Revision 041b6dee
Added by Leszek Koltunski almost 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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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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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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/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Simplification in PostprocessEffects