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library / src / main / java / org / distorted / library / EffectQueuePostprocess.java @ 0f011027

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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;
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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.message.EffectMessage;
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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 org.distorted.library.type.Dynamic1D;
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import org.distorted.library.type.Static1D;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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class EffectQueuePostprocess extends EffectQueue
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  {
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  private static final int POS_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_UNIFORMS = 4;
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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 final FloatBuffer mQuadPositions, mQuadTexture;
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  static
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    {
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    int dataLength      = 4;
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    int bytes_per_float = 4;
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    float[] position  = { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
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    float[] textureNor= {  0.0f,  0.0f,   0.0f, 1.0f,  1.0f, 0.0f,  1.0f, 1.0f };
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    mQuadPositions = ByteBuffer.allocateDirect(POS_DATA_SIZE*dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(position).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(textureNor).position(0);
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    }
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  // BLUR effect
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  private static final float GAUSSIAN[] =   // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0
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    {                                       // where G(x)= (1/(sqrt(2*PI))) * e^(-(x^2)/2). The last 0 terminates.
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    0.398948f, 0.398769f, 0.398231f, 0.397336f, 0.396086f, 0.394485f, 0.392537f, 0.390247f, 0.387622f, 0.384668f,
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    0.381393f, 0.377806f, 0.373916f, 0.369733f, 0.365268f, 0.360532f, 0.355538f, 0.350297f, 0.344823f, 0.339129f,
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    0.333229f, 0.327138f, 0.320868f, 0.314436f, 0.307856f, 0.301142f, 0.294309f, 0.287373f, 0.280348f, 0.273248f,
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    0.266089f, 0.258884f, 0.251648f, 0.244394f, 0.237135f, 0.229886f, 0.222657f, 0.215461f, 0.208311f, 0.201217f,
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    0.194189f, 0.187238f, 0.180374f, 0.173605f, 0.166940f, 0.160386f, 0.153951f, 0.147641f, 0.141462f, 0.135420f,
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    0.129520f, 0.123765f, 0.118159f, 0.112706f, 0.107408f, 0.102266f, 0.097284f, 0.092461f, 0.087797f, 0.083294f,
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    0.078951f, 0.074767f, 0.070741f, 0.066872f, 0.063158f, 0.059596f, 0.056184f, 0.052920f, 0.049801f, 0.046823f,
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    0.043984f, 0.041280f, 0.038707f, 0.036262f, 0.033941f, 0.031740f, 0.029655f, 0.027682f, 0.025817f, 0.024056f,
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    0.022395f, 0.020830f, 0.019357f, 0.017971f, 0.016670f, 0.015450f, 0.014305f, 0.013234f, 0.012232f, 0.011295f,
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    0.010421f, 0.009606f, 0.008847f, 0.008140f, 0.007483f, 0.006873f, 0.006307f, 0.005782f, 0.005296f, 0.004847f,
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    0.004432f, 0.000000f
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    };
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  private static final int NUM_GAUSSIAN = GAUSSIAN.length-2;
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  // Support blurs consisting of the present pixel and up to MAX_BLUR pixels in each direction
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  static final int MAX_BLUR = 50;
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  // The (fixed-function-sampled) Gaussian Blur kernels are of the size k0=1, k1=2, k2=2, k3=3, k4=3, k5=4, k6=4,...
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  // i.e. k(i)=floor((i+3)/2).  (the 'i' in k(i) means 'blur taking into account the present pixel and 'i' pixels
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  // in all 4 directions)
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  // We need room for MAX_BLUR of them, and sum(i=0...N, floor((i+3)/2)) = N + floor(N*N/4)
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  private static float[] weightsCache = new float[MAX_BLUR + MAX_BLUR*MAX_BLUR/4];
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  private static float[] offsetsCache = new float[MAX_BLUR + MAX_BLUR*MAX_BLUR/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_BLUR];
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  private static float[] mOffsets = new float[MAX_BLUR];
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  // another effect ....
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  int mQualityLevel;
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  float mQualityScale;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  EffectQueuePostprocess(long id)
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    { 
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    super(id,NUM_UNIFORMS,NUM_CACHE,INDEX );
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    mQualityLevel = 0;
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    mQualityScale = 1.0f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void createProgram(Resources resources)
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  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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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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    try
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      {
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      mBlur1Program = new DistortedProgram(blur1VertexStream,blur1FragmentStream,
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                                          Distorted.GLSL_VERSION,
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                                          Distorted.GLSL_VERSION + "#define MAX_BLUR "+MAX_BLUR, Distorted.GLSL);
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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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      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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                                          Distorted.GLSL_VERSION,
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                                          Distorted.GLSL_VERSION + "#define MAX_BLUR "+MAX_BLUR, Distorted.GLSL);
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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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      // run anyway as compiling Blur2 WILL fail on OpenGL 2.0 contexts
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      mBlur2Program = mBlur1Program;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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  synchronized boolean compute(long currTime)
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    {
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    if( currTime==mTime ) return false;
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    if( mTime==0 ) mTime = currTime;
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    long step = (currTime-mTime);
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    for(int i=0; i<mNumEffects; i++)
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      {
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      mCurrentDuration[i] += step;
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      if( mInter[0][i]!=null && mInter[0][i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) )
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        {
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        for(int j=0; j<mNumListeners; j++)
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          EffectMessageSender.newMessage( mListeners.elementAt(j),
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                                          EffectMessage.EFFECT_FINISHED,
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                                         (mID[i]<<EffectTypes.LENGTH)+EffectTypes.POSTPROCESS.type,
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                                          mName[i],
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                                          mObjectID);
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        if( EffectNames.isUnity(mName[i], mUniforms, NUM_UNIFORMS*i) )
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          {
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          remove(i);
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          i--;
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          continue;
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          }
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        else mInter[0][i] = null;
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        }
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      }
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    mTime = currTime;
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    return true;
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    }  
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected void moveEffect(int index)
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    {
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    mUniforms[NUM_UNIFORMS*index  ] = mUniforms[NUM_UNIFORMS*(index+1)  ];
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    mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1];
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    mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2];
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    mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3];
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// This implements the 'Better separable implementation using GPU fixed function sampling' from
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// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
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  private void computeGaussianKernel(int radius)
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    {
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    int offset = radius + radius*radius/4;
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    if( weightsCache[offset]==0.0f )
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      {
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      float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3);
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      mWeights[0] = GAUSSIAN[0];
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      float sum   = GAUSSIAN[0];
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      int j;
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      for(int i=1; i<=radius; i++)
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        {
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        x += P;
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        j = (int)x;
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        z = x-j;
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        mWeights[i] = (1-z)*GAUSSIAN[j] + z*GAUSSIAN[j+1];
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        sum += 2*mWeights[i];
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        }
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      for(int i=0; i<=radius; i++) mWeights[i] /= sum;
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      int numloops = radius/2;
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      weightsCache[offset] = mWeights[0];
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      offsetsCache[offset] = 0.0f;
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      for(int i=0; i<numloops; i++)
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        {
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        offsetsCache[offset+i+1] = mWeights[2*i+1]*(2*i+1) + mWeights[2*i+2]*(2*i+2);
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        weightsCache[offset+i+1] = mWeights[2*i+1] + mWeights[2*i+2];
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        offsetsCache[offset+i+1]/= weightsCache[offset+i+1];
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        }
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      if( radius%2 == 1 )
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        {
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        int index = offset + radius/2 +1;
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        offsetsCache[index]=radius;
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        weightsCache[index]=mWeights[radius];
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getHalo()
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    {
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    return mNumEffects>0 ? (int)mUniforms[0] : 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int postprocess(long time, DistortedOutputSurface surface)
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    {
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    if( mNumEffects>0 )
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      {
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      compute(time);
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      DistortedFramebuffer buffer = surface.mBuffer[mQualityLevel];
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      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, buffer.mFBOH[0]);
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      float w1 = buffer.mWidth;
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      float h1 = buffer.mHeight;
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      float w2 = surface.mWidth;
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      float h2 = surface.mHeight;
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      int radius = (int)(mUniforms[0]*mQualityScale);
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      if( radius>=MAX_BLUR ) radius = MAX_BLUR-1;
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      computeGaussianKernel(radius);
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      int offset = radius + radius*radius/4;
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      radius = (radius+1)/2;
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      // horizontal blur
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      GLES30.glViewport(0, 0, (int)w1, (int)h1);
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      mBlur1Program.useProgram();
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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[1], 0);
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      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[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 , 1.0f-surface.mNear);
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      GLES30.glUniform1i( mColorTexture1H , 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.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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      DistortedRenderState.useStencilMark();
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      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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      DistortedRenderState.unuseStencilMark();
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      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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      // vertical blur
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      mBlur2Program.useProgram();
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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[0], 0);
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      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[1]);
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      GLES30.glColorMask(true,true,true,true);
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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 , 1.0f-surface.mNear);
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      GLES30.glUniform1i( mColorTexture2H , 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.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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      DistortedRenderState.useStencilMark();
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      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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      DistortedRenderState.unuseStencilMark();
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      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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      // blit the results with DEPTH to surface.
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      GLES30.glViewport(0, 0, (int)w2, (int)h2);
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      surface.setAsOutput(time);
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      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[0]);
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      GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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      GLES30.glDisable(GLES30.GL_STENCIL_TEST);
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      GLES30.glStencilMask(0x00);
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      DistortedEffects.blitDepthPriv(surface);
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      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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      GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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      // after each postprocess, clear buffers
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      GLES30.glStencilMask(0xff);
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      GLES30.glDepthMask(true);
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      GLES30.glColorMask(true,true,true,true);
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      GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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      GLES30.glClearDepthf(1.0f);
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      GLES30.glClearStencil(0);
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      buffer.setAsOutput();
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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[1], 0);
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      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[0], 0);
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      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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      }
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368
    return mNumEffects;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// blur
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374
  synchronized long add(EffectNames eln, Data1D degree)
375
    {
376
    if( mMax[INDEX]>mNumEffects )
377
      {
378
      if( degree instanceof Dynamic1D)
379
        {
380
        mInter[0][mNumEffects] = (Dynamic1D)degree;
381
        }
382
      else if( degree instanceof Static1D)
383
        {
384
        mInter[0][mNumEffects] = null;
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        mUniforms[NUM_UNIFORMS*mNumEffects] = ((Static1D)degree).getX();
386
        }
387
      else return -1;
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389
      mInter[1][mNumEffects] = null;
390
      mInter[2][mNumEffects] = null;
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392
      return addBase(eln);
393
      }
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395
    return -1;
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    }
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  }
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