Revision 33f59f22
Added by Leszek Koltunski over 6 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 | ||
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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 )