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library / src / main / java / org / distorted / library / main / DistortedLibrary.java @ 0bd9f644

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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.main;
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import android.app.ActivityManager;
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import android.content.Context;
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import android.content.pm.ConfigurationInfo;
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import android.content.res.Resources;
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import android.opengl.GLES30;
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import android.opengl.GLES31;
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import android.util.Log;
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import org.distorted.library.R;
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import org.distorted.library.effect.Effect;
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import org.distorted.library.effectqueue.EffectQueue;
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import org.distorted.library.effectqueue.EffectQueuePostprocess;
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import org.distorted.library.effect.EffectType;
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import org.distorted.library.effect.FragmentEffect;
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import org.distorted.library.effect.PostprocessEffect;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.effectqueue.EffectQueueVertex;
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import org.distorted.library.mesh.DeferredJobs;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.message.EffectMessageSender;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.VertexCompilationException;
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import org.distorted.library.type.Dynamic;
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import java.io.InputStream;
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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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import java.nio.IntBuffer;
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import java.util.regex.Matcher;
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import java.util.regex.Pattern;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * A singleton class used to control various global dialog_settings.
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 */
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public class DistortedLibrary
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  {
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  private static int mGLSL;
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  private static String mGLSL_VERSION;
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  private static boolean mOITCompilationAttempted;
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  /**
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   * When creating an instance of a DistortedTexture from another instance, clone the Bitmap that's
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   * backing up our DistortedTexture.
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   * <p>
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   * This way we can have two DistortedTextures, both backed up by the same Bitmap, to which we can
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   * apply different effects. Used in the copy constructor.
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   */
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  public static final int CLONE_SURFACE = 0x1;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Matrix Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the MATRIX queue.
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   */
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  public static final int CLONE_MATRIX = 0x2;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Vertex Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the VERTEX queue.
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   */
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  public static final int CLONE_VERTEX  = 0x4;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Fragment Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the FRAGMENT queue.
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   */
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  public static final int CLONE_FRAGMENT= 0x8;
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   /**
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   * When creating an instance of a DistortedEffects from another instance, clone the PostProcess Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the POSTPROCESS queue.
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   */
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  public static final int CLONE_POSTPROCESS= 0x10;
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  /**
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   * When creating an instance of a DistortedNode from another instance, clone the children Nodes.
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   * <p>
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   * This is mainly useful for creating many similar sub-trees and rendering then at different places
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   * on the screen with (optionally) different Effects.
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   */
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  public static final int CLONE_CHILDREN= 0x20;
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  /**
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   * When creating a DistortedScreen (which needs to have mFBOQueueSize FBOs attached), pass this
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   * constant for 'numOfFBOs' and the number of backing FBOs will be taken from 'mFBOQueueSize'
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   * (the value of which is most likely unknown at the time of creation of the Screen)
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   */
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  public static final int WAIT_FOR_FBO_QUEUE_SIZE = -1;
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  /**
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   * Work around bugs in ARM Mali driver by, instead to a single FBO, rendering to a circular queue
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   * of mFBOQueueSize FBOs. (otherwise we sometimes get a 'full pipeline flush' and the end result
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   * might be missing part of the Objects)
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   *
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   * This bug only exists on Mali driver r12. (or more precisely it's there in r12 but fixed in r22)
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   *
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   * https://community.arm.com/graphics/f/discussions/10285/opengl-es-3-1-on-mali-t880-flashes
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   */
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  private static int mFBOQueueSize;
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  private static boolean mInitialized=false;
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  //////////////////////////////////////////////////////////////////////////////////////////////
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  /// MAIN PROGRAM ///
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  private static DistortedProgram mMainProgram;
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  private static int mMainTextureH;
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  private static int mTransformFeedbackH;
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  /// NORMAL PROGRAM /////
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  private static DistortedProgram mNormalProgram;
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  private static int mNormalProjectionH;
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  /// MAIN OIT PROGRAM ///
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  private static DistortedProgram mMainOITProgram;
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  private static int mMainOITTextureH;
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  private static int mMainOITSizeH;
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  private static int mMainOITNumRecordsH;
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  /// BLIT PROGRAM ///
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  private static DistortedProgram mBlitProgram;
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  private static int mBlitTextureH;
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  private static int mBlitDepthH;
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  private static final FloatBuffer mQuadPositions;
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  /// FULL PROGRAM ///
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  private static DistortedProgram mFullProgram;
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  static
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    {
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    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
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    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    }
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  /// BLIT DEPTH PROGRAM ///
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  private static DistortedProgram mBlitDepthProgram;
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  private static int mBlitDepthTextureH;
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  private static int mBlitDepthDepthTextureH;
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  private static int mBlitDepthDepthH;
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  private static int mBlitDepthTexCorrH;
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  /// Program Handles ///
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  private static int mMainProgramH, mFullProgramH, mMainOITProgramH;
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  /// OIT SSBO BUFFER ///
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  private static int[] mLinkedListSSBO = new int[1];
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  private static int[] mAtomicCounter;
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  private static int   mCurrBuffer;
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  static
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    {
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    mLinkedListSSBO[0]= -1;
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    mCurrBuffer       =  0;
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    }
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  ///////////////////////////////////////////////////////////////
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  // meaning: allocate 1.0 screenful of places for transparent
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  // fragments in the SSBO backing up the OIT render method.
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  private static float mBufferSize=1.0f;
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  /// OIT CLEAR PROGRAM ///
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  private static DistortedProgram mOITClearProgram;
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  private static int mOITClearDepthH;
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  private static int mOITClearTexCorrH;
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  private static int mOITClearSizeH;
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  /// OIT BUILD PROGRAM ///
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  private static DistortedProgram mOITBuildProgram;
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  private static int mOITBuildTextureH;
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  private static int mOITBuildDepthTextureH;
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  private static int mOITBuildDepthH;
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  private static int mOITBuildTexCorrH;
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  private static int mOITBuildSizeH;
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  private static int mOITBuildNumRecordsH;
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  /// OIT COLLAPSE PROGRAM ///
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  private static DistortedProgram mOITCollapseProgram;
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  private static int mOITCollapseDepthTextureH;
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  private static int mOITCollapseDepthH;
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  private static int mOITCollapseTexCorrH;
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  private static int mOITCollapseSizeH;
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  /// OIT RENDER PROGRAM ///
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  private static DistortedProgram mOITRenderProgram;
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  private static int mOITRenderDepthH;
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  private static int mOITRenderTexCorrH;
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  private static int mOITRenderSizeH;
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  /// END PROGRAMS //////
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  /**
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   * Every application using the library must implement this interface so that the library can send
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   * it exceptions that arise. The exceptions may come at any time, for example the library will
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   * compile its OIT problem only on the first attempt to use the OIT
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   * Those will mainly be hardware-related: shaders do not compile on particular hardware, the required
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   * OpenGL ES 3.0 is not supported, etc.
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   */
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  public interface ExceptionListener
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    {
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    void distortedException(Exception ex);
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    }
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  private static ExceptionListener mListener;
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  private static Resources mResources;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// private: hide this from Javadoc
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  private DistortedLibrary()
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    {
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createMainProgram()
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    {
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    // MAIN PROGRAM ////////////////////////////////////
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    final InputStream mainVertStream = mResources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = mResources.openRawResource(R.raw.main_fragment_shader);
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
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    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
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    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
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    mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    String[] feedback = { "v_Position", "v_endPosition" };
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    try
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      {
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      mMainProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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                                          enabledEffectV, enabledEffectF, mGLSL, feedback);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    mMainProgramH = mMainProgram.getProgramHandle();
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    EffectQueue.getUniforms(mMainProgramH,0);
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    mMainTextureH= GLES30.glGetUniformLocation( mMainProgramH, "u_Texture");
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    mTransformFeedbackH= GLES30.glGetUniformLocation( mMainProgramH, "u_TransformFeedback");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = mResources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = mResources.openRawResource(R.raw.blit_fragment_shader);
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    try
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      {
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      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
279
      {
280
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT program: "+e.getMessage());
281
      throw new RuntimeException(e.getMessage());
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      }
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    int blitProgramH = mBlitProgram.getProgramHandle();
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    mBlitTextureH  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
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    // BLIT DEPTH PROGRAM ////////////////////////////////////
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    final InputStream blitDepthVertStream = mResources.openRawResource(R.raw.blit_depth_vertex_shader);
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    final InputStream blitDepthFragStream = mResources.openRawResource(R.raw.blit_depth_fragment_shader);
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    try
293
      {
294
      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
297
      {
298
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT DEPTH program: "+e.getMessage());
299
      throw new RuntimeException(e.getMessage());
300
      }
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302
    int blitDepthProgramH   = mBlitDepthProgram.getProgramHandle();
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    mBlitDepthTextureH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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    mBlitDepthDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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    mBlitDepthDepthH        = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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    mBlitDepthTexCorrH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
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308
    int[] params = new int[1];
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    int index = GLES30.glGetUniformBlockIndex(mMainProgramH, "meshAssociation");
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    GLES30.glGetActiveUniformBlockiv( mMainProgramH, index, GLES30.GL_UNIFORM_BLOCK_DATA_SIZE, params, 0);
311
    MeshBase.setAssociationSize(params[0]);
312
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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316
  private static void createNormalProgram(Resources resources)
317
    {
318
    // NORMAL PROGRAM //////////////////////////////////////
319
    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
320
    final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
321

    
322
    try
323
      {
324
      mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
325
      }
326
    catch(Exception e)
327
      {
328
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile NORMAL program: "+e.getMessage());
329
      throw new RuntimeException(e.getMessage());
330
      }
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332
    int normalProgramH = mNormalProgram.getProgramHandle();
333
    mNormalProjectionH = GLES30.glGetUniformLocation( normalProgramH, "u_Projection");
334
    }
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336
///////////////////////////////////////////////////////////////////////////////////////////////////
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338
  private static void createFullProgram(Resources resources)
339
    {
340
    final InputStream fullVertStream = resources.openRawResource(R.raw.main_vertex_shader);
341
    final InputStream fullFragStream = resources.openRawResource(R.raw.main_fragment_shader);
342

    
343
    int numV = VertexEffect.getAllEnabled();
344

    
345
    String fullVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n");
346
    String fullFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " +                                         0   + "\n");
347

    
348
    fullVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
349

    
350
    String enabledEffectV= VertexEffect.getAllGLSL();
351
    String enabledEffectF= "{}";
352

    
353
    fullVertHeader += "#define PREAPPLY\n";
354

    
355
    String[] feedback = { "v_Position", "v_endPosition", "v_Inflate" };
356

    
357
    try
358
      {
359
      mFullProgram = new DistortedProgram(fullVertStream, fullFragStream, fullVertHeader, fullFragHeader,
360
                                          enabledEffectV, enabledEffectF, mGLSL, feedback);
361
      }
362
    catch(Exception e)
363
      {
364
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile FULL program: "+e.getMessage());
365
      throw new RuntimeException(e.getMessage());
366
      }
367

    
368
    mFullProgramH = mFullProgram.getProgramHandle();
369
    EffectQueue.getUniforms(mFullProgramH,3);
370
    }
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372
///////////////////////////////////////////////////////////////////////////////////////////////////
373

    
374
  private static void createOITProgram(Resources resources)
375
    {
376
    // MAIN OIT PROGRAM ////////////////////////////////
377
    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
378
    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
379

    
380
    int numF = FragmentEffect.getNumEnabled();
381
    int numV = VertexEffect.getNumEnabled();
382

    
383
    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") + ("#define OIT\n");
384
    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") + ("#define OIT\n");
385

    
386
    mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
387

    
388
    String enabledEffectV= VertexEffect.getGLSL();
389
    String enabledEffectF= FragmentEffect.getGLSL();
390

    
391
    try
392
      {
393
      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
394
                                             enabledEffectV, enabledEffectF, mGLSL, null);
395
      }
396
    catch(Exception e)
397
      {
398
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
399
      throw new RuntimeException(e.getMessage());
400
      }
401

    
402
    mMainOITProgramH = mMainOITProgram.getProgramHandle();
403
    EffectQueue.getUniforms(mMainOITProgramH,1);
404
    mMainOITTextureH    = GLES30.glGetUniformLocation( mMainOITProgramH, "u_Texture");
405
    mMainOITSizeH       = GLES30.glGetUniformLocation( mMainOITProgramH, "u_Size");
406
    mMainOITNumRecordsH = GLES30.glGetUniformLocation( mMainOITProgramH, "u_numRecords");
407

    
408
    // OIT CLEAR PROGRAM ////////////////////////////////////
409
    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
410
    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
411

    
412
    try
413
      {
414
      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
415
      }
416
    catch(Exception e)
417
      {
418
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
419
      throw new RuntimeException(e.getMessage());
420
      }
421

    
422
    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
423
    mOITClearDepthH        = GLES30.glGetUniformLocation( oitClearProgramH, "u_Depth");
424
    mOITClearTexCorrH      = GLES30.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
425
    mOITClearSizeH         = GLES30.glGetUniformLocation( oitClearProgramH, "u_Size");
426

    
427
    // OIT BUILD PROGRAM ////////////////////////////////////
428
    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
429
    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
430

    
431
    try
432
      {
433
      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
434
      }
435
    catch(Exception e)
436
      {
437
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
438
      throw new RuntimeException(e.getMessage());
439
      }
440

    
441
    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
442
    mOITBuildTextureH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Texture");
443
    mOITBuildDepthTextureH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
444
    mOITBuildDepthH        = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Depth");
445
    mOITBuildTexCorrH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
446
    mOITBuildSizeH         = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Size");
447
    mOITBuildNumRecordsH   = GLES30.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
448

    
449
    // OIT COLLAPSE PROGRAM ///////////////////////////
450
    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
451
    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
452

    
453
    try
454
      {
455
      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
456
      }
457
    catch(Exception e)
458
      {
459
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
460
      throw new RuntimeException(e.getMessage());
461
      }
462

    
463
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
464
    mOITCollapseDepthTextureH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
465
    mOITCollapseDepthH        = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
466
    mOITCollapseTexCorrH      = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
467
    mOITCollapseSizeH         = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Size");
468

    
469
    // OIT RENDER PROGRAM ///////////////////////////
470
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
471
    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
472

    
473
    try
474
      {
475
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
476
      }
477
    catch(Exception e)
478
      {
479
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
480
      throw new RuntimeException(e.getMessage());
481
      }
482

    
483
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
484
    mOITRenderDepthH        = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Depth");
485
    mOITRenderTexCorrH      = GLES30.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
486
    mOITRenderSizeH         = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Size");
487
    }
488

    
489
///////////////////////////////////////////////////////////////////////////////////////////////////
490

    
491
  private static void displayNormals(float[] projection, MeshBase mesh)
492
    {
493
    if( mNormalProgram==null )
494
      {
495
      try
496
        {
497
        createNormalProgram(mResources);
498
        }
499
      catch(Exception ex)
500
        {
501
        mListener.distortedException(ex);
502
        return;
503
        }
504
      }
505

    
506
    int num = mesh.getNumVertices();
507
    int tfo = mesh.getTFO();
508

    
509
    GLES30.glUniform1i(DistortedLibrary.mTransformFeedbackH, 1);
510
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
511
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
512
    InternalRenderState.switchOffDrawing();
513
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
514
    InternalRenderState.restoreDrawing();
515
    GLES30.glEndTransformFeedback();
516
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
517

    
518
    mNormalProgram.useProgram();
519
    GLES30.glUniformMatrix4fv(mNormalProjectionH, 1, false, projection, 0);
520
    mesh.bindTransformAttribs(mNormalProgram);
521
    GLES30.glLineWidth(8.0f);
522
    GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*num);
523
    }
524

    
525
///////////////////////////////////////////////////////////////////////////////////////////////////
526
/**
527
 * Execute all VertexEffects and adjust all vertices
528
 *
529
 * @y.exclude
530
 */
531
  public static void adjustVertices(MeshBase mesh, EffectQueueVertex queue)
532
    {
533
    if( mFullProgram==null )
534
      {
535
      try
536
        {
537
        createFullProgram(mResources);
538
        }
539
      catch(Exception ex)
540
        {
541
        mListener.distortedException(ex);
542
        return;
543
        }
544
      }
545

    
546
    int num = mesh.getNumVertices();
547
    int tfo = mesh.getTFO();
548

    
549
    mFullProgram.useProgram();
550
    mesh.bindVertexAttribs(mFullProgram);
551
    queue.compute(1);
552
    queue.send(0.0f,3);
553
    mesh.send(mFullProgramH);
554

    
555
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
556
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
557
    InternalRenderState.switchOffDrawing();
558
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
559
    InternalRenderState.restoreDrawing();
560
    GLES30.glEndTransformFeedback();
561
    mesh.copyTransformToVertex();
562
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
563
    }
564

    
565
///////////////////////////////////////////////////////////////////////////////////////////////////
566

    
567
  static void drawPrivOIT(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
568
    {
569
    if( mMainOITProgram!=null )
570
      {
571
      EffectQueue[] queues = effects.getQueues();
572

    
573
      EffectQueue.compute(queues, currTime);
574
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
575

    
576
      mMainOITProgram.useProgram();
577
      GLES30.glUniform1i(mMainOITTextureH, 0);
578
      GLES30.glUniform2ui(mMainOITSizeH, surface.mWidth, surface.mHeight);
579
      GLES30.glUniform1ui(mMainOITNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
580
      mesh.bindVertexAttribs(mMainOITProgram);
581
      mesh.send(mMainOITProgramH);
582

    
583
      float inflate     = mesh.getInflate();
584
      float distance    = surface.mDistance;
585
      float mipmap      = surface.mMipmap;
586
      float[] projection= surface.mProjectionMatrix;
587

    
588
      EffectQueue.send(queues, distance, mipmap, projection, inflate, 1 );
589
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
590

    
591
      if( mesh.getShowNormals() )
592
        {
593
        mMainProgram.useProgram();
594
        mesh.send(mMainProgramH);
595
        EffectQueue.send(queues, distance, mipmap, projection, inflate, 0 );
596
        displayNormals(projection,mesh);
597
        }
598
      }
599
    }
600

    
601
///////////////////////////////////////////////////////////////////////////////////////////////////
602

    
603
  static void drawPriv(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
604
    {
605
    if( mMainProgram!=null )
606
      {
607
      EffectQueue[] queues = effects.getQueues();
608

    
609
      EffectQueue.compute(queues, currTime);
610
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
611

    
612
      mMainProgram.useProgram();
613
      GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0);
614
      mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
615
      mesh.send(mMainProgramH);
616

    
617
      float inflate     = mesh.getInflate();
618
      float distance    = surface.mDistance;
619
      float mipmap      = surface.mMipmap;
620
      float[] projection= surface.mProjectionMatrix;
621

    
622
      EffectQueue.send(queues, distance, mipmap, projection, inflate, 0 );
623
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
624

    
625
      if( mesh.getShowNormals() ) displayNormals(projection,mesh);
626
      }
627
    }
628

    
629
///////////////////////////////////////////////////////////////////////////////////////////////////
630

    
631
  static void blitPriv(InternalOutputSurface surface)
632
    {
633
    if( mBlitProgram!=null )
634
      {
635
      mBlitProgram.useProgram();
636

    
637
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
638
      GLES30.glUniform1i(mBlitTextureH, 0);
639
      GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
640
      GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
641
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
642
      }
643
    }
644

    
645
///////////////////////////////////////////////////////////////////////////////////////////////////
646

    
647
  static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
648
    {
649
    if( mBlitDepthProgram!=null )
650
      {
651
      mBlitDepthProgram.useProgram();
652

    
653
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
654
      GLES30.glUniform1i(mBlitDepthTextureH, 0);
655
      GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
656
      GLES30.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
657
      GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
658
      GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
659
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
660
      }
661
    }
662

    
663
///////////////////////////////////////////////////////////////////////////////////////////////////
664
// yes it is safe to be mixing 3.0 and 3.1 like that, senior members of the OpenGL discussions forum assert
665

    
666
  private static int printPreviousBuffer()
667
    {
668
    int counter = 0;
669

    
670
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
671
                                                                GLES30.GL_MAP_READ_BIT);
672
    if( atomicBuf!=null )
673
      {
674
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
675
      counter = atomicIntBuf.get(0);
676
      }
677
    else
678
      {
679
      Log.e("effects", "print: failed to map atomic buffer");
680
      }
681

    
682
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
683

    
684
    return counter;
685
    }
686

    
687
///////////////////////////////////////////////////////////////////////////////////////////////////
688

    
689
  private static void zeroBuffer()
690
    {
691
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
692
                                                                GLES30.GL_MAP_WRITE_BIT|GLES30.GL_MAP_INVALIDATE_BUFFER_BIT);
693
    if( atomicBuf!=null )
694
      {
695
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
696
      atomicIntBuf.put(0,0);
697
      }
698
    else
699
      {
700
      Log.e("effects", "zero: failed to map atomic buffer");
701
      }
702

    
703
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
704
    }
705

    
706
///////////////////////////////////////////////////////////////////////////////////////////////////
707
// reset atomic counter to 0
708

    
709
  static int zeroOutAtomic()
710
    {
711
    int counter = 0;
712

    
713
    if( mAtomicCounter==null )
714
      {
715
      mAtomicCounter = new int[mFBOQueueSize];
716

    
717
      GLES30.glGenBuffers(mFBOQueueSize,mAtomicCounter,0);
718

    
719
      for(int i=0; i<mFBOQueueSize; i++)
720
        {
721
        GLES30.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
722
        GLES30.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES30.GL_DYNAMIC_DRAW);
723
        zeroBuffer();
724
        }
725
      }
726

    
727
    // reading the value of the buffer on every frame would slow down rendering by
728
    // about 3%; doing it only once every 5 frames affects speed by less than 1%.
729
    if( mCurrBuffer==0 )
730
      {
731
      GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
732
      counter = printPreviousBuffer();
733
      }
734

    
735
    if( ++mCurrBuffer>=mFBOQueueSize ) mCurrBuffer = 0;
736

    
737
    GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
738
    zeroBuffer();
739

    
740
    return counter;
741
    }
742

    
743
///////////////////////////////////////////////////////////////////////////////////////////////////
744
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
745

    
746
  static void oitClear(InternalOutputSurface surface, int counter)
747
    {
748
    if( mOITClearProgram==null )
749
      {
750
      if( mGLSL>=310 && !mOITCompilationAttempted )
751
        {
752
        mOITCompilationAttempted = true;
753

    
754
        try
755
          {
756
          createOITProgram(mResources);
757
          }
758
        catch(Exception ex)
759
          {
760
          mListener.distortedException(ex);
761
          return;
762
          }
763
        }
764
      else
765
        {
766
        return;
767
        }
768
      }
769

    
770
    if( mLinkedListSSBO[0]<0 )
771
      {
772
      GLES30.glGenBuffers(1,mLinkedListSSBO,0);
773

    
774
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
775
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
776
      GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
777
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
778

    
779
      GLES30.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
780
      }
781

    
782
    // See if we have overflown the SSBO in one of the previous frames.
783
    // If yes, assume we need to make the SSBO larger.
784
    float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
785

    
786
    if( overflow>1.0f )
787
      {
788
      mBufferSize *= (int)(overflow+1.0f);
789
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
790
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
791
      GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
792
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
793
      }
794

    
795
    mOITClearProgram.useProgram();
796

    
797
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
798
    GLES30.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
799
    GLES30.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
800
    GLES30.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
801
    GLES30.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
802
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
803
    }
804

    
805
///////////////////////////////////////////////////////////////////////////////////////////////////
806
// Pass2 of the OIT algorithm - build per-pixel linked lists.
807

    
808
  static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
809
    {
810
    if( mOITBuildProgram!=null )
811
      {
812
      mOITBuildProgram.useProgram();
813

    
814
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
815
      GLES30.glUniform1i(mOITBuildTextureH, 0);
816
      GLES30.glUniform1i(mOITBuildDepthTextureH, 1);
817
      GLES30.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
818
      GLES30.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
819
      GLES30.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
820
      GLES30.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
821
      GLES30.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
822
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
823
      }
824
    }
825

    
826
///////////////////////////////////////////////////////////////////////////////////////////////////
827
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
828

    
829
  static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
830
    {
831
    if( mOITCollapseProgram!=null )
832
      {
833
      mOITCollapseProgram.useProgram();
834

    
835
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
836
      GLES30.glUniform1i(mOITCollapseDepthTextureH, 1);
837
      GLES30.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
838
      GLES30.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
839
      GLES30.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
840
      GLES30.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
841
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
842
      }
843
    }
844

    
845
///////////////////////////////////////////////////////////////////////////////////////////////////
846
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
847

    
848
  static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
849
    {
850
    if( mOITRenderProgram!=null )
851
      {
852
      mOITRenderProgram.useProgram();
853

    
854
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
855
      GLES30.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
856
      GLES30.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
857
      GLES30.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
858
      GLES30.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
859
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
860
      }
861
    }
862

    
863
///////////////////////////////////////////////////////////////////////////////////////////////////
864

    
865
  static void setSSBOSize(float size)
866
    {
867
    mBufferSize = size;
868
    }
869

    
870
///////////////////////////////////////////////////////////////////////////////////////////////////
871

    
872
  static int getQueueSize()
873
    {
874
    return mFBOQueueSize;
875
    }
876

    
877
///////////////////////////////////////////////////////////////////////////////////////////////////
878
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
879
// PowerVR GE8100 / GE8300 compiler fails to compile OIT programs.
880

    
881
  private static void detectBuggyDriversAndSetQueueSize(int queueSize)
882
    {
883
    String vendor  = GLES30.glGetString(GLES30.GL_VENDOR);
884
    String version = GLES30.glGetString(GLES30.GL_VERSION);
885
    String renderer= GLES30.glGetString(GLES30.GL_RENDERER);
886

    
887
    mFBOQueueSize = 1;
888

    
889
    if( vendor.contains("ARM") )
890
      {
891
      try
892
        {
893
        String regex = ".*r(\\d+)p\\d.*";
894
        Pattern pattern = Pattern.compile(regex);
895
        Matcher matcher = pattern.matcher(version);
896

    
897
        if( matcher.find() )
898
          {
899
          String driverVersion = matcher.group(1);
900

    
901
          if( driverVersion!=null )
902
            {
903
            int drvVersion = Integer.parseInt(driverVersion);
904

    
905
            if( drvVersion<22 )
906
              {
907
              Log.e("DISTORTED", "You are running this on a ARM Mali driver r"+driverVersion+".\n" +
908
                    "This is a buggy driver, please update to r22. Inserting workaround which uses a lot of memory.");
909

    
910
              mFBOQueueSize = queueSize;
911
              }
912
            }
913
          }
914
        }
915
      catch(Exception ex)
916
        {
917
        android.util.Log.e("library", "exception trying to pattern match version: "+ex.toString());
918
        }
919
      }
920
    else if( vendor.contains("Imagination") )
921
      {
922
      if( renderer.contains("GE8") )
923
        {
924
        Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
925
        Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
926
        }
927
      }
928
    }
929

    
930
///////////////////////////////////////////////////////////////////////////////////////////////////
931
/**
932
 * Return OpenGL ES version supported by the hardware we are running on.
933
 * There are only three possibilities: 300 (OpenGL ES 3.0) or 310 (at least OpenGL ES 3.1)
934
 * or 200 (OpenGL ES 2.0)
935
 */
936
  public static int getGLSL()
937
    {
938
    return mGLSL;
939
    }
940

    
941
///////////////////////////////////////////////////////////////////////////////////////////////////
942
/**
943
 * Have we called onCreate yet, ie have we initialized the library?
944
 * @return <code>true</code> if the library is initialized and ready for action.
945
 */
946
  public static boolean isInitialized()
947
    {
948
    return mInitialized;
949
    }
950

    
951
///////////////////////////////////////////////////////////////////////////////////////////////////
952
/**
953
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
954
 * I.e. best called from GLSurfaceView.onCreate().
955
 * <p>
956
 * Needs to be called from a thread holding the OpenGL context.
957
 *
958
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
959
 * @param listener The library will send all (asynchronous!) exceptions there.
960
 */
961
  public static void onCreate(final Context context, final ExceptionListener listener)
962
    {
963
    onCreate(context,listener,4);
964
    }
965

    
966
///////////////////////////////////////////////////////////////////////////////////////////////////
967
/**
968
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
969
 * I.e. best called from GLSurfaceView.onCreate().
970
 * <p>
971
 * Needs to be called from a thread holding the OpenGL context.
972
 *   
973
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
974
 * @param listener The library will send all (asynchronous!) exceptions there.
975
 * @param queueSize the size of the FBO queue, a workaround for the bug on Mali drivers.
976
 */
977
  public static void onCreate(final Context context, final ExceptionListener listener, int queueSize)
978
    {
979
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
980
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
981

    
982
    int glESversion = configurationInfo.reqGlEsVersion;
983
    int major = glESversion >> 16;
984
    int minor = glESversion & 0xff;
985

    
986
    mListener = listener;
987

    
988
    if( major< 3 )
989
      {
990
      mGLSL = 100*major + 10*minor;
991
      VertexCompilationException ex = new VertexCompilationException("at least OpenGL ES 3.0 required, this device supports only "+major+"."+minor);
992
      mListener.distortedException(ex);
993
      }
994
    else
995
      {
996
      mGLSL = (major==3 && minor==0) ? 300 : 310;
997
      }
998

    
999
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+major+"."+minor);
1000
    mGLSL_VERSION = "#version "+mGLSL+" es\n";
1001

    
1002
    mInitialized = true;
1003
    mOITCompilationAttempted = false;
1004

    
1005
    detectBuggyDriversAndSetQueueSize(queueSize);
1006

    
1007
    EffectMessageSender.startSending();
1008

    
1009
    mResources = context.getResources();
1010

    
1011
    try
1012
      {
1013
      createMainProgram();
1014
      }
1015
    catch(Exception ex)
1016
      {
1017
      mListener.distortedException(ex);
1018
      }
1019

    
1020
    try
1021
      {
1022
      EffectQueuePostprocess.createPrograms(mResources, mGLSL);
1023
      }
1024
    catch(Exception ex)
1025
      {
1026
      mListener.distortedException(ex);
1027
      }
1028

    
1029
    try
1030
      {
1031
      PostprocessEffect.createPrograms(mGLSL);
1032
      }
1033
    catch(Exception ex)
1034
      {
1035
      mListener.distortedException(ex);
1036
      }
1037
    }
1038

    
1039
///////////////////////////////////////////////////////////////////////////////////////////////////
1040
/**
1041
 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
1042
 * Must be called from Activity.onPause().
1043
 */
1044
  public static void onPause()
1045
    {
1046
    InternalObject.onPause();
1047
    Dynamic.onPause();
1048
    mLinkedListSSBO[0]= -1;
1049
    mAtomicCounter = null;
1050

    
1051
    mFullProgram        = null;
1052
    mNormalProgram      = null;
1053
    mOITRenderProgram   = null;
1054
    mOITCollapseProgram = null;
1055
    mOITBuildProgram    = null;
1056
    mOITClearProgram    = null;
1057
    }
1058

    
1059
///////////////////////////////////////////////////////////////////////////////////////////////////
1060
/**
1061
 * Call this so that the Library can release its internal data structures.
1062
 * Must be called from Activity.onDestroy(). 
1063
 */
1064
  public static void onDestroy()
1065
    {
1066
    InternalObject.onDestroy();
1067
    InternalNodeData.onDestroy();
1068
    InternalMaster.onDestroy();
1069
    InternalOutputSurface.onDestroy();
1070
    DistortedEffects.onDestroy();
1071
    EffectQueue.onDestroy();
1072
    Effect.onDestroy();
1073
    DeferredJobs.onDestroy();
1074
    EffectMessageSender.stopSending();
1075

    
1076
    mInitialized = false;
1077
    mOITCompilationAttempted = false;
1078

    
1079
    mNormalProgram     = null;
1080
    mMainOITProgram    = null;
1081
    mMainProgram       = null;
1082
    mFullProgram       = null;
1083
    mOITClearProgram   = null;
1084
    mOITBuildProgram   = null;
1085
    mOITCollapseProgram= null;
1086
    mOITRenderProgram  = null;
1087
    mBlitDepthProgram  = null;
1088
    mBlitProgram       = null;
1089
    }
1090

    
1091
///////////////////////////////////////////////////////////////////////////////////////////////////
1092
/**
1093
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
1094
 * single (InputSurface,MeshBase) combo.
1095
 *
1096
 * @param type {@link EffectType}
1097
 * @return The maximum number of effects of a given type.
1098
 */
1099
  @SuppressWarnings("unused")
1100
  public static int getMax(EffectType type)
1101
    {
1102
    return EffectQueue.getMax(type.ordinal());
1103
    }
1104

    
1105
///////////////////////////////////////////////////////////////////////////////////////////////////
1106
/**
1107
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
1108
 * This can fail if:
1109
 * <ul>
1110
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
1111
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
1112
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
1113
 *     time only decreasing the value of 'max' is permitted.
1114
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
1115
 * </ul>
1116
 *
1117
 * @param type {@link EffectType}
1118
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
1119
 *            than Byte.MAX_VALUE
1120
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
1121
 */
1122
  @SuppressWarnings("unused")
1123
  public static boolean setMax(EffectType type, int max)
1124
    {
1125
    return EffectQueue.setMax(type.ordinal(),max);
1126
    }
1127
  }
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