[0][mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects] = ((Static1D)data).getX();
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}
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else return -1;
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if( region instanceof Dynamic4D)
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mInter[1][mNumEffects] = (Dynamic4D)region;
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else if( region instanceof Static4D )
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{
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mInter[1][mNumEffects] = null;
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mBuf[4*mNumEffects ] = ((Static4D)region).getX();
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mBuf[4*mNumEffects+1] = ((Static4D)region).getY();
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mBuf[4*mNumEffects+2] = ((Static4D)region).getZ();
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mBuf[4*mNumEffects+3] = ((Static4D)region).getW();
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}
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else return -1;
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mInter[2][mNumEffects] = null;
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// chroma
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synchronized long add(EffectNames eln, Data1D level, Data3D color, Data4D region)
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{
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if( mMax[INDEX]>mNumEffects )
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{
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EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
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if( level instanceof Dynamic1D)
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mInter[0][mNumEffects] = (Dynamic1D)level;
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else if( level instanceof Static1D )
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{
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mInter[0][mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects] = ((Static1D)level).getX();
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}
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else return -1;
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if( color instanceof Dynamic3D)
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{
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mInter[2][mNumEffects] = (Dynamic3D)color;
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}
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else if( color instanceof Static3D )
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{
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mInter[2][mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)color).getX();
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)color).getY();
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static3D)color).getZ();
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}
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else return -1;
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if( region instanceof Dynamic4D)
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mInter[1][mNumEffects] = (Dynamic4D)region;
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else if( region instanceof Static4D )
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{
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mInter[1][mNumEffects] = null;
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mBuf[4*mNumEffects ] = ((Static4D)region).getX();
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mBuf[4*mNumEffects+1] = ((Static4D)region).getY();
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mBuf[4*mNumEffects+2] = ((Static4D)region).getZ();
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mBuf[4*mNumEffects+3] = ((Static4D)region).getW();
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}
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else return -1;
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// chroma
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synchronized long add(EffectNames eln, Data1D level, Data3D color)
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{
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if( mMax[INDEX]>mNumEffects )
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{
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EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
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if( level instanceof Dynamic1D)
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mInter[0][mNumEffects] = (Dynamic1D)level;
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else if( level instanceof Static1D )
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{
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mInter[0][mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects] = ((Static1D)level).getX();
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}
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else return -1;
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if( color instanceof Dynamic3D)
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{
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mInter[2][mNumEffects] = (Dynamic3D)color;
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}
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else if( color instanceof Static3D )
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{
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mInter[2][mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)color).getX();
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)color).getY();
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static3D)color).getZ();
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}
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else return -1;
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mInter[1][mNumEffects] = null; //
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mBuf[4*mNumEffects+2] = 1000*mObjHalfX; // i.e. null region
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mBuf[4*mNumEffects+3] = 1000*mObjHalfY; //
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// end of FragmentEffect
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}
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