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class EffectQueuePostprocess extends EffectQueue
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{
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private static final int MAX_BLUR = 50;
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private static final int POSITION_DATA_SIZE= 2; // Post Program: size of the position data in elements
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private static final int TEX_DATA_SIZE = 2; // Post Program: size of the texture coordinate data in elements.
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private static final int NUM_CACHE = 0;
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private static final int INDEX = EffectTypes.POSTPROCESS.ordinal();
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private static int mRadiusH;
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private static int mOneOverH;
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private static int mObjDH;
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private static int mMVPMatrixH;
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private static final FloatBuffer mQuadPositions, mQuadTexture;
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private static DistortedProgram mBlurProgram;
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private static final FloatBuffer mQuadPositions, mQuadTexture1, mQuadTexture2;
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static
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{
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... | ... | |
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int bytes_per_float = 4;
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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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float[] textureData = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f };
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float[] textureData1= { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f };
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float[] textureData2= { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f };
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mQuadPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadPositions.put(positionData).position(0);
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mQuadTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE *dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadTexture.put(textureData).position(0);
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mQuadTexture1 = ByteBuffer.allocateDirect(TEX_DATA_SIZE *dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadTexture1.put(textureData1).position(0);
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mQuadTexture2 = ByteBuffer.allocateDirect(TEX_DATA_SIZE *dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadTexture2.put(textureData2).position(0);
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}
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private static DistortedFramebuffer mBufferFBO = new DistortedFramebuffer(1,1);
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// BLUR effect
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private static DistortedProgram mBlurProgram;
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private static int mRadiusH,mStepH,mWeightsH,mObjDH,mMVPMatrixH;
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private float[] mWeights = new float[MAX_BLUR];
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// another effect ....
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///////////////////////////////////////////////////////////////////////////////////////////////////
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EffectQueuePostprocess(long id)
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... | ... | |
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final InputStream postVertexStream = resources.openRawResource(R.raw.blur_vertex_shader);
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final InputStream postFragmentStream = resources.openRawResource(R.raw.blur_fragment_shader);
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mBlurProgram = new DistortedProgram(postVertexStream,postFragmentStream, "", "");
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mBlurProgram = new DistortedProgram(postVertexStream,postFragmentStream,
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"#version 100\n",
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"#version 100\n#define MAX_BLUR "+MAX_BLUR);
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int blurProgramH = mBlurProgram.getProgramHandle();
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mRadiusH = GLES30.glGetUniformLocation( blurProgramH, "u_Radius");
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mOneOverH = GLES30.glGetUniformLocation( blurProgramH, "one_over_objD");
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mStepH = GLES30.glGetUniformLocation( blurProgramH, "u_Step");
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mWeightsH = GLES30.glGetUniformLocation( blurProgramH, "u_Weights");
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mObjDH = GLES30.glGetUniformLocation( blurProgramH, "u_objD");
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mMVPMatrixH = GLES30.glGetUniformLocation( blurProgramH, "u_MVPMatrix");
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}
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... | ... | |
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synchronized void render(float w, float h, float[] mvp, DistortedFramebuffer df)
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{
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mBlurProgram.useProgram();
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df.setAsOutput();
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GLES30.glUniform1f( mRadiusH, mUniforms[0]);
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GLES30.glUniform2f( mOneOverH, 1/w,1/h);
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int radius = (int)mUniforms[0];
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if( radius>=MAX_BLUR ) radius = MAX_BLUR-1;
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for(int i=0; i<=radius; i++)
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{
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mWeights[i] = 1.0f / (2.0f*radius+1.0f);
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}
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GLES30.glUniform1fv( mWeightsH, radius+1, mWeights,0);
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GLES30.glUniform1i( mRadiusH, radius);
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GLES30.glUniform2f( mObjDH , w, h );
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GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mvp , 0);
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mBufferFBO.resizeFast(df.mWidth, df.mHeight);
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mBufferFBO.setAsOutput();
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// horizontal blur
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GLES30.glUniform1f( mStepH , 1/h );
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GLES30.glVertexAttribPointer(mBlurProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mBlurProgram.mAttribute[1], TEX_DATA_SIZE , GLES30.GL_FLOAT, false, 0, mQuadTexture2);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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mBufferFBO.setAsInput();
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df.setAsOutput();
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// vertical blur
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GLES30.glUniform1f( mStepH , 1/w );
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GLES30.glVertexAttribPointer(mBlurProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mBlurProgram.mAttribute[1], TEX_DATA_SIZE , GLES30.GL_FLOAT, false, 0, mQuadTexture);
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GLES30.glVertexAttribPointer(mBlurProgram.mAttribute[1], TEX_DATA_SIZE , GLES30.GL_FLOAT, false, 0, mQuadTexture2);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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}
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Separable Box blur (almost) works.