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Revision 1149be8f

Added by Leszek Koltunski over 7 years ago

Fixes for dynamic postprocessing.

View differences:

src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java
30 30

  
31 31
public class PostprocessEffectBlur extends PostprocessEffect
32 32
  {
33
  private static final int MAX_HALO = 50;    // Support effects creating up to MAX_HALO pixels wide 'halo' around the object.
33
  private static final int MAX_HALO = 50;
34 34

  
35 35
  private Data1D mBlurRadius;
36 36

  
......
59 59
  private static float[] mWeights = new float[MAX_HALO];
60 60
  private static float[] mOffsets = new float[MAX_HALO];
61 61

  
62
  private static DistortedProgram mBlur1Program, mBlur2Program;
63
  private static int mBlur1Index, mBlur2Index;
62
  private static DistortedProgram mProgram1, mProgram2;
63
  private static int mIndex1, mIndex2;
64 64

  
65 65
///////////////////////////////////////////////////////////////////////////////////////////////////
66 66
/**
......
86 86

  
87 87
  public int apply(float[] uniforms, int index, float qualityScale, DistortedFramebuffer buffer)
88 88
    {
89
    if( mBlur1Program==null)
89
    if( mProgram1 ==null)
90 90
      {
91
      mBlur1Program = mPrograms.get(mBlur1Index);
92
      mBlur2Program = mPrograms.get(mBlur2Index);
91
      mProgram1 = mPrograms.get(mIndex1);
92
      mProgram2 = mPrograms.get(mIndex2);
93 93
      }
94 94

  
95 95
    buffer.setAsOutput();
......
104 104

  
105 105
    int offset = radius + radius*radius/4;
106 106
    radius = (radius+1)/2;
107
    GLES30.glViewport(0, 0, (int)w1, (int)h1);
107 108

  
108 109
    // horizontal blur
109
    GLES30.glViewport(0, 0, (int)w1, (int)h1);
110
    mBlur1Program.useProgram();
110
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h1;
111

  
112
    mProgram1.useProgram();
111 113
    buffer.bindForOutput(1);
112 114
    buffer.setAsInput(0);
113 115

  
114
    GLES30.glUniform1fv( mBlur1Program.mUniform[3], radius+1, weightsCache,offset);
115
    GLES30.glUniform1i( mBlur1Program.mUniform[4], radius);
116
    GLES30.glUniform1f( mBlur1Program.mUniform[0] , near);
117
    GLES30.glUniform1i( mBlur1Program.mUniform[1] , 0 );
118
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h1;
119
    GLES30.glUniform1fv( mBlur1Program.mUniform[2] ,radius+1, mOffsets,0);
120
    GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
121
    GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
116
    GLES30.glUniform1f ( mProgram1.mUniform[0] , near);
117
    GLES30.glUniform1i ( mProgram1.mUniform[1] , 0 );
118
    GLES30.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
119
    GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
120
    GLES30.glUniform1i ( mProgram1.mUniform[4] , radius);
121

  
122
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
123
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
122 124

  
123 125
    DistortedRenderState.useStencilMark();
124 126
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
......
127 129
    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
128 130

  
129 131
    // vertical blur
130
    mBlur2Program.useProgram();
132
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w1;
133

  
134
    mProgram2.useProgram();
131 135
    buffer.bindForOutput(0);
132 136
    buffer.setAsInput(1);
133 137

  
......
135 139
    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
136 140
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
137 141

  
138
    GLES30.glUniform1fv( mBlur2Program.mUniform[3], radius+1, weightsCache,offset);
139
    GLES30.glUniform1i( mBlur2Program.mUniform[4], radius);
140
    GLES30.glUniform1f( mBlur2Program.mUniform[0] , near);
141
    GLES30.glUniform1i( mBlur2Program.mUniform[1] , 0 );
142
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w1;
143
    GLES30.glUniform1fv( mBlur2Program.mUniform[2] ,radius+1, mOffsets,0);
144
    GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
145
    GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
142
    GLES30.glUniform1f ( mProgram2.mUniform[0] , near);
143
    GLES30.glUniform1i ( mProgram2.mUniform[1] , 0 );
144
    GLES30.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
145
    GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
146
    GLES30.glUniform1i ( mProgram2.mUniform[4] , radius);
147

  
148
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
149
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
146 150

  
147 151
    DistortedRenderState.useStencilMark();
148 152
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
......
218 222
      "  fragColor = pixel;                                                                                  \n"+
219 223
      "  }";
220 224

  
221
    mBlur1Index = PostprocessEffect.register("BLUR1", blurVertex,blurFragment1);
222
    mBlur2Index = PostprocessEffect.register("BLUR2", blurVertex,blurFragment2);
225
    mIndex1 = PostprocessEffect.register("BLUR1", blurVertex,blurFragment1);
226
    mIndex2 = PostprocessEffect.register("BLUR2", blurVertex,blurFragment2);
223 227
    }
224 228

  
225 229
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java
19 19

  
20 20
package org.distorted.library.effect;
21 21

  
22
import android.opengl.GLES30;
23

  
22 24
import org.distorted.library.main.DistortedFramebuffer;
25
import org.distorted.library.main.DistortedRenderState;
26
import org.distorted.library.program.DistortedProgram;
23 27
import org.distorted.library.type.Data1D;
24 28
import org.distorted.library.type.Data4D;
25 29

  
......
27 31

  
28 32
public class PostprocessEffectGlow extends PostprocessEffect
29 33
  {
34
  private static final int MAX_HALO = 50;
35

  
30 36
  private Data1D mGlowRadius;
31 37
  private Data4D mColor;
32 38

  
33
///////////////////////////////////////////////////////////////////////////////////////////////////
39
  private static final float GAUSSIAN[] =   // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0
40
    {                                       // where G(x)= (1/(sqrt(2*PI))) * e^(-(x^2)/2). The last 0 terminates.
41
    0.398948f, 0.398769f, 0.398231f, 0.397336f, 0.396086f, 0.394485f, 0.392537f, 0.390247f, 0.387622f, 0.384668f,
42
    0.381393f, 0.377806f, 0.373916f, 0.369733f, 0.365268f, 0.360532f, 0.355538f, 0.350297f, 0.344823f, 0.339129f,
43
    0.333229f, 0.327138f, 0.320868f, 0.314436f, 0.307856f, 0.301142f, 0.294309f, 0.287373f, 0.280348f, 0.273248f,
44
    0.266089f, 0.258884f, 0.251648f, 0.244394f, 0.237135f, 0.229886f, 0.222657f, 0.215461f, 0.208311f, 0.201217f,
45
    0.194189f, 0.187238f, 0.180374f, 0.173605f, 0.166940f, 0.160386f, 0.153951f, 0.147641f, 0.141462f, 0.135420f,
46
    0.129520f, 0.123765f, 0.118159f, 0.112706f, 0.107408f, 0.102266f, 0.097284f, 0.092461f, 0.087797f, 0.083294f,
47
    0.078951f, 0.074767f, 0.070741f, 0.066872f, 0.063158f, 0.059596f, 0.056184f, 0.052920f, 0.049801f, 0.046823f,
48
    0.043984f, 0.041280f, 0.038707f, 0.036262f, 0.033941f, 0.031740f, 0.029655f, 0.027682f, 0.025817f, 0.024056f,
49
    0.022395f, 0.020830f, 0.019357f, 0.017971f, 0.016670f, 0.015450f, 0.014305f, 0.013234f, 0.012232f, 0.011295f,
50
    0.010421f, 0.009606f, 0.008847f, 0.008140f, 0.007483f, 0.006873f, 0.006307f, 0.005782f, 0.005296f, 0.004847f,
51
    0.004432f, 0.000000f
52
    };
53
  private static final int NUM_GAUSSIAN = GAUSSIAN.length-2;
34 54

  
35
  public static void enable()
36
    {
55
  // 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,...
56
  // i.e. k(i)=floor((i+3)/2).  (the 'i' in k(i) means 'blur taking into account the present pixel and 'i' pixels
57
  // in all 4 directions)
58
  // We need room for MAX_BLUR of them, and sum(i=0...N, floor((i+3)/2)) = N + floor(N*N/4)
59
  private static float[] weightsCache = new float[MAX_HALO + MAX_HALO*MAX_HALO/4];
60
  private static float[] offsetsCache = new float[MAX_HALO + MAX_HALO*MAX_HALO/4];
61
  private static float[] mWeights = new float[MAX_HALO];
62
  private static float[] mOffsets = new float[MAX_HALO];
37 63

  
38
    }
64
  private static DistortedProgram mProgram1, mProgram2;
65
  private static int mIndex1, mIndex2;
39 66

  
40 67
///////////////////////////////////////////////////////////////////////////////////////////////////
68

  
41 69
/**
42 70
 * Make the object glow with a specific color and a halo of specific radius.
43 71
 *
......
64 92

  
65 93
  public int apply(float[] uniforms, int index, float qualityScale, DistortedFramebuffer buffer)
66 94
    {
67
    return 0;
95
    if( mProgram1 ==null)
96
      {
97
      mProgram1 = mPrograms.get(mIndex1);
98
      mProgram2 = mPrograms.get(mIndex2);
99
      }
100

  
101
    buffer.setAsOutput();
102

  
103
    float w1  = buffer.getWidth();
104
    float h1  = buffer.getHeight();
105
    float near= 1.0f - buffer.getNear();
106

  
107
    int radius = (int)(uniforms[index]*qualityScale);
108
    if( radius>=MAX_HALO ) radius = MAX_HALO-1;
109
    computeGaussianKernel(radius);
110

  
111
    int offset = radius + radius*radius/4;
112
    radius = (radius+1)/2;
113
    GLES30.glViewport(0, 0, (int)w1, (int)h1);
114

  
115
    // horizontal blur
116
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h1;
117

  
118
    mProgram1.useProgram();
119
    buffer.bindForOutput(1);
120
    buffer.setAsInput(0);
121

  
122
    GLES30.glUniform1f ( mProgram1.mUniform[0] , near);
123
    GLES30.glUniform1i ( mProgram1.mUniform[1] , 0 );
124
    GLES30.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
125
    GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
126
    GLES30.glUniform1i ( mProgram1.mUniform[4] , radius);
127

  
128
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
129
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
130

  
131
    DistortedRenderState.useStencilMark();
132
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
133
    DistortedRenderState.unuseStencilMark();
134
    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
135
    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
136

  
137
    // vertical blur
138
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w1;
139

  
140
    mProgram2.useProgram();
141
    buffer.bindForOutput(0);
142
    buffer.setAsInput(1);
143

  
144
    GLES30.glColorMask(true,true,true,true);
145
    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
146
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
147

  
148
    GLES30.glUniform1f ( mProgram2.mUniform[0] , near);
149
    GLES30.glUniform1i ( mProgram2.mUniform[1] , 0 );
150
    GLES30.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
151
    GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
152
    GLES30.glUniform1i ( mProgram2.mUniform[4] , radius);
153

  
154
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
155
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
156

  
157
    DistortedRenderState.useStencilMark();
158
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
159
    DistortedRenderState.unuseStencilMark();
160
    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
161
    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
162

  
163
    return 2;
164
    }
165

  
166
///////////////////////////////////////////////////////////////////////////////////////////////////
167

  
168
  public static void enable()
169
    {
170
    final String glowVertex =
171

  
172
      "#version 300 es        \n"+
173
      "precision lowp float;  \n"+
174
      "in vec2 a_Position;    \n"+
175
      "in vec2 a_TexCoord;    \n"+
176
      "out vec2 v_TexCoord;   \n"+
177
      "uniform float u_Depth; \n"+
178

  
179
      "void main()                                      \n"+
180
      "  {                                              \n"+
181
      "  v_TexCoord = a_TexCoord;                       \n"+
182
      "  gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+
183
      "  }";
184

  
185
    final String glowFragment1 =
186

  
187
      "#version 300 es                    \n"+
188
      "#define MAX_BLUR "+MAX_HALO+      "\n"+
189
      "precision lowp float;              \n"+
190
      "in vec2 v_TexCoord;                \n"+
191
      "out vec4 fragColor;                \n"+
192
      "uniform sampler2D u_ColorTexture;  \n"+
193
      "uniform float u_Offsets[MAX_BLUR]; \n"+
194
      "uniform float u_Weights[MAX_BLUR]; \n"+
195
      "uniform int u_Radius;              \n"+
196

  
197
      "void main()                                                                                           \n"+
198
      "  {                                                                                                   \n"+
199
      "  vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0];                                      \n"+
200
      "  for (int i=1; i<=u_Radius; i+=1)                                                                    \n"+
201
      "    {                                                                                                 \n"+
202
      "    pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) +                 \n"+
203
      "               texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+
204
      "    }                                                                                                 \n"+
205
      "  fragColor = pixel;                                                                                  \n"+
206
      "  }";
207

  
208
    final String glowFragment2 =
209

  
210
      "#version 300 es                    \n"+
211
      "#define MAX_BLUR "+MAX_HALO+      "\n"+
212
      "precision lowp float;              \n"+
213
      "in vec2 v_TexCoord;                \n"+
214
      "out vec4 fragColor;                \n"+
215
      "uniform sampler2D u_ColorTexture;  \n"+
216
      "uniform float u_Offsets[MAX_BLUR]; \n"+
217
      "uniform float u_Weights[MAX_BLUR]; \n"+
218
      "uniform int u_Radius;              \n"+
219

  
220
      "void main()                                                                                           \n"+
221
      "  {                                                                                                   \n"+
222
      "  vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0];                                      \n"+
223
      "  for (int i=1; i<=u_Radius; i+=1)                                                                    \n"+
224
      "    {                                                                                                 \n"+
225
      "    pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) +                 \n"+
226
      "               texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+
227
      "    }                                                                                                 \n"+
228
      "  fragColor = pixel;                                                                                  \n"+
229
      "  }";
230

  
231
    mIndex1 = PostprocessEffect.register("BLUR1", glowVertex,glowFragment1);
232
    mIndex2 = PostprocessEffect.register("BLUR2", glowVertex,glowFragment2);
233
    }
234

  
235
///////////////////////////////////////////////////////////////////////////////////////////////////
236
// This implements the 'Better separable implementation using GPU fixed function sampling' from
237
// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
238

  
239
  private void computeGaussianKernel(int radius)
240
    {
241
    int offset = radius + radius*radius/4;
242

  
243
    if( weightsCache[offset]==0.0f )
244
      {
245
      float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3);
246
      mWeights[0] = GAUSSIAN[0];
247
      float sum   = GAUSSIAN[0];
248
      int j;
249

  
250
      for(int i=1; i<=radius; i++)
251
        {
252
        x += P;
253
        j = (int)x;
254
        z = x-j;
255

  
256
        mWeights[i] = (1-z)*GAUSSIAN[j] + z*GAUSSIAN[j+1];
257
        sum += 2*mWeights[i];
258
        }
259

  
260
      for(int i=0; i<=radius; i++) mWeights[i] /= sum;
261

  
262
      int numloops = radius/2;
263
      weightsCache[offset] = mWeights[0];
264
      offsetsCache[offset] = 0.0f;
265

  
266
      for(int i=0; i<numloops; i++)
267
        {
268
        offsetsCache[offset+i+1] = mWeights[2*i+1]*(2*i+1) + mWeights[2*i+2]*(2*i+2);
269
        weightsCache[offset+i+1] = mWeights[2*i+1] + mWeights[2*i+2];
270
        offsetsCache[offset+i+1]/= weightsCache[offset+i+1];
271
        }
272

  
273
      if( radius%2 == 1 )
274
        {
275
        int index = offset + radius/2 +1;
276
        offsetsCache[index]=radius;
277
        weightsCache[index]=mWeights[radius];
278
        }
279
      }
68 280
    }
69 281
  }
src/main/java/org/distorted/library/main/DistortedEffects.java
247 247

  
248 248
///////////////////////////////////////////////////////////////////////////////////////////////////
249 249

  
250
  int postprocess(long time, DistortedOutputSurface surface)
250
  int postprocess(DistortedOutputSurface surface)
251 251
    {
252
    return mP.postprocess(time,surface);
252
    return mP.postprocess(surface);
253 253
    }
254 254

  
255 255
///////////////////////////////////////////////////////////////////////////////////////////////////
......
341 341
    mM.compute(currTime);
342 342
    mV.compute(currTime,halfW,halfH,halfZ);
343 343
    mF.compute(currTime,halfW,halfH);
344
    mP.compute(currTime);
344 345

  
345 346
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
346 347

  
src/main/java/org/distorted/library/main/DistortedOutputSurface.java
278 278
              numRenders += child2.markStencilAndDepth(time,mBuffer[quality],lastEffects);
279 279
              }
280 280

  
281
            numRenders += lastEffects.postprocess(time, this);
281
            numRenders += lastEffects.postprocess(this);
282 282
            numRenders += blitWithDepth(time, mBuffer[quality]);
283 283
            }
284 284

  
......
296 296
            numRenders += child2.markStencilAndDepth(time,mBuffer[quality],currEffects);
297 297
            }
298 298

  
299
          numRenders += currEffects.postprocess(time,this);
299
          numRenders += currEffects.postprocess(this);
300 300
          numRenders += blitWithDepth(time,mBuffer[quality]);
301 301
          }
302 302
        }
src/main/java/org/distorted/library/main/EffectQueue.java
103 103

  
104 104
///////////////////////////////////////////////////////////////////////////////////////////////////
105 105

  
106
  private void regenerateID()
106
  void regenerateIDandSort()
107 107
    {
108 108
    if( mNumEffects>0 )
109 109
      {
......
125 125
      {
126 126
      mID = 0;
127 127
      }
128

  
129
    int numNodes = (mNodes==null ? 0: mNodes.size());
130
    for(int i=0; i<numNodes; i++) mNodes.get(i).sort();
131

  
128 132
/*
129 133
    if( mIndex == EffectType.MATRIX.ordinal() )
130 134
      android.util.Log.d("queue", "queueM id="+mID);
......
386 390
        }
387 391
      }
388 392

  
389
    if( num>0 && mIndex==EffectType.POSTPROCESS.ordinal() )
390
      {
391
      regenerateID();
392
      int numNodes = (mNodes==null ? 0: mNodes.size());
393
      for(int i=0; i<numNodes; i++) mNodes.get(i).sort();
394
      }
393
    if( num>0 && mIndex==EffectType.POSTPROCESS.ordinal() ) regenerateIDandSort();
395 394
    }
396 395
  }
src/main/java/org/distorted/library/main/EffectQueuePostprocess.java
46 46

  
47 47
///////////////////////////////////////////////////////////////////////////////////////////////////
48 48

  
49
  private void compute(long currTime)
49
  void compute(long currTime)
50 50
    {
51 51
    if( currTime==mTime ) return;
52 52
    if( mTime==0 ) mTime = currTime;
......
68 68
          {
69 69
          remove(i--);
70 70
          mNumEffectsToBe--;
71
          regenerateIDandSort();
71 72
          continue;
72 73
          }
73 74
        }
......
88 89

  
89 90
///////////////////////////////////////////////////////////////////////////////////////////////////
90 91

  
91
  int postprocess(long time, DistortedOutputSurface surface)
92
  int postprocess(DistortedOutputSurface surface)
92 93
    {
93 94
    int numRenders = 0;
94 95

  
95
    if( mNumEffects>0 )
96
    for(int i=0; i<mNumEffects; i++)
96 97
      {
97
      compute(time);
98

  
99
      for(int i=0; i<mNumEffects; i++)
100
        {
101
        numRenders += ((PostprocessEffect)mEffects[i]).apply(mUniforms,NUM_UNIFORMS*i,mQualityScale,surface.mBuffer[mQualityLevel]);
102
        }
98
      numRenders += ((PostprocessEffect)mEffects[i]).apply(mUniforms,NUM_UNIFORMS*i,mQualityScale,surface.mBuffer[mQualityLevel]);
103 99
      }
104 100

  
105 101
    return numRenders;

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