Revision 12f45260
Added by Leszek Koltunski over 6 years ago
src/main/java/org/distorted/library/main/DistortedEffects.java | ||
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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 mCountIndexH; |
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/// BLIT PROGRAM /// |
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private static DistortedProgram mBlitProgram; |
... | ... | |
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EffectQueueVertex.getUniforms(mainProgramH); |
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EffectQueueMatrix.getUniforms(mainProgramH); |
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mMainTextureH= GLES31.glGetUniformLocation( mainProgramH, "u_Texture"); |
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mCountIndexH = GLES31.glGetUniformLocation( mainProgramH, "u_currentIndex"); |
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// BLIT PROGRAM //////////////////////////////////// |
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final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader); |
... | ... | |
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mMainProgram.useProgram(); |
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GLES31.glUniform1i(mMainTextureH, 0); |
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GLES31.glUniform1i(mCountIndexH, surface.resetNewCounter() ); |
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android.util.Log.d("surface", "SurfaceID "+ surface.getID()+" transparent fragments: "+ surface.returnCounter() ); |
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if( Distorted.GLSL >= 300 ) |
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{ |
src/main/java/org/distorted/library/main/DistortedFramebuffer.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Must be called from a thread holding OpenGL Context |
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void create() |
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void createSurface()
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{ |
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if( mColorCreated==NOT_CREATED_YET ) |
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{ |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Must be called from a thread holding OpenGL Context |
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void delete() |
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void deleteSurface()
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{ |
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if( mColorH[0]>0 ) |
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{ |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// called from onDestroy(); mark OpenGL assets as 'not created' |
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void recreate() |
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void recreateSurface()
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{ |
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if( mColorCreated!=DONT_CREATE ) |
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{ |
src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
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import org.distorted.library.effect.EffectQuality; |
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import java.nio.ByteBuffer; |
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import java.nio.ByteOrder; |
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import java.util.ArrayList; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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private int mDebugLevel; |
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//////////////////////////////////////////////////////////////////////////////// |
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// section dealing with Shader Storage Buffer Object (for counting transparency) |
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private static final int BUFFERING = 3; |
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private static int mBufferSize =10; |
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private static DistortedObjectCounter mSurfaceCounter = new DistortedObjectCounter(); |
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private static int[] mSSBO = new int[1]; |
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private static ByteBuffer mSSBOBuffer; |
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static |
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{ |
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mSSBO[0] = -1; |
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mSSBOBuffer = ByteBuffer.allocateDirect(BUFFERING*mBufferSize*4).order(ByteOrder.nativeOrder()); |
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} |
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private int mSurfaceID; |
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private int mLastIndex; |
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// end section |
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//////////////////////////////////////////////////////////////////////////////// |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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abstract void prepareDebug(long time); |
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abstract void renderDebug(long time); |
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abstract void createSurface(); |
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abstract void deleteSurface(); |
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abstract void recreateSurface(); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
... | ... | |
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createProjection(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Must be called from a thread holding OpenGL Context |
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void create() |
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{ |
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if( mSSBO[0]<0 ) |
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{ |
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GLES31.glGenBuffers(1,mSSBO,0); |
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// here bind the new SSBO and map it |
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GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]); |
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GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, BUFFERING*mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ); |
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mSSBOBuffer = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, BUFFERING*mBufferSize*4, GLES31.GL_MAP_WRITE_BIT | GLES31.GL_MAP_WRITE_BIT ); |
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GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,1, mSSBO[0]); |
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} |
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mSurfaceID = mSurfaceCounter.returnNext(); |
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if( mSurfaceID>=mBufferSize ) |
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{ |
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// increase the size of mSSBOBuffer, copy over old values, remap. |
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// TODO (don't need this if there are never more than mBufferSize=10 Surfaces) |
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} |
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createSurface(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Must be called from a thread holding OpenGL Context |
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void delete() |
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{ |
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mSurfaceCounter.release(mSurfaceID); |
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deleteSurface(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void recreate() |
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{ |
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mSSBO[0] = -1; |
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mSurfaceCounter.releaseAll(); |
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recreateSurface(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int resetNewCounter() |
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{ |
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//mSSBOBuffer.putInt(BUFFERING*mSurfaceID+mLastIndex,0); |
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return BUFFERING*mSurfaceID + mLastIndex; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int returnOldCounter() |
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{ |
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int ret = mSSBOBuffer.getInt(BUFFERING*mSurfaceID+mLastIndex); |
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mLastIndex++; |
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if( mLastIndex>=BUFFERING ) mLastIndex-=BUFFERING; |
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return ret; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int returnCounter() |
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{ |
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return mSSBOBuffer.getInt(0); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void createProjection() |
src/main/java/org/distorted/library/main/DistortedScreen.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// here we don't manage underlying OpenGL assets ourselves |
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void create() {} |
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void delete() {} |
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void recreate() {} |
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void createSurface() {}
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void deleteSurface() {}
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void recreateSurface() {}
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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src/main/res/raw/main_fragment_shader.glsl | ||
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// next describes the Region, i.e. area over which the effect is active. |
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#endif // NUM_FRAGMENT>0 |
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layout (std140,binding=1) buffer SSBO // PER-SURFACE count of transparent fragments. |
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{ // Can be buffered, i.e. if we are for example |
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int count[]; // triple-buffered, then surfaceID=N uses 3 |
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}; // consecutive counts (N,N+1,N+2) during 3 |
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// consecutive frames. |
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uniform int u_currentIndex; // Index into the count[] array we are supposed to be using |
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// during this very invocation. |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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void main() |
... | ... | |
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} |
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#endif |
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count[0]=17; |
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FRAG_COLOR = vec4(color.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, color.a); |
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} |
Also available in: Unified diff
First try at the SSBO (doesn't work - reads in the application don't pick up changes in the shader; crashes.