Revision 33f59f22
Added by Leszek Koltunski over 7 years ago
| src/main/java/org/distorted/library/main/DistortedEffects.java | ||
|---|---|---|
| 68 | 68 |
mQuadPositions.put(positionData).position(0); |
| 69 | 69 |
} |
| 70 | 70 |
|
| 71 |
/// OIT SSBO BUFFER /// |
|
| 72 |
private static int[] mLinkedListSSBO = new int[1]; |
|
| 73 |
private static int[] mAtomicCounter = new int[1]; |
|
| 74 |
|
|
| 75 |
static |
|
| 76 |
{
|
|
| 77 |
mLinkedListSSBO[0]= -1; |
|
| 78 |
mAtomicCounter[0] = -1; |
|
| 79 |
} |
|
| 80 |
|
|
| 81 |
private static int mBufferSize=(0x1<<23); // 8 million entries |
|
| 82 |
|
|
| 71 | 83 |
/// OIT CLEAR PROGRAM /// |
| 72 | 84 |
private static DistortedProgram mOITClearProgram; |
| 73 | 85 |
private static int mOITClearDepthH; |
| ... | ... | |
| 83 | 95 |
private static int mOITBuildSizeH; |
| 84 | 96 |
private static int mOITBuildNumRecordsH; |
| 85 | 97 |
|
| 86 |
private static int[] mLinkedListSSBO = new int[1]; |
|
| 87 |
private static int[] mAtomicCounter = new int[1]; |
|
| 88 |
|
|
| 89 |
static |
|
| 90 |
{
|
|
| 91 |
mLinkedListSSBO[0]= -1; |
|
| 92 |
mAtomicCounter[0] = -1; |
|
| 93 |
} |
|
| 94 |
|
|
| 95 |
private static int mBufferSize=(0x1<<23); // 8 million entries |
|
| 98 |
/// OIT COLLAPSE PROGRAM /// |
|
| 99 |
private static DistortedProgram mOITCollapseProgram; |
|
| 100 |
private static int mOITCollapseDepthTextureH; |
|
| 101 |
private static int mOITCollapseDepthH; |
|
| 102 |
private static int mOITCollapseTexCorrH; |
|
| 103 |
private static int mOITCollapseSizeH; |
|
| 96 | 104 |
|
| 97 | 105 |
/// OIT RENDER PROGRAM /// |
| 98 | 106 |
private static DistortedProgram mOITRenderProgram; |
| 99 |
private static int mOITRenderTextureH; |
|
| 100 |
private static int mOITRenderDepthTextureH; |
|
| 101 | 107 |
private static int mOITRenderDepthH; |
| 102 | 108 |
private static int mOITRenderTexCorrH; |
| 103 | 109 |
private static int mOITRenderSizeH; |
| ... | ... | |
| 235 | 241 |
GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0); |
| 236 | 242 |
} |
| 237 | 243 |
|
| 238 |
// BLIT DEPTH RENDER PROGRAM /////////////////////////// |
|
| 244 |
// OIT COLLAPSE PROGRAM /////////////////////////// |
|
| 245 |
final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader); |
|
| 246 |
final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader); |
|
| 247 |
|
|
| 248 |
try |
|
| 249 |
{
|
|
| 250 |
mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL); |
|
| 251 |
} |
|
| 252 |
catch(Exception e) |
|
| 253 |
{
|
|
| 254 |
Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
|
|
| 255 |
throw new RuntimeException(e.getMessage()); |
|
| 256 |
} |
|
| 257 |
|
|
| 258 |
int oitCollapseProgramH = mOITCollapseProgram.getProgramHandle(); |
|
| 259 |
mOITCollapseDepthTextureH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture"); |
|
| 260 |
mOITCollapseDepthH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Depth"); |
|
| 261 |
mOITCollapseTexCorrH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr"); |
|
| 262 |
mOITCollapseSizeH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Size"); |
|
| 263 |
|
|
| 264 |
// OIT RENDER PROGRAM /////////////////////////// |
|
| 239 | 265 |
final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader); |
| 240 | 266 |
final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader); |
| 241 | 267 |
|
| ... | ... | |
| 250 | 276 |
} |
| 251 | 277 |
|
| 252 | 278 |
int oitRenderProgramH = mOITRenderProgram.getProgramHandle(); |
| 253 |
mOITRenderTextureH = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Texture"); |
|
| 254 |
mOITRenderDepthTextureH = GLES31.glGetUniformLocation( oitRenderProgramH, "u_DepthTexture"); |
|
| 255 | 279 |
mOITRenderDepthH = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Depth"); |
| 256 | 280 |
mOITRenderTexCorrH = GLES31.glGetUniformLocation( oitRenderProgramH, "u_TexCorr"); |
| 257 | 281 |
mOITRenderSizeH = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Size"); |
| ... | ... | |
| 470 | 494 |
} |
| 471 | 495 |
|
| 472 | 496 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 473 |
// Pass3 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists. |
|
| 497 |
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list. |
|
| 498 |
|
|
| 499 |
static void oitCollapse(DistortedOutputSurface surface, float corrW, float corrH) |
|
| 500 |
{
|
|
| 501 |
mOITCollapseProgram.useProgram(); |
|
| 502 |
|
|
| 503 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
|
| 504 |
GLES31.glUniform1i(mOITCollapseDepthTextureH, 1); |
|
| 505 |
GLES31.glUniform2f(mOITCollapseTexCorrH, corrW, corrH ); |
|
| 506 |
GLES31.glUniform2f(mOITCollapseSizeH, surface.mWidth, surface.mHeight); |
|
| 507 |
GLES31.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear); |
|
| 508 |
GLES31.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
|
| 509 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
|
| 510 |
} |
|
| 511 |
|
|
| 512 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 513 |
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists. |
|
| 474 | 514 |
|
| 475 | 515 |
static void oitRender(DistortedOutputSurface surface, float corrW, float corrH) |
| 476 | 516 |
{
|
| 477 | 517 |
mOITRenderProgram.useProgram(); |
| 478 | 518 |
|
| 479 |
//analyzeBuffer(surface.mWidth, surface.mHeight); |
|
| 480 |
|
|
| 481 | 519 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
| 482 |
GLES31.glUniform1i(mOITRenderTextureH, 0); |
|
| 483 |
GLES31.glUniform1i(mOITRenderDepthTextureH, 1); |
|
| 484 | 520 |
GLES31.glUniform2f(mOITRenderTexCorrH, corrW, corrH ); |
| 485 | 521 |
GLES31.glUniform2f(mOITRenderSizeH, surface.mWidth, surface.mHeight); |
| 486 | 522 |
GLES31.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear); |
| src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
|---|---|---|
| 71 | 71 |
|
| 72 | 72 |
// Global buffers used for postprocessing. |
| 73 | 73 |
private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH]; |
| 74 |
private static DistortedOutputSurface mBufferOIT; |
|
| 75 | 74 |
|
| 76 | 75 |
private long mTime; |
| 77 | 76 |
private float mFOV; |
| ... | ... | |
| 211 | 210 |
{
|
| 212 | 211 |
mBuffer[j] = null; |
| 213 | 212 |
} |
| 214 |
|
|
| 215 |
mBufferOIT = null; |
|
| 216 | 213 |
} |
| 217 | 214 |
|
| 218 | 215 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 259 | 256 |
|
| 260 | 257 |
private static void oitClear(DistortedOutputSurface buffer) |
| 261 | 258 |
{
|
| 262 |
if( mBufferOIT==null ) |
|
| 263 |
{
|
|
| 264 |
mBufferOIT = new DistortedFramebuffer(1, BOTH_DEPTH_STENCIL, TYPE_SYST, buffer.mWidth, buffer.mHeight); |
|
| 265 |
mBufferOIT.mMipmap = 1.0f; |
|
| 266 |
mBufferOIT.mNear = buffer.mNear; // copy mNear as well (for blitting- see PostprocessEffect.apply() ) |
|
| 267 |
mBufferOIT.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); |
|
| 268 |
|
|
| 269 |
DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now. |
|
| 270 |
} |
|
| 271 |
|
|
| 272 |
if( mBufferOIT.mWidth != buffer.mWidth || mBufferOIT.mHeight != buffer.mHeight ) |
|
| 273 |
{
|
|
| 274 |
mBufferOIT.mWidth = (int)(buffer.mWidth *mBufferOIT.mMipmap); |
|
| 275 |
mBufferOIT.mHeight = (int)(buffer.mHeight*mBufferOIT.mMipmap); |
|
| 276 |
|
|
| 277 |
mBufferOIT.mNear = buffer.mNear; // Near plane is independent of the mipmap level |
|
| 278 |
|
|
| 279 |
//android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
|
|
| 280 |
|
|
| 281 |
mBufferOIT.createProjection(); |
|
| 282 |
|
|
| 283 |
int maxw = mBufferOIT.mWidth > mBufferOIT.mRealWidth ? mBufferOIT.mWidth : mBufferOIT.mRealWidth; |
|
| 284 |
int maxh = mBufferOIT.mHeight > mBufferOIT.mRealHeight ? mBufferOIT.mHeight : mBufferOIT.mRealHeight; |
|
| 285 |
|
|
| 286 |
if (maxw > mBufferOIT.mRealWidth || maxh > mBufferOIT.mRealHeight) |
|
| 287 |
{
|
|
| 288 |
mBufferOIT.mRealWidth = maxw; |
|
| 289 |
mBufferOIT.mRealHeight = maxh; |
|
| 290 |
|
|
| 291 |
mBufferOIT.recreate(); |
|
| 292 |
mBufferOIT.create(); |
|
| 293 |
} |
|
| 294 |
} |
|
| 295 |
|
|
| 296 |
if( mBufferOIT.mNear != buffer.mNear || mBufferOIT.mFOV != buffer.mFOV ) |
|
| 297 |
{
|
|
| 298 |
mBufferOIT.mNear = buffer.mNear; |
|
| 299 |
mBufferOIT.mFOV = buffer.mFOV; |
|
| 300 |
mBufferOIT.createProjection(); |
|
| 301 |
} |
|
| 302 |
|
|
| 303 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]); |
|
| 304 |
DistortedRenderState.colorDepthStencilOn(); |
|
| 305 |
GLES31.glClearColor(buffer.mClearR, buffer.mClearG, buffer.mClearB, buffer.mClearA); |
|
| 306 |
GLES31.glClearDepthf(buffer.mClearDepth); |
|
| 307 |
GLES31.glClearStencil(buffer.mClearStencil); |
|
| 308 |
GLES31.glClear(buffer.mClear); |
|
| 309 |
DistortedRenderState.colorDepthStencilRestore(); |
|
| 310 |
|
|
| 311 | 259 |
DistortedEffects.zeroOutAtomic(); |
| 312 | 260 |
DistortedEffects.oitClear(buffer); |
| 313 |
|
|
| 314 | 261 |
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT); |
| 315 | 262 |
} |
| 316 | 263 |
|
| ... | ... | |
| 344 | 291 |
} |
| 345 | 292 |
|
| 346 | 293 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 294 |
// two phases: 1. collapse the SSBO 2. blend the ssbo's color |
|
| 347 | 295 |
|
| 348 | 296 |
private int oitRender(long currTime, DistortedOutputSurface buffer) |
| 349 | 297 |
{
|
| 350 |
if( buffer==this ) |
|
| 351 |
{
|
|
| 352 |
android.util.Log.e("surface", "feedback loop in oitRender!");
|
|
| 353 |
return 0; |
|
| 354 |
} |
|
| 298 |
float corrW = buffer.getWidthCorrection(); |
|
| 299 |
float corrH = buffer.getHeightCorrection(); |
|
| 355 | 300 |
|
| 356 | 301 |
GLES31.glViewport(0, 0, mWidth, mHeight); |
| 357 | 302 |
setAsOutput(currTime); |
| 358 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE0); |
|
| 359 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]); |
|
| 360 | 303 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE1); |
| 361 | 304 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]); |
| 362 | 305 |
|
| 363 |
DistortedRenderState.disableStencil(); |
|
| 364 |
DistortedEffects.oitRender(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() ); |
|
| 365 |
DistortedRenderState.restoreStencil(); |
|
| 306 |
DistortedRenderState.switchOffColorDepthStencil(); |
|
| 307 |
DistortedEffects.oitCollapse(this, corrW, corrH ); |
|
| 366 | 308 |
|
| 367 | 309 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE1); |
| 368 | 310 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0); |
| 369 | 311 |
|
| 312 |
DistortedRenderState.switchColorDepthOnStencilOff(); |
|
| 313 |
DistortedEffects.oitRender(this, corrW, corrH); |
|
| 314 |
DistortedRenderState.restoreColorDepthStencil(); |
|
| 315 |
|
|
| 370 | 316 |
return 1; |
| 371 | 317 |
} |
| 372 | 318 |
|
| ... | ... | |
| 414 | 360 |
int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0; |
| 415 | 361 |
DistortedNode child1, child2; |
| 416 | 362 |
EffectQueuePostprocess lastQueue=null, currQueue; |
| 417 |
long lastBucket=0, currBucket=0;
|
|
| 363 |
long lastBucket=0, currBucket; |
|
| 418 | 364 |
|
| 419 | 365 |
oitClear(this); |
| 420 | 366 |
|
| ... | ... | |
| 426 | 372 |
|
| 427 | 373 |
if( currBucket==0 ) |
| 428 | 374 |
{
|
| 429 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
|
|
| 430 |
numRenders += child1.draw(time, mBufferOIT);
|
|
| 375 |
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]); |
|
| 376 |
numRenders += child1.draw(time, this);
|
|
| 431 | 377 |
|
| 432 | 378 |
//setAsOutput(time); |
| 433 | 379 |
//numRenders += child1.draw(time,this); |
| ... | ... | |
| 451 | 397 |
} |
| 452 | 398 |
|
| 453 | 399 |
numRenders += lastQueue.postprocess(mBuffer); |
| 454 |
numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
|
|
| 400 |
numRenders += oitBuild(mBuffer[quality]); |
|
| 455 | 401 |
clearBuffer(mBuffer[quality]); |
| 456 | 402 |
} |
| 457 | 403 |
|
| ... | ... | |
| 472 | 418 |
} |
| 473 | 419 |
|
| 474 | 420 |
numRenders += currQueue.postprocess(mBuffer); |
| 475 |
numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
|
|
| 421 |
numRenders += oitBuild(mBuffer[quality]); |
|
| 476 | 422 |
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT); |
| 477 |
numRenders += oitRender(time,mBufferOIT); // merge the OIT linked list
|
|
| 423 |
numRenders += oitRender(time,this); // merge the OIT linked list
|
|
| 478 | 424 |
clearBuffer(mBuffer[quality]); |
| 479 | 425 |
} |
| 480 | 426 |
} // end else (postprocessed child) |
| ... | ... | |
| 483 | 429 |
lastBucket= currBucket; |
| 484 | 430 |
} // end main for loop |
| 485 | 431 |
|
| 486 |
if( currBucket==0 ) // there was no postprocessing - we need to merge the main buffer |
|
| 487 |
{
|
|
| 488 |
numRenders += oitRender(time,mBufferOIT); |
|
| 489 |
} |
|
| 490 |
|
|
| 491 | 432 |
return numRenders; |
| 492 | 433 |
} |
| 493 | 434 |
|
| src/main/java/org/distorted/library/main/DistortedRenderState.java | ||
|---|---|---|
| 231 | 231 |
GLES31.glDisable(GLES31.GL_SCISSOR_TEST); |
| 232 | 232 |
} |
| 233 | 233 |
|
| 234 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 235 |
|
|
| 236 |
static void switchOffColorDepthStencil() |
|
| 237 |
{
|
|
| 238 |
sState.stencilTest = cState.stencilTest; |
|
| 239 |
|
|
| 240 |
if( cState.stencilTest!=0 ) |
|
| 241 |
{
|
|
| 242 |
cState.stencilTest = 0; |
|
| 243 |
//android.util.Log.d("State", "stencil test off");
|
|
| 244 |
GLES31.glDisable(GLES31.GL_STENCIL_TEST); |
|
| 245 |
} |
|
| 246 |
|
|
| 247 |
sState.depthTest = cState.depthTest; |
|
| 248 |
|
|
| 249 |
if( cState.depthTest!=0 ) |
|
| 250 |
{
|
|
| 251 |
cState.depthTest = 0; |
|
| 252 |
//android.util.Log.d("State", "depth test off");
|
|
| 253 |
GLES31.glDisable(GLES31.GL_DEPTH_TEST); |
|
| 254 |
} |
|
| 255 |
|
|
| 256 |
sState.colorMaskR = cState.colorMaskR; |
|
| 257 |
sState.colorMaskG = cState.colorMaskG; |
|
| 258 |
sState.colorMaskB = cState.colorMaskB; |
|
| 259 |
sState.colorMaskA = cState.colorMaskA; |
|
| 260 |
|
|
| 261 |
if( cState.colorMaskR!=0 || cState.colorMaskG!=0 || cState.colorMaskB!=0 || cState.colorMaskA!=0 ) |
|
| 262 |
{
|
|
| 263 |
cState.colorMaskR = 0; |
|
| 264 |
cState.colorMaskG = 0; |
|
| 265 |
cState.colorMaskB = 0; |
|
| 266 |
cState.colorMaskA = 0; |
|
| 267 |
//android.util.Log.d("State", "switch off color writing");
|
|
| 268 |
GLES31.glColorMask(false,false,false,false); |
|
| 269 |
} |
|
| 270 |
|
|
| 271 |
sState.depthMask = cState.depthMask; |
|
| 272 |
|
|
| 273 |
if( cState.depthMask!=0 ) |
|
| 274 |
{
|
|
| 275 |
cState.depthMask = 0; |
|
| 276 |
//android.util.Log.d("State", "switch off depth writing");
|
|
| 277 |
GLES31.glDepthMask(false); |
|
| 278 |
} |
|
| 279 |
|
|
| 280 |
sState.stencilMask = cState.stencilMask; |
|
| 281 |
|
|
| 282 |
if( cState.stencilMask!= 0x00 ) |
|
| 283 |
{
|
|
| 284 |
cState.stencilMask = 0x00; |
|
| 285 |
//android.util.Log.d("State", "stencil mask off");
|
|
| 286 |
GLES31.glStencilMask(cState.stencilMask); |
|
| 287 |
} |
|
| 288 |
} |
|
| 289 |
|
|
| 290 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 291 |
|
|
| 292 |
static void switchColorDepthOnStencilOff() |
|
| 293 |
{
|
|
| 294 |
sState.stencilTest = cState.stencilTest; |
|
| 295 |
|
|
| 296 |
if( cState.stencilTest!=0 ) |
|
| 297 |
{
|
|
| 298 |
cState.stencilTest = 0; |
|
| 299 |
//android.util.Log.d("State", "stencil test off");
|
|
| 300 |
GLES31.glDisable(GLES31.GL_STENCIL_TEST); |
|
| 301 |
} |
|
| 302 |
|
|
| 303 |
sState.depthTest = cState.depthTest; |
|
| 304 |
|
|
| 305 |
if( cState.depthTest!=0 ) |
|
| 306 |
{
|
|
| 307 |
cState.depthTest = 0; |
|
| 308 |
//android.util.Log.d("State", "depth test off");
|
|
| 309 |
GLES31.glDisable(GLES31.GL_DEPTH_TEST); |
|
| 310 |
} |
|
| 311 |
|
|
| 312 |
sState.colorMaskR = cState.colorMaskR; |
|
| 313 |
sState.colorMaskG = cState.colorMaskG; |
|
| 314 |
sState.colorMaskB = cState.colorMaskB; |
|
| 315 |
sState.colorMaskA = cState.colorMaskA; |
|
| 316 |
|
|
| 317 |
if( cState.colorMaskR!=1 || cState.colorMaskG!=1 || cState.colorMaskB!=1 || cState.colorMaskA!=1 ) |
|
| 318 |
{
|
|
| 319 |
cState.colorMaskR = 1; |
|
| 320 |
cState.colorMaskG = 1; |
|
| 321 |
cState.colorMaskB = 1; |
|
| 322 |
cState.colorMaskA = 1; |
|
| 323 |
//android.util.Log.d("State", "switch on color writing");
|
|
| 324 |
GLES31.glColorMask(true,true,true,true); |
|
| 325 |
} |
|
| 326 |
|
|
| 327 |
sState.depthMask = cState.depthMask; |
|
| 328 |
|
|
| 329 |
if( cState.depthMask!=1 ) |
|
| 330 |
{
|
|
| 331 |
cState.depthMask = 1; |
|
| 332 |
//android.util.Log.d("State", "switch on depth writing");
|
|
| 333 |
GLES31.glDepthMask(true); |
|
| 334 |
} |
|
| 335 |
|
|
| 336 |
sState.stencilMask = cState.stencilMask; |
|
| 337 |
|
|
| 338 |
if( cState.stencilMask!= 0x00 ) |
|
| 339 |
{
|
|
| 340 |
cState.stencilMask = 0x00; |
|
| 341 |
//android.util.Log.d("State", "stencil mask off");
|
|
| 342 |
GLES31.glStencilMask(cState.stencilMask); |
|
| 343 |
} |
|
| 344 |
} |
|
| 345 |
|
|
| 346 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 347 |
|
|
| 348 |
static void restoreColorDepthStencil() |
|
| 349 |
{
|
|
| 350 |
if( sState.stencilTest!=cState.stencilTest ) |
|
| 351 |
{
|
|
| 352 |
cState.stencilTest = sState.stencilTest; |
|
| 353 |
|
|
| 354 |
if (cState.stencilTest == 0) |
|
| 355 |
{
|
|
| 356 |
GLES31.glDisable(GLES31.GL_STENCIL_TEST); |
|
| 357 |
} |
|
| 358 |
else |
|
| 359 |
{
|
|
| 360 |
GLES31.glEnable(GLES31.GL_STENCIL_TEST); |
|
| 361 |
} |
|
| 362 |
} |
|
| 363 |
if( sState.depthTest!=cState.depthTest ) |
|
| 364 |
{
|
|
| 365 |
cState.depthTest = sState.depthTest; |
|
| 366 |
|
|
| 367 |
if (cState.depthTest == 0) |
|
| 368 |
{
|
|
| 369 |
GLES31.glDisable(GLES31.GL_DEPTH_TEST); |
|
| 370 |
} |
|
| 371 |
else |
|
| 372 |
{
|
|
| 373 |
GLES31.glEnable(GLES31.GL_DEPTH_TEST); |
|
| 374 |
} |
|
| 375 |
} |
|
| 376 |
if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA) |
|
| 377 |
{
|
|
| 378 |
cState.colorMaskR = sState.colorMaskR; |
|
| 379 |
cState.colorMaskG = sState.colorMaskG; |
|
| 380 |
cState.colorMaskB = sState.colorMaskB; |
|
| 381 |
cState.colorMaskA = sState.colorMaskA; |
|
| 382 |
GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1); |
|
| 383 |
} |
|
| 384 |
if( sState.depthMask!=cState.depthMask ) |
|
| 385 |
{
|
|
| 386 |
cState.depthMask = sState.depthMask; |
|
| 387 |
GLES31.glDepthMask(cState.depthMask==1); |
|
| 388 |
} |
|
| 389 |
if( sState.stencilMask!=cState.stencilMask ) |
|
| 390 |
{
|
|
| 391 |
cState.stencilMask = sState.stencilMask; |
|
| 392 |
GLES31.glStencilMask(cState.stencilMask); |
|
| 393 |
} |
|
| 394 |
} |
|
| 395 |
|
|
| 234 | 396 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 235 | 397 |
|
| 236 | 398 |
static void disableStencil() |
| src/main/res/raw/oit_collapse_fragment_shader.glsl | ||
|---|---|---|
| 1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2018 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
precision highp float; |
|
| 21 |
precision highp int; |
|
| 22 |
|
|
| 23 |
out vec4 fragColor; // The output color |
|
| 24 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 25 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 26 |
|
|
| 27 |
uniform sampler2D u_DepthTexture; |
|
| 28 |
|
|
| 29 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 30 |
// per-pixel linked list. Order Independent Transparency. |
|
| 31 |
|
|
| 32 |
uniform vec2 u_Size; |
|
| 33 |
|
|
| 34 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 35 |
{ // one for each pixel in the Output rectangle.
|
|
| 36 |
uint u_Records[]; // |
|
| 37 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 38 |
// triplets of (pointer,depth,rgba). |
|
| 39 |
|
|
| 40 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 41 |
// Pass3 of the OIT algorithm - traverse the per-pixel LinkedList and cut occluded fragments. |
|
| 42 |
|
|
| 43 |
void main() |
|
| 44 |
{
|
|
| 45 |
uint prev = uint(v_Pixel.x + v_Pixel.y * u_Size.x); |
|
| 46 |
uint curr = u_Records[prev]; |
|
| 47 |
|
|
| 48 |
if (curr != 0u) |
|
| 49 |
{
|
|
| 50 |
const float S= 2147483647.0; |
|
| 51 |
float depth = texture(u_DepthTexture, v_TexCoordinate).r; |
|
| 52 |
uint texdepth = uint(S*(1.0-depth)/2.0); |
|
| 53 |
uint linkedlistdepth = u_Records[curr+1u]; |
|
| 54 |
|
|
| 55 |
while( curr != 0u && linkedlistdepth > texdepth ) |
|
| 56 |
{
|
|
| 57 |
prev = curr; |
|
| 58 |
curr = u_Records[curr]; |
|
| 59 |
linkedlistdepth = u_Records[curr+1u]; |
|
| 60 |
} |
|
| 61 |
|
|
| 62 |
if( curr != 0u ) |
|
| 63 |
{
|
|
| 64 |
u_Records[prev] = 0u; |
|
| 65 |
} |
|
| 66 |
} |
|
| 67 |
else discard; |
|
| 68 |
} |
|
| src/main/res/raw/oit_render_fragment_shader.glsl | ||
|---|---|---|
| 24 | 24 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
| 25 | 25 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
| 26 | 26 |
|
| 27 |
uniform sampler2D u_Texture; |
|
| 28 |
uniform sampler2D u_DepthTexture; |
|
| 29 |
|
|
| 30 | 27 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 31 | 28 |
// per-pixel linked list. Order Independent Transparency. |
| 32 | 29 |
|
| ... | ... | |
| 54 | 51 |
} |
| 55 | 52 |
|
| 56 | 53 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 57 |
// Pass3 of the OIT algorithm - traverse the per-pixel LinkedList and build the final color.
|
|
| 54 |
// Pass4 of the OIT algorithm - keep traversing the linked list, build the final color and blend it.
|
|
| 58 | 55 |
|
| 59 | 56 |
void main() |
| 60 | 57 |
{
|
| 61 |
float texdepth = texture(u_DepthTexture, v_TexCoordinate).r; |
|
| 62 |
vec4 color = texture(u_Texture , v_TexCoordinate); |
|
| 63 |
uint index = uint(v_Pixel.x + v_Pixel.y * u_Size.x); |
|
| 64 |
uint curr = u_Records[index]; |
|
| 58 |
uint prev = uint(v_Pixel.x + v_Pixel.y * u_Size.x); |
|
| 59 |
uint curr = u_Records[prev]; |
|
| 65 | 60 |
|
| 66 | 61 |
if (curr != 0u) |
| 67 | 62 |
{
|
| 68 | 63 |
const float S= 2147483647.0; |
| 69 |
uint depth = u_Records[curr+1u]; |
|
| 70 |
uint texdepthuint = uint(S*(1.0-texdepth)/2.0); |
|
| 71 |
texdepth = 1.0 -2.0*float(depth)/S; |
|
| 64 |
gl_FragDepth = 1.0 - 2.0*float(u_Records[curr+1u])/S; |
|
| 65 |
vec4 color = convert(u_Records[curr+2u]); |
|
| 72 | 66 |
|
| 73 |
if( depth >= texdepthuint )
|
|
| 67 |
while (curr != 0u)
|
|
| 74 | 68 |
{
|
| 75 |
vec4 clr= convert(u_Records[curr+2u]); |
|
| 76 | 69 |
curr = u_Records[curr]; |
| 77 |
|
|
| 78 |
while (curr > 0u) |
|
| 79 |
{
|
|
| 80 |
depth= u_Records[curr+1u]; // keep walking the linked list |
|
| 81 |
if( depth < texdepthuint ) break; // until we reach scene depth |
|
| 82 |
clr= blend( clr, convert(u_Records[curr+2u]) ); // and blending the colors in |
|
| 83 |
curr = u_Records[curr]; |
|
| 84 |
} |
|
| 85 |
|
|
| 86 |
color = blend( clr, color); |
|
| 70 |
color = blend( color , convert(u_Records[curr+2u]) ); |
|
| 87 | 71 |
} |
| 88 |
} |
|
| 89 | 72 |
|
| 90 |
gl_FragDepth = texdepth; |
|
| 91 |
fragColor = color; |
|
| 73 |
fragColor = color; |
|
| 74 |
} |
|
| 75 |
else discard; |
|
| 92 | 76 |
} |
Also available in: Unified diff
OIT: move towards 4 passes ( clear - build - collapse - render )