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examples / src / main / java / org / distorted / examples / feedback / TransformFeedback.java @ baa47ae9

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package org.distorted.examples.feedback;
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import android.opengl.EGL14;
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import android.opengl.GLES30;
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import android.util.Log;
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import java.nio.Buffer;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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/**
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 * Created by izzy on 6/24/15. TransformFeedback is a example of how
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 *  to do transform feedback on Android using OpenGLES 3.0. Closely
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 *  follows the example found at https://open.gl/feedback.
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 *
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 * Assumes you have a working instance of GLSurfaceVew. Remember to call
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 *  setEGLContextClientVersion(3) to set the OpenGLES context to API 3.0
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 *  and have the appropriate OpenGLES specified in the Android manifest file.
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 */
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TransformFeedback {
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    private final String TAG = "TransformFeedback";
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// Vertex shader
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    private final String vertexShaderSrc =
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            "#version 300 es \n" +
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            "in float inValue;\n" +
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            "out float outValue;\n" +
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            "void main() {\n" +
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            "    outValue = sqrt(inValue);\n" +
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            "}";
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// Need a fragmentShader or glLinkProgram will throw
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    private final String fragmentShaderCode =
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            "#version 300 es \n" +
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            "precision mediump float;\n" +
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            "out vec4 fragColor;\n" +
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            "void main() {\n" +
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            "  fragColor = vec4(1.0,1.0,1.0,1.0);\n" +
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            "}";
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    private final int mProgram;
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    /**
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     * The TransformFeedback constructor contains all the code to initialize
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     *  and draw the TransformFeedback, so create an instance of TransformFeedback
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     *  i.e. 'new TransformFeedBack()' in your 'GLRenderer.OnDrawFrame()' method.
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     */
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    public TransformFeedback(){
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        // Compile shaders
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        int vertexShader   = loadShader(GLES30.GL_VERTEX_SHADER  , vertexShaderSrc   );
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        int fragmentShader = loadShader(GLES30.GL_FRAGMENT_SHADER, fragmentShaderCode);
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        // Create program and attach shaders
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        mProgram = GLES30.glCreateProgram();
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        GLES30.glAttachShader(mProgram, vertexShader);
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        GLES30.glAttachShader(mProgram, fragmentShader);
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        // Tell GL where the feedbackVaryings are in the shader before Linking
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        //  the shaders together to form a program.
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        final String[] feedbackVaryings = { "outValue" };
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        GLES30.glTransformFeedbackVaryings(mProgram, feedbackVaryings, GLES30.GL_INTERLEAVED_ATTRIBS);
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        checkGlError(TAG + " glTransformFeedbackVaryings");
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        // Link program and look for errors
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        GLES30.glLinkProgram(mProgram);
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        int[] linkSuccessful = new int[1];
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        GLES30.glGetProgramiv(mProgram, GLES30.GL_LINK_STATUS, linkSuccessful, 0);
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        if (linkSuccessful[0] != 1){
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            Log.d(TAG, "glLinkProgram failed");
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        }
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        checkGlError(TAG + " glLinkProgram");
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        /***********
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         * Begin Rendering process
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         *  everything before this can be moved to an initialization stage
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         ***********/
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        // Bring the program into use
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        GLES30.glUseProgram(mProgram);
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        checkGlError(TAG + " glUseProgram");
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        // Create data to fill VBO
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        float[] floatData = { 1.0f, 4.0f, 9.0f, 16.0f, 25.0f, 100.0f };
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        int bufferLength = floatData.length * 4;
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        FloatBuffer data = ByteBuffer.allocateDirect(bufferLength)
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                .order(ByteOrder.nativeOrder()).asFloatBuffer();
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        data.put(floatData).position(0);
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        // Create VBO and fill with data
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        int[] vbo = new int[1];
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        GLES30.glGenBuffers(1, vbo, 0);
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        GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, vbo[0]);
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        GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, bufferLength, data, GLES30.GL_STATIC_READ);
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        checkGlError(TAG + " glBufferData GL_ARRAY_BUFFER");
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        // Link created VBO to shader attribute "inValue"
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        int inputAttrib = GLES30.glGetAttribLocation(mProgram, "inValue");
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        GLES30.glEnableVertexAttribArray(inputAttrib);
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        GLES30.glVertexAttribPointer(inputAttrib, 1, GLES30.GL_FLOAT, false, 4, 0);
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        checkGlError(TAG + " glVertexAttribPointer");
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        // Create transform feedback buffer object and bind to transform feedback
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        //  this creates space in a buffer object for the TransformFeedback.
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        int[] tbo = new int[1];
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        GLES30.glGenBuffers(1, tbo, 0);
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        GLES30.glBindBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, tbo[0]);
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        GLES30.glBufferData(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, bufferLength, null, GLES30.GL_STATIC_READ);
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        GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tbo[0]); //very important
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        checkGlError(TAG + " glBindBufferBase");
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        // Disable Rasterizer if you just need the data
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        GLES30.glEnable(GLES30.GL_RASTERIZER_DISCARD);
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        // Start the TransformFeedback, Draw the Arrays, then End the Transform Feedback
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        GLES30.glBeginTransformFeedback(GLES30.GL_POINTS);
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        GLES30.glDrawArrays(GLES30.GL_POINTS, 0, bufferLength);
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        checkGlError(TAG + " glDrawArrays");
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        GLES30.glEndTransformFeedback();
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        // Reenable Rasterizer if you need it, which you do if you are drawing anything.
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        GLES30.glDisable(GLES30.GL_RASTERIZER_DISCARD);
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        // Flush out anything in GL before mapping the buffer.
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        GLES30.glFlush();
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        checkGlError(TAG + " pre-glMapBufferRange ");
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        // Map the transform feedback buffer to local address space.
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        Buffer mappedBuffer =  GLES30.glMapBufferRange(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER,
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                0, bufferLength, GLES30.GL_MAP_READ_BIT);
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        checkGlError(TAG + " glMapBufferRange");
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        // Read out the data, here we write to logcat.
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        if (mappedBuffer!=null){
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            ByteBuffer bb = ((ByteBuffer) mappedBuffer);
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            bb.order(ByteOrder.nativeOrder());
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            FloatBuffer transformedData = bb.asFloatBuffer();
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            Log.d(TAG, String.format("output values = %f %f %f %f %f %f\n",
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                    transformedData.get(), transformedData.get(), transformedData.get(),
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                    transformedData.get(), transformedData.get(), transformedData.get() ));
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        }
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        // Don't forget to Unmap the Transform Feeback Buffer.
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        GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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    private static void checkGlError(String op)
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      {
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      int error = GLES30.glGetError();
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      if (error != GLES30.GL_NO_ERROR)
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        {
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        String msg = op + ": glError 0x" + Integer.toHexString(error);
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        throw new RuntimeException(msg);
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        }
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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    private static int loadShader(final int shaderType, final String shaderSource)
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      {
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      int shaderHandle = GLES30.glCreateShader(shaderType);
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      if (shaderHandle != 0)
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        {
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        GLES30.glShaderSource(shaderHandle, shaderSource);
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        GLES30.glCompileShader(shaderHandle);
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        final int[] compileStatus = new int[1];
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        GLES30.glGetShaderiv(shaderHandle, GLES30.GL_COMPILE_STATUS, compileStatus, 0);
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        if (compileStatus[0] != GLES30.GL_TRUE )
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          {
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          GLES30.glDeleteShader(shaderHandle);
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          shaderHandle = 0;
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          }
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        }
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      if (shaderHandle == 0)
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        {
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        String error = GLES30.glGetShaderInfoLog(shaderHandle);
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        android.util.Log.e("Program", "error compiling :"+error);
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        }
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      return shaderHandle;
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      }
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}
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