Revision 041b6dee
Added by Leszek Koltunski over 7 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.content.res.Resources; |
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import android.opengl.GLES30; |
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import org.distorted.library.R; |
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import org.distorted.library.main.Distorted; |
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import org.distorted.library.main.DistortedFramebuffer; |
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import org.distorted.library.main.DistortedRenderState; |
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import org.distorted.library.program.DistortedProgram; |
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import org.distorted.library.program.FragmentCompilationException; |
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import org.distorted.library.program.FragmentUniformsException; |
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import org.distorted.library.program.LinkingException; |
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import org.distorted.library.program.VertexCompilationException; |
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import org.distorted.library.program.VertexUniformsException; |
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import org.distorted.library.type.Data1D; |
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import java.io.InputStream; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public class PostprocessEffectBlur extends PostprocessEffect |
... | ... | |
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private static float[] offsetsCache = new float[MAX_HALO + MAX_HALO*MAX_HALO/4]; |
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|
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private static DistortedProgram mBlur1Program, mBlur2Program; |
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private static int mRadius1H,mOffsets1H,mWeights1H,mDepth1H, mColorTexture1H; |
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private static int mRadius2H,mOffsets2H,mWeights2H,mDepth2H, mColorTexture2H; |
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private static float[] mWeights = new float[MAX_HALO]; |
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private static float[] mOffsets = new float[MAX_HALO]; |
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|
... | ... | |
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mBlurRadius = blurRadius; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public static void enable() |
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{ |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public boolean compute(float[] uniforms, int index, long currentDuration, long step ) |
... | ... | |
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buffer.bindForOutput(1); |
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buffer.setAsInput(0); |
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|
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GLES30.glUniform1fv( mWeights1H, radius+1, weightsCache,offset);
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GLES30.glUniform1i( mRadius1H, radius);
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GLES30.glUniform1f( mDepth1H , near);
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GLES30.glUniform1i( mColorTexture1H , 0 );
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GLES30.glUniform1fv( mBlur1Program.mUniform[3], radius+1, weightsCache,offset);
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GLES30.glUniform1i( mBlur1Program.mUniform[4], radius);
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GLES30.glUniform1f( mBlur1Program.mUniform[0] , near);
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GLES30.glUniform1i( mBlur1Program.mUniform[1] , 0 );
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h1; |
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GLES30.glUniform1fv( mOffsets1H ,radius+1, mOffsets,0);
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GLES30.glUniform1fv( mBlur1Program.mUniform[2] ,radius+1, mOffsets,0);
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GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
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GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture); |
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|
... | ... | |
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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.glUniform1fv( mWeights2H, radius+1, weightsCache,offset);
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GLES30.glUniform1i( mRadius2H, radius);
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GLES30.glUniform1f( mDepth2H , near);
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GLES30.glUniform1i( mColorTexture2H , 0 );
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GLES30.glUniform1fv( mBlur2Program.mUniform[3], radius+1, weightsCache,offset);
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GLES30.glUniform1i( mBlur2Program.mUniform[4], radius);
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GLES30.glUniform1f( mBlur2Program.mUniform[0] , near);
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GLES30.glUniform1i( mBlur2Program.mUniform[1] , 0 );
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w1; |
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GLES30.glUniform1fv( mOffsets2H ,radius+1, mOffsets,0);
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GLES30.glUniform1fv( mBlur2Program.mUniform[2] ,radius+1, mOffsets,0);
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GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
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GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture); |
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|
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public static void createProgram(Resources resources) |
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throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException |
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public static void enable() |
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{ |
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int gl = Distorted.getGlVersion();
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int GLSL = (gl==3 ? 300:100); |
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String GLSL_VERSION= (gl==3 ? "#version 300 es\n" : "#version 100\n");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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final InputStream blur1VertexStream = resources.openRawResource(R.raw.blur_vertex_shader); |
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final InputStream blur1FragmentStream = resources.openRawResource(R.raw.blur1_fragment_shader); |
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public static void createProgram() |
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{ |
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final String blurVertex = |
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"#version 300 es \n"+ |
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"precision lowp float; \n"+ |
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"in vec2 a_Position; \n"+ |
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"in vec2 a_TexCoord; \n"+ |
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"out vec2 v_TexCoord; \n"+ |
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"uniform float u_Depth; \n"+ |
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"void main() \n"+ |
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" { \n"+ |
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" v_TexCoord = a_TexCoord; \n"+ |
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" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+ |
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"}"; |
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final String blurFragment1 = |
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"#version 300 es \n"+ |
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"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
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"precision lowp float; \n"+ |
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"in vec2 v_TexCoord; \n"+ |
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"out vec4 fragColor; \n"+ |
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"uniform sampler2D u_ColorTexture; \n"+ |
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"uniform float u_Offsets[MAX_BLUR]; \n"+ |
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"uniform float u_Weights[MAX_BLUR]; \n"+ |
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"uniform int u_Radius; \n"+ |
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"void main() \n"+ |
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" { \n"+ |
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" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
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" for (int i=1; i<=u_Radius; i+=1) \n"+ |
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" { \n"+ |
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" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) + \n"+ |
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" texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+ |
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" } \n"+ |
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"fragColor = pixel; \n"+ |
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"}"; |
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final String blurFragment2 = |
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"#version 300 es \n"+ |
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"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
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"precision lowp float; \n"+ |
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"in vec2 v_TexCoord; \n"+ |
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"out vec4 fragColor; \n"+ |
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"uniform sampler2D u_ColorTexture; \n"+ |
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"uniform float u_Offsets[MAX_BLUR]; \n"+ |
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"uniform float u_Weights[MAX_BLUR]; \n"+ |
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"uniform int u_Radius; \n"+ |
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"void main() \n"+ |
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" { \n"+ |
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" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
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" for (int i=1; i<=u_Radius; i+=1) \n"+ |
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" { \n"+ |
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" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) + \n"+ |
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" texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+ |
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" } \n"+ |
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"fragColor = pixel; \n"+ |
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"}"; |
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try |
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{ |
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mBlur1Program = new DistortedProgram(blur1VertexStream,blur1FragmentStream, |
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GLSL_VERSION, GLSL_VERSION + "#define MAX_BLUR "+MAX_HALO, GLSL); |
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mBlur1Program = new DistortedProgram(blurVertex,blurFragment1); |
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} |
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catch(Exception e) |
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{ |
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android.util.Log.e("EFFECTS", "exception trying to compile BLUR1 program: "+e.getMessage());
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android.util.Log.e("Effects", "exception trying to compile BLUR1 program: "+e.getMessage());
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throw new RuntimeException(e.getMessage()); |
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} |
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int blur1ProgramH = mBlur1Program.getProgramHandle(); |
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mRadius1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Radius"); |
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mOffsets1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Offsets"); |
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mWeights1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Weights"); |
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mDepth1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Depth"); |
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mColorTexture1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_ColorTexture"); |
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final InputStream blur2VertexStream = resources.openRawResource(R.raw.blur_vertex_shader); |
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final InputStream blur2FragmentStream = resources.openRawResource(R.raw.blur2_fragment_shader); |
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try |
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{ |
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mBlur2Program = new DistortedProgram(blur2VertexStream,blur2FragmentStream, |
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GLSL_VERSION, GLSL_VERSION + "#define MAX_BLUR "+MAX_HALO, GLSL); |
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mBlur2Program = new DistortedProgram(blurVertex,blurFragment2); |
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} |
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catch(Exception e) |
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{ |
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android.util.Log.e("EFFECTS", "exception trying to compile BLUR2 program: "+e.getMessage());
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android.util.Log.e("Effects", "exception trying to compile BLUR2 program: "+e.getMessage());
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throw new RuntimeException(e.getMessage()); |
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} |
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int blur2ProgramH = mBlur2Program.getProgramHandle(); |
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mRadius2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Radius"); |
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mOffsets2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Offsets"); |
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mWeights2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Weights"); |
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mDepth2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Depth"); |
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mColorTexture2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_ColorTexture"); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/main/Distorted.java | ||
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final Resources resources = context.getResources(); |
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DistortedEffects.createProgram(resources); |
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PostprocessEffectBlur.createProgram(resources);
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PostprocessEffectBlur.createProgram(); |
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EffectMessageSender.startSending(); |
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mInitialized = true; |
src/main/java/org/distorted/library/program/DistortedProgram.java | ||
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package org.distorted.library.program; |
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import android.opengl.GLES30; |
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import android.os.Build; |
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import org.distorted.library.effect.EffectType; |
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import org.distorted.library.main.DistortedEffects; |
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import java.io.BufferedReader; |
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import java.io.IOException; |
... | ... | |
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*/ |
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public class DistortedProgram |
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{ |
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private String mAttributeStr; |
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private int mAttributeLen; |
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private String mAttributeStr, mUniformStr, mUniList;
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private int mAttributeLen, mUniformLen;
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private int mProgramHandle; |
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private int mNumAttributes; |
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private int mNumUniforms; |
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private String[] mAttributeName; |
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private String[] mUniformName; |
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public final int[] mAttribute; |
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public final int[] mUniform; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
... | ... | |
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return programHandle; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void init(int glslVersion) |
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{ |
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mAttributeStr = (glslVersion == 100 ? "attribute " : "in "); |
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mAttributeLen = mAttributeStr.length(); |
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mNumAttributes = 0; |
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mUniformStr = "uniform "; |
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mUniformLen = mUniformStr.length(); |
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mNumUniforms = 0; |
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mUniList = ""; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private String parseOutUniform(final String line) |
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{ |
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int len = line.length(); |
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int whiteSpace, semicolon, nameBegin; |
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char currChar; |
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for(whiteSpace=0; whiteSpace<len; whiteSpace++) |
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{ |
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currChar = line.charAt(whiteSpace); |
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if( currChar!=' ' && currChar!='\t') break; |
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} |
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for(semicolon=whiteSpace; semicolon<len; semicolon++) |
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{ |
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currChar = line.charAt(semicolon); |
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if( currChar==';') break; |
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} |
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if( semicolon<len && semicolon-whiteSpace>=mUniformLen+1 ) |
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{ |
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String subline = line.substring(whiteSpace,semicolon); |
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int subLen = semicolon-whiteSpace; |
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if( subline.startsWith(mUniformStr)) |
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{ |
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//android.util.Log.e("program", "GOOD LINE: " +subline+" subLen="+subLen); |
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for(nameBegin=subLen-1; nameBegin>mUniformLen-2; nameBegin--) |
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{ |
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currChar=subline.charAt(nameBegin); |
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if( currChar==' ' || currChar=='\t' ) |
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{ |
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mNumUniforms++; |
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String uniform = subline.substring(nameBegin+1,subLen); |
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int brace = uniform.indexOf("["); |
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return brace>=0 ? uniform.substring(0,brace) : uniform; |
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} |
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} |
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} |
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} |
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return null; |
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} |
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|
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96 | 156 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
97 | 157 |
|
98 | 158 |
private String parseOutAttribute(final String line) |
... | ... | |
138 | 198 |
return null; |
139 | 199 |
} |
140 | 200 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void doAttributes(final String shader, boolean doAttributes) |
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{ |
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String attribute, attrList="", uniform; |
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String[] lines = shader.split("\n"); |
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int length = lines.length; |
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for(int i=0; i<length; i++) |
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{ |
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if( doAttributes ) |
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{ |
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attribute = parseOutAttribute(lines[i]); |
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if( attribute!=null ) |
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{ |
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//android.util.Log.d("program", "new attribute: "+attribute); |
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if( attrList.length()>0 ) attrList+=" "; |
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attrList += attribute; |
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} |
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} |
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uniform = parseOutUniform(lines[i]); |
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if( uniform!=null ) |
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{ |
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android.util.Log.d("program", "new uniform: "+uniform); |
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if( mUniList.length()>0 ) mUniList+=" "; |
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mUniList += uniform; |
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} |
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} |
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232 |
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if( doAttributes ) mAttributeName = attrList.split(" "); |
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} |
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|
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141 | 236 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
142 | 237 |
|
143 | 238 |
private String readTextFileFromRawResource(final InputStream inputStream, boolean doAttributes) |
... | ... | |
173 | 268 |
return null; |
174 | 269 |
} |
175 | 270 |
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if( doAttributes ) |
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{ |
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mAttributeName = attrList.split(" "); |
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} |
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if( doAttributes ) mAttributeName = attrList.split(" "); |
|
180 | 272 |
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181 | 273 |
return body.toString(); |
182 | 274 |
} |
183 | 275 |
|
184 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
185 |
|
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186 |
private static void sanitizeMaxValues() |
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187 |
throws VertexUniformsException,FragmentUniformsException |
|
188 |
{ |
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189 |
int maxV,maxF; |
|
190 |
int[] param = new int[1]; |
|
191 |
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192 |
GLES30.glGetIntegerv(GLES30.GL_MAX_VERTEX_UNIFORM_VECTORS, param, 0); |
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maxV = param[0]; |
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GLES30.glGetIntegerv(GLES30.GL_MAX_FRAGMENT_UNIFORM_VECTORS, param, 0); |
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maxF = param[0]; |
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//Log.d("program", "Max vectors in vertex shader: "+maxV); |
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//Log.d("program", "Max vectors in fragment shader: "+maxF); |
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199 |
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if( !Build.FINGERPRINT.contains("generic") ) |
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{ |
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int realMaxV = (maxV-11)/4; // adjust this in case of changes to the shaders... |
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int realMaxF = (maxF- 2)/4; // |
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|
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if( DistortedEffects.getMax(EffectType.VERTEX) > realMaxV ) |
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{ |
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207 |
throw new VertexUniformsException("Too many effects in the vertex shader, max is "+realMaxV, realMaxV); |
|
208 |
} |
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209 |
if( DistortedEffects.getMax(EffectType.FRAGMENT) > realMaxF ) |
|
210 |
{ |
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211 |
throw new FragmentUniformsException("Too many effects in the fragment shader, max is "+realMaxF, realMaxF); |
|
212 |
} |
|
213 |
} |
|
214 |
} |
|
215 |
|
|
216 | 276 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
217 | 277 |
|
218 | 278 |
private static int compileShader(final int shaderType, final String shaderSource) |
... | ... | |
288 | 348 |
public DistortedProgram(final InputStream vertex, final InputStream fragment, final String vertexHeader, final String fragmentHeader, int glslVersion, final String[] feedback ) |
289 | 349 |
throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException |
290 | 350 |
{ |
291 |
mAttributeStr = (glslVersion == 100 ? "attribute " : "in "); |
|
292 |
mAttributeLen = mAttributeStr.length(); |
|
293 |
|
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294 |
mNumAttributes = 0; |
|
351 |
init(glslVersion); |
|
295 | 352 |
|
296 | 353 |
final String vertexShader = readTextFileFromRawResource(vertex , true ); |
297 | 354 |
final String fragmentShader = readTextFileFromRawResource(fragment, false); |
298 | 355 |
|
299 |
sanitizeMaxValues(); |
|
300 |
|
|
301 | 356 |
final int vertexShaderHandle = compileShader(GLES30.GL_VERTEX_SHADER , vertexHeader + vertexShader ); |
302 | 357 |
final int fragmentShaderHandle = compileShader(GLES30.GL_FRAGMENT_SHADER, fragmentHeader + fragmentShader); |
303 | 358 |
|
... | ... | |
309 | 364 |
{ |
310 | 365 |
mAttribute[i] = GLES30.glGetAttribLocation( mProgramHandle, mAttributeName[i]); |
311 | 366 |
} |
367 |
|
|
368 |
if( mNumUniforms>0 ) |
|
369 |
{ |
|
370 |
mUniform = new int[mNumUniforms]; |
|
371 |
mUniformName = mUniList.split(" "); |
|
372 |
|
|
373 |
for(int i=0; i<mNumUniforms; i++) |
|
374 |
{ |
|
375 |
mUniform[i] = GLES30.glGetUniformLocation( mProgramHandle, mUniformName[i]); |
|
376 |
} |
|
377 |
} |
|
378 |
else mUniform = null; |
|
379 |
} |
|
380 |
|
|
381 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
382 |
|
|
383 |
public DistortedProgram(final String vertex, final String fragment) |
|
384 |
throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException |
|
385 |
{ |
|
386 |
init(300); |
|
387 |
|
|
388 |
doAttributes(vertex , true ); |
|
389 |
doAttributes(fragment, false); |
|
390 |
|
|
391 |
final int vertexShaderHandle = compileShader(GLES30.GL_VERTEX_SHADER , vertex ); |
|
392 |
final int fragmentShaderHandle = compileShader(GLES30.GL_FRAGMENT_SHADER, fragment); |
|
393 |
|
|
394 |
mProgramHandle = createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle, mAttributeName, null ); |
|
395 |
|
|
396 |
mAttribute = new int[mNumAttributes]; |
|
397 |
|
|
398 |
for(int i=0; i<mNumAttributes; i++) |
|
399 |
{ |
|
400 |
mAttribute[i] = GLES30.glGetAttribLocation( mProgramHandle, mAttributeName[i]); |
|
401 |
} |
|
402 |
|
|
403 |
if( mNumUniforms>0 ) |
|
404 |
{ |
|
405 |
mUniform = new int[mNumUniforms]; |
|
406 |
mUniformName = mUniList.split(" "); |
|
407 |
|
|
408 |
for(int i=0; i<mNumUniforms; i++) |
|
409 |
{ |
|
410 |
mUniform[i] = GLES30.glGetUniformLocation( mProgramHandle, mUniformName[i]); |
|
411 |
} |
|
412 |
} |
|
413 |
else mUniform = null; |
|
312 | 414 |
} |
313 | 415 |
|
314 | 416 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
319 | 421 |
final String enabledVertex, final String enabledFragment, int glslVersion, final String[] feedback ) |
320 | 422 |
throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException |
321 | 423 |
{ |
322 |
mAttributeStr = (glslVersion == 100 ? "attribute " : "in "); |
|
323 |
mAttributeLen = mAttributeStr.length(); |
|
324 |
|
|
325 |
mNumAttributes = 0; |
|
424 |
init(glslVersion); |
|
326 | 425 |
|
327 | 426 |
String vertexShader = readTextFileFromRawResource(vertex , true ); |
328 | 427 |
String fragmentShader = readTextFileFromRawResource(fragment, false); |
... | ... | |
330 | 429 |
vertexShader = insertEnabledEffects(vertexShader ,enabledVertex ); |
331 | 430 |
fragmentShader = insertEnabledEffects(fragmentShader,enabledFragment); |
332 | 431 |
|
333 |
sanitizeMaxValues(); |
|
334 |
|
|
335 | 432 |
final int vertexShaderHandle = compileShader(GLES30.GL_VERTEX_SHADER , vertexHeader + vertexShader ); |
336 | 433 |
final int fragmentShaderHandle = compileShader(GLES30.GL_FRAGMENT_SHADER, fragmentHeader + fragmentShader); |
337 | 434 |
|
... | ... | |
343 | 440 |
{ |
344 | 441 |
mAttribute[i] = GLES30.glGetAttribLocation( mProgramHandle, mAttributeName[i]); |
345 | 442 |
} |
443 |
|
|
444 |
if( mNumUniforms>0 ) |
|
445 |
{ |
|
446 |
mUniform = new int[mNumUniforms]; |
|
447 |
mUniformName = mUniList.split(" "); |
|
448 |
|
|
449 |
for(int i=0; i<mNumUniforms; i++) |
|
450 |
{ |
|
451 |
mUniform[i] = GLES30.glGetUniformLocation( mProgramHandle, mUniformName[i]); |
|
452 |
} |
|
453 |
} |
|
454 |
else mUniform = null; |
|
346 | 455 |
} |
347 | 456 |
|
348 | 457 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/res/raw/blur1_fragment_shader.glsl | ||
---|---|---|
1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
precision lowp float; |
|
21 |
|
|
22 |
#if __VERSION__ != 100 |
|
23 |
in vec2 v_TexCoordinate; |
|
24 |
out vec4 fragColor; |
|
25 |
#define TEXTURE texture |
|
26 |
#define FRAG_COLOR fragColor |
|
27 |
#else |
|
28 |
varying vec2 v_TexCoordinate; |
|
29 |
#define TEXTURE texture2D |
|
30 |
#define FRAG_COLOR gl_FragColor |
|
31 |
#endif |
|
32 |
|
|
33 |
uniform sampler2D u_ColorTexture; |
|
34 |
uniform float u_Offsets[MAX_BLUR]; |
|
35 |
uniform float u_Weights[MAX_BLUR]; |
|
36 |
uniform int u_Radius; |
|
37 |
|
|
38 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
39 |
|
|
40 |
void main() |
|
41 |
{ |
|
42 |
vec4 pixel= TEXTURE(u_ColorTexture,v_TexCoordinate) * u_Weights[0]; |
|
43 |
|
|
44 |
for (int i=1; i<=u_Radius; i+=1) |
|
45 |
{ |
|
46 |
pixel += ( TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x+u_Offsets[i],v_TexCoordinate.y)) + |
|
47 |
TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i]; |
|
48 |
} |
|
49 |
|
|
50 |
FRAG_COLOR = pixel; |
|
51 |
} |
src/main/res/raw/blur2_fragment_shader.glsl | ||
---|---|---|
1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
precision lowp float; |
|
21 |
|
|
22 |
#if __VERSION__ != 100 |
|
23 |
in vec2 v_TexCoordinate; |
|
24 |
out vec4 fragColor; |
|
25 |
#define TEXTURE texture |
|
26 |
#define FRAG_COLOR fragColor |
|
27 |
#else |
|
28 |
varying vec2 v_TexCoordinate; |
|
29 |
#define TEXTURE texture2D |
|
30 |
#define FRAG_COLOR gl_FragColor |
|
31 |
#endif |
|
32 |
|
|
33 |
uniform sampler2D u_ColorTexture; |
|
34 |
uniform float u_Offsets[MAX_BLUR]; |
|
35 |
uniform float u_Weights[MAX_BLUR]; |
|
36 |
uniform int u_Radius; |
|
37 |
|
|
38 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
39 |
|
|
40 |
void main() |
|
41 |
{ |
|
42 |
vec4 pixel= TEXTURE(u_ColorTexture,v_TexCoordinate) * u_Weights[0]; |
|
43 |
|
|
44 |
for (int i=1; i<=u_Radius; i+=1) |
|
45 |
{ |
|
46 |
pixel += ( TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x,v_TexCoordinate.y+u_Offsets[i])) + |
|
47 |
TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x,v_TexCoordinate.y-u_Offsets[i])) ) * u_Weights[i]; |
|
48 |
} |
|
49 |
|
|
50 |
FRAG_COLOR = pixel; |
|
51 |
} |
src/main/res/raw/blur_vertex_shader.glsl | ||
---|---|---|
1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
precision lowp float; |
|
21 |
|
|
22 |
#if __VERSION__ != 100 |
|
23 |
in vec2 a_Position; // Per-vertex position. |
|
24 |
in vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
|
25 |
out vec2 v_TexCoordinate; // |
|
26 |
#else |
|
27 |
attribute vec2 a_Position; // Per-vertex position. |
|
28 |
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
|
29 |
varying vec2 v_TexCoordinate; // |
|
30 |
#endif |
|
31 |
|
|
32 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
|
33 |
|
|
34 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
35 |
|
|
36 |
void main() |
|
37 |
{ |
|
38 |
v_TexCoordinate = a_TexCoordinate; |
|
39 |
gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
|
40 |
} |
Also available in: Unified diff
Simplification in PostprocessEffects