Revision 0d81d0fb
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/EffectQueuePostprocess.java | ||
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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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... | ... | |
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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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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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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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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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Also available in: Unified diff
Separable Box blur (almost) works.