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library / src / main / java / org / distorted / library / main / DistortedLibrary.java @ 35476762

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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.main;
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import android.app.ActivityManager;
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import android.content.Context;
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import android.content.pm.ConfigurationInfo;
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import android.content.res.Resources;
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import android.opengl.GLES31;
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import android.util.Log;
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import org.distorted.library.R;
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import org.distorted.library.effect.Effect;
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import org.distorted.library.effectqueue.EffectQueue;
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import org.distorted.library.effectqueue.EffectQueuePostprocess;
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import org.distorted.library.effect.EffectType;
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import org.distorted.library.effect.FragmentEffect;
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import org.distorted.library.effect.PostprocessEffect;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.message.EffectMessageSender;
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import org.distorted.library.program.DistortedProgram;
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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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import java.nio.IntBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * A singleton class used to control various global dialog_settings.
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 */
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public class DistortedLibrary
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  {
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  public static final int GLSL = 310;
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  public static final String GLSL_VERSION= "#version 310 es\n";
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  /**
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   * When creating an instance of a DistortedTexture from another instance, clone the Bitmap that's
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   * backing up our DistortedTexture.
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   * <p>
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   * This way we can have two DistortedTextures, both backed up by the same Bitmap, to which we can
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   * apply different effects. Used in the copy constructor.
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   */
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  public static final int CLONE_SURFACE = 0x1;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Matrix Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the MATRIX queue.
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   */
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  public static final int CLONE_MATRIX = 0x2;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Vertex Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the VERTEX queue.
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   */
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  public static final int CLONE_VERTEX  = 0x4;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Fragment Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the FRAGMENT queue.
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   */
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  public static final int CLONE_FRAGMENT= 0x8;
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   /**
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   * When creating an instance of a DistortedEffects from another instance, clone the PostProcess Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the POSTPROCESS queue.
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   */
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  public static final int CLONE_POSTPROCESS= 0x10;
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  /**
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   * When creating an instance of a DistortedNode from another instance, clone the children Nodes.
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   * <p>
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   * This is mainly useful for creating many similar sub-trees and rendering then at different places
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   * on the screen with (optionally) different Effects.
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   */
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  public static final int CLONE_CHILDREN= 0x20;
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  /**
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   * Work around bugs in ARM Mali driver by, instead to a single FBO, rendering to a circular queue
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   * of FBO_QUEUE_SIZE FBOs. (otherwise we sometimes get a 'full pipeline flush' and the end result
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   * might be missing part of the Objects)
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   *
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   * This bug only exists on Mali driver r12.
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   *
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   * https://community.arm.com/graphics/f/discussions/10285/opengl-es-3-1-on-mali-t880-flashes
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   */
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  static final int FBO_QUEUE_SIZE = 4;
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  private static boolean mInitialized=false;
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  //////////////////////////////////////////////////////////////////////////////////////////////
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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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  /// NORMAL PROGRAM /////
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  private static DistortedProgram mNormalProgram;
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  private static int mNormalMVPMatrixH;
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  /// MAIN OIT PROGRAM ///
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  private static DistortedProgram mMainOITProgram;
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  private static int mMainOITTextureH;
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  private static int mMainOITSizeH;
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  private static int mMainOITNumRecordsH;
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  /// BLIT PROGRAM ///
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  private static DistortedProgram mBlitProgram;
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  private static int mBlitTextureH;
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  private static int mBlitDepthH;
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  private static final FloatBuffer mQuadPositions;
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  static
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    {
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    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
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    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    }
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  /// BLIT DEPTH PROGRAM ///
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  private static DistortedProgram mBlitDepthProgram;
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  private static int mBlitDepthTextureH;
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  private static int mBlitDepthDepthTextureH;
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  private static int mBlitDepthDepthH;
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  private static int mBlitDepthTexCorrH;
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  /// OIT SSBO BUFFER ///
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  private static int[] mLinkedListSSBO = new int[1];
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  private static int[] mAtomicCounter = new int[DistortedLibrary.FBO_QUEUE_SIZE];
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  private static int   mCurrBuffer;
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  static
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    {
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    mLinkedListSSBO[0]= -1;
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    mCurrBuffer       =  0;
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    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)  mAtomicCounter[i] = -1;
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    }
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  ///////////////////////////////////////////////////////////////
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  // meaning: allocate 1.0 screenful of places for transparent
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  // fragments in the SSBO backing up the OIT render method.
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  private static float mBufferSize=1.0f;
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  /// OIT CLEAR PROGRAM ///
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  private static DistortedProgram mOITClearProgram;
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  private static int mOITClearDepthH;
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  private static int mOITClearTexCorrH;
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  private static int mOITClearSizeH;
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  /// OIT BUILD PROGRAM ///
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  private static DistortedProgram mOITBuildProgram;
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  private static int mOITBuildTextureH;
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  private static int mOITBuildDepthTextureH;
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  private static int mOITBuildDepthH;
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  private static int mOITBuildTexCorrH;
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  private static int mOITBuildSizeH;
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  private static int mOITBuildNumRecordsH;
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  /// OIT COLLAPSE PROGRAM ///
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  private static DistortedProgram mOITCollapseProgram;
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  private static int mOITCollapseDepthTextureH;
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  private static int mOITCollapseDepthH;
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  private static int mOITCollapseTexCorrH;
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  private static int mOITCollapseSizeH;
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  /// OIT RENDER PROGRAM ///
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  private static DistortedProgram mOITRenderProgram;
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  private static int mOITRenderDepthH;
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  private static int mOITRenderTexCorrH;
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  private static int mOITRenderSizeH;
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  /// END PROGRAMS //////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// private: hide this from Javadoc
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  private DistortedLibrary()
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    {
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPrograms(Resources resources)
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    {
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    // MAIN PROGRAM ////////////////////////////////////
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
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    String mainVertHeader= DistortedLibrary.GLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
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    String mainFragHeader= DistortedLibrary.GLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    String[] feedback = { "v_Position", "v_endPosition" };
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    try
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      {
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      mMainProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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                                          enabledEffectV, enabledEffectF, DistortedLibrary.GLSL, feedback);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int mainProgramH = mMainProgram.getProgramHandle();
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    EffectQueue.getUniforms(mainProgramH,0);
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    mMainTextureH= GLES31.glGetUniformLocation( mainProgramH, "u_Texture");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
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    try
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      {
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      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitProgramH = mBlitProgram.getProgramHandle();
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    mBlitTextureH  = GLES31.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES31.glGetUniformLocation( blitProgramH, "u_Depth");
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    // BLIT DEPTH PROGRAM ////////////////////////////////////
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    final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
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    final InputStream blitDepthFragStream = resources.openRawResource(R.raw.blit_depth_fragment_shader);
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    try
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      {
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      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT DEPTH program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitDepthProgramH   = mBlitDepthProgram.getProgramHandle();
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    mBlitDepthTextureH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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    mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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    mBlitDepthDepthH        = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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    mBlitDepthTexCorrH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
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    // NORMAL PROGRAM //////////////////////////////////////
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    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
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    final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
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    try
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      {
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      mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile NORMAL program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int normalProgramH = mNormalProgram.getProgramHandle();
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    mNormalMVPMatrixH  = GLES31.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createProgramsOIT(Resources resources)
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    {
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    // MAIN OIT PROGRAM ////////////////////////////////
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
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    String mainVertHeader= DistortedLibrary.GLSL_VERSION +
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                           ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") +
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                           ("#define OIT\n");
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    String mainFragHeader= DistortedLibrary.GLSL_VERSION +
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                           ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") +
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                           ("#define OIT\n");
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    try
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      {
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      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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                                             enabledEffectV, enabledEffectF, DistortedLibrary.GLSL, null);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int mainOITProgramH = mMainOITProgram.getProgramHandle();
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    EffectQueue.getUniforms(mainOITProgramH,1);
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    mMainOITTextureH    = GLES31.glGetUniformLocation( mainOITProgramH, "u_Texture");
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    mMainOITSizeH       = GLES31.glGetUniformLocation( mainOITProgramH, "u_Size");
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    mMainOITNumRecordsH = GLES31.glGetUniformLocation( mainOITProgramH, "u_numRecords");
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    // OIT CLEAR PROGRAM ////////////////////////////////////
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    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
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    try
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      {
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      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
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    mOITClearDepthH        = GLES31.glGetUniformLocation( oitClearProgramH, "u_Depth");
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    mOITClearTexCorrH      = GLES31.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
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    mOITClearSizeH         = GLES31.glGetUniformLocation( oitClearProgramH, "u_Size");
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    // OIT BUILD PROGRAM ////////////////////////////////////
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    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
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    try
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      {
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      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
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    mOITBuildTextureH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Texture");
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    mOITBuildDepthTextureH = GLES31.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
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    mOITBuildDepthH        = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Depth");
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    mOITBuildTexCorrH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
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    mOITBuildSizeH         = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Size");
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    mOITBuildNumRecordsH   = GLES31.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
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    // OIT COLLAPSE PROGRAM ///////////////////////////
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    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
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    try
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      {
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      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
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    mOITCollapseDepthTextureH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
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    mOITCollapseDepthH        = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
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    mOITCollapseTexCorrH      = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
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    mOITCollapseSizeH         = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Size");
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    // OIT RENDER PROGRAM ///////////////////////////
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    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
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    try
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      {
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      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
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    mOITRenderDepthH        = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Depth");
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    mOITRenderTexCorrH      = GLES31.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
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    mOITRenderSizeH         = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Size");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void displayNormals(EffectQueue[] queues, MeshBase mesh)
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    {
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    int num = mesh.getNumVertices();
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    int tfo = mesh.getTFO();
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    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
415
    GLES31.glBeginTransformFeedback( GLES31.GL_POINTS);
416 7602a827 Leszek Koltunski
    InternalRenderState.switchOffDrawing();
417 bfe45b4a Leszek Koltunski
    GLES31.glDrawArrays( GLES31.GL_POINTS, 0, num );
418 7602a827 Leszek Koltunski
    InternalRenderState.restoreDrawing();
419 bfe45b4a Leszek Koltunski
    GLES31.glEndTransformFeedback();
420
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
421
422 7602a827 Leszek Koltunski
    DistortedLibrary.mNormalProgram.useProgram();
423
    GLES31.glUniformMatrix4fv(DistortedLibrary.mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
424
    mesh.bindTransformAttribs(DistortedLibrary.mNormalProgram);
425 bfe45b4a Leszek Koltunski
    GLES31.glLineWidth(8.0f);
426
    GLES31.glDrawArrays(GLES31.GL_LINES, 0, 2*num);
427
    }
428
429
///////////////////////////////////////////////////////////////////////////////////////////////////
430
431 c90aca24 Leszek Koltunski
  static void drawPrivOIT(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
432 bfe45b4a Leszek Koltunski
    {
433 c90aca24 Leszek Koltunski
    EffectQueue[] queues = effects.getQueues();
434
435 644c21f2 Leszek Koltunski
    EffectQueue.compute(queues, currTime);
436 bfe45b4a Leszek Koltunski
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
437
438 7602a827 Leszek Koltunski
    DistortedLibrary.mMainOITProgram.useProgram();
439
    GLES31.glUniform1i(DistortedLibrary.mMainOITTextureH, 0);
440
    GLES31.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
441
    GLES31.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
442
    mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram);
443 bfe45b4a Leszek Koltunski
444 644c21f2 Leszek Koltunski
    float halfX       = mesh.getStretchX() / 2.0f;
445
    float halfY       = mesh.getStretchY() / 2.0f;
446
    float halfZ       = mesh.getStretchZ() / 2.0f;
447 809dcae3 Leszek Koltunski
    float inflate     = mesh.getInflate();
448
    float distance    = surface.mDistance;
449
    float mipmap      = surface.mMipmap;
450
    float[] projection= surface.mProjectionMatrix;
451 bfe45b4a Leszek Koltunski
452 35476762 Leszek Koltunski
    EffectQueue.send(queues, distance, mipmap, projection, inflate, halfX, halfY, halfZ, 1 );
453 bfe45b4a Leszek Koltunski
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
454
455
    if( mesh.getShowNormals() )
456
      {
457 7602a827 Leszek Koltunski
      DistortedLibrary.mMainProgram.useProgram();
458 35476762 Leszek Koltunski
      EffectQueue.send(queues, distance, mipmap, projection, inflate, halfX, halfY, halfZ, 0 );
459 bfe45b4a Leszek Koltunski
      displayNormals(queues,mesh);
460
      }
461
    }
462
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
465 c90aca24 Leszek Koltunski
  static void drawPriv(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
466 bfe45b4a Leszek Koltunski
    {
467 c90aca24 Leszek Koltunski
    EffectQueue[] queues = effects.getQueues();
468 bfe45b4a Leszek Koltunski
469 644c21f2 Leszek Koltunski
    EffectQueue.compute(queues, currTime);
470 bfe45b4a Leszek Koltunski
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
471 46b572b5 Leszek Koltunski
472 7602a827 Leszek Koltunski
    DistortedLibrary.mMainProgram.useProgram();
473
    GLES31.glUniform1i(DistortedLibrary.mMainTextureH, 0);
474
    mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
475 809dcae3 Leszek Koltunski
476 644c21f2 Leszek Koltunski
    float halfX       = mesh.getStretchX() / 2.0f;
477
    float halfY       = mesh.getStretchY() / 2.0f;
478
    float halfZ       = mesh.getStretchZ() / 2.0f;
479 809dcae3 Leszek Koltunski
    float inflate     = mesh.getInflate();
480
    float distance    = surface.mDistance;
481
    float mipmap      = surface.mMipmap;
482
    float[] projection= surface.mProjectionMatrix;
483
484 35476762 Leszek Koltunski
    EffectQueue.send(queues, distance, mipmap, projection, inflate, halfX, halfY, halfZ, 0 );
485 bfe45b4a Leszek Koltunski
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
486
487
    if( mesh.getShowNormals() ) displayNormals(queues,mesh);
488
    }
489
490
///////////////////////////////////////////////////////////////////////////////////////////////////
491
492 7602a827 Leszek Koltunski
  static void blitPriv(InternalOutputSurface surface)
493 bfe45b4a Leszek Koltunski
    {
494
    mBlitProgram.useProgram();
495
496
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
497
    GLES31.glUniform1i(mBlitTextureH, 0);
498
    GLES31.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
499
    GLES31.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
500
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
501
    }
502
503
///////////////////////////////////////////////////////////////////////////////////////////////////
504
505 7602a827 Leszek Koltunski
  static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
506 bfe45b4a Leszek Koltunski
    {
507
    mBlitDepthProgram.useProgram();
508
509
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
510
    GLES31.glUniform1i(mBlitDepthTextureH, 0);
511
    GLES31.glUniform1i(mBlitDepthDepthTextureH, 1);
512
    GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
513
    GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
514
    GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
515
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
516
    }
517
518
///////////////////////////////////////////////////////////////////////////////////////////////////
519
520
  private static int printPreviousBuffer()
521
    {
522
    int counter = 0;
523
524
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
525
                                                                GLES31.GL_MAP_READ_BIT);
526
    if( atomicBuf!=null )
527
      {
528
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
529
      counter = atomicIntBuf.get(0);
530
      }
531
    else
532
      {
533
      android.util.Log.e("effects", "print: failed to map atomic buffer");
534
      }
535
536
    GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
537
538
    return counter;
539
    }
540
541
///////////////////////////////////////////////////////////////////////////////////////////////////
542
543
  private static void zeroBuffer()
544
    {
545
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
546
        GLES31.GL_MAP_WRITE_BIT|GLES31.GL_MAP_INVALIDATE_BUFFER_BIT);
547
    if( atomicBuf!=null )
548
      {
549
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
550
      atomicIntBuf.put(0,0);
551
      }
552
    else
553
      {
554
      android.util.Log.e("effects", "zero: failed to map atomic buffer");
555
      }
556
557
    GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
558
    }
559
560
///////////////////////////////////////////////////////////////////////////////////////////////////
561
// reset atomic counter to 0
562
563
  static int zeroOutAtomic()
564
    {
565
    int counter = 0;
566
567
    if( mAtomicCounter[0]<0 )
568
      {
569 7602a827 Leszek Koltunski
      GLES31.glGenBuffers(DistortedLibrary.FBO_QUEUE_SIZE,mAtomicCounter,0);
570 bfe45b4a Leszek Koltunski
571 7602a827 Leszek Koltunski
      for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)
572 bfe45b4a Leszek Koltunski
        {
573
        GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
574
        GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES31.GL_DYNAMIC_DRAW);
575
        zeroBuffer();
576
        }
577
      }
578
579
    // reading the value of the buffer on every frame would slow down rendering by
580 f953bee0 Leszek Koltunski
    // dialog_about 3%; doing it only once every 5 frames affects speed by less than 1%.
581 bfe45b4a Leszek Koltunski
    if( mCurrBuffer==0 )
582
      {
583
      GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
584
      counter = printPreviousBuffer();
585
      }
586
587 7602a827 Leszek Koltunski
    if( ++mCurrBuffer>= DistortedLibrary.FBO_QUEUE_SIZE ) mCurrBuffer = 0;
588 bfe45b4a Leszek Koltunski
589
    GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
590
    zeroBuffer();
591
592
    return counter;
593
    }
594
595
///////////////////////////////////////////////////////////////////////////////////////////////////
596 809dcae3 Leszek Koltunski
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
597 bfe45b4a Leszek Koltunski
598 7602a827 Leszek Koltunski
  static void oitClear(InternalOutputSurface surface, int counter)
599 bfe45b4a Leszek Koltunski
    {
600
    if( mLinkedListSSBO[0]<0 )
601
      {
602
      GLES31.glGenBuffers(1,mLinkedListSSBO,0);
603
604
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
605
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
606
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
607
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
608
609
      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
610
      }
611
612
    // See if we have overflown the SSBO in one of the previous frames.
613
    // If yes, assume we need to make the SSBO larger.
614
    float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
615
616
    if( overflow>1.0f )
617
      {
618
      //android.util.Log.e("effects", "previous frame rendered "+counter+
619
      //                   " fragments, but there was only "+(mBufferSize*surface.mWidth*surface.mHeight)+" space");
620
621
      mBufferSize *= (int)(overflow+1.0f);
622
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
623
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
624
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
625
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
626
      }
627
628
    mOITClearProgram.useProgram();
629
630
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
631
    GLES31.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
632
    GLES31.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
633
    GLES31.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
634
    GLES31.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
635
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
636
    }
637
638
///////////////////////////////////////////////////////////////////////////////////////////////////
639
// Pass2 of the OIT algorithm - build per-pixel linked lists.
640
641 7602a827 Leszek Koltunski
  static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
642 bfe45b4a Leszek Koltunski
    {
643
    mOITBuildProgram.useProgram();
644
645
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
646
    GLES31.glUniform1i(mOITBuildTextureH, 0);
647
    GLES31.glUniform1i(mOITBuildDepthTextureH, 1);
648
    GLES31.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
649
    GLES31.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
650
    GLES31.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
651
    GLES31.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
652
    GLES31.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
653
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
654
    }
655
656
///////////////////////////////////////////////////////////////////////////////////////////////////
657
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
658
659 7602a827 Leszek Koltunski
  static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
660 bfe45b4a Leszek Koltunski
    {
661
    mOITCollapseProgram.useProgram();
662
663
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
664
    GLES31.glUniform1i(mOITCollapseDepthTextureH, 1);
665
    GLES31.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
666
    GLES31.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
667
    GLES31.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
668
    GLES31.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
669
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
670
    }
671
672
///////////////////////////////////////////////////////////////////////////////////////////////////
673
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
674
675 7602a827 Leszek Koltunski
  static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
676 bfe45b4a Leszek Koltunski
    {
677
    mOITRenderProgram.useProgram();
678
679
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
680
    GLES31.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
681
    GLES31.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
682
    GLES31.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
683
    GLES31.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
684
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
685
    }
686
687
///////////////////////////////////////////////////////////////////////////////////////////////////
688
689
  static void setSSBOSize(float size)
690
    {
691
    mBufferSize = size;
692
    }
693
694 edea9cf3 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
695
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
696
// PowerVR GE8100 compiler fails to compile OIT programs.
697
698 c43abe6c Leszek Koltunski
  private static void detectBuggyDrivers()
699 edea9cf3 Leszek Koltunski
    {
700
    String vendor  = GLES31.glGetString(GLES31.GL_VENDOR);
701
    String version = GLES31.glGetString(GLES31.GL_VERSION);
702
    String renderer= GLES31.glGetString(GLES31.GL_RENDERER);
703
704
    /*
705
    android.util.Log.e("DISTORTED", "GLSL Version "+GLES31.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
706
    android.util.Log.e("DISTORTED", "GL Version "  +GLES31.glGetString(GLES31.GL_VERSION));
707
    android.util.Log.e("DISTORTED", "GL Vendor "   +GLES31.glGetString(GLES31.GL_VENDOR));
708
    android.util.Log.e("DISTORTED", "GL Renderer " +GLES31.glGetString(GLES31.GL_RENDERER));
709
    */
710
711
    if( vendor.contains("ARM") )
712
      {
713
      if( version.contains("r12") )
714
        {
715 c1a38ba3 Leszek Koltunski
        android.util.Log.e("DISTORTED", "You are running this on a ARM Mali driver r12.\nThis is a buggy driver, please update to r22. Problems with flashing expected.");
716 edea9cf3 Leszek Koltunski
        }
717
      }
718
    else if( vendor.contains("Imagination") )
719
      {
720
      if( renderer.contains("GE8") )
721
        {
722 c1a38ba3 Leszek Koltunski
        android.util.Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
723 edea9cf3 Leszek Koltunski
        }
724
      }
725
    }
726
727 421c2728 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
728 310e14fb leszek
/**
729
 * Have we called onCreate yet, ie have we initialized the library?
730 1dfc9074 leszek
 * @return <code>true</code> if the library is initialized and ready for action.
731 310e14fb leszek
 */
732
  public static boolean isInitialized()
733 421c2728 Leszek Koltunski
    {
734 55c14a19 Leszek Koltunski
    return mInitialized;
735 421c2728 Leszek Koltunski
    }
736
737 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
738
/**
739 c43abe6c Leszek Koltunski
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
740 432442f9 Leszek Koltunski
 * I.e. best called from GLSurfaceView.onCreate().
741 6a06a912 Leszek Koltunski
 * <p>
742 432442f9 Leszek Koltunski
 * Needs to be called from a thread holding the OpenGL context.
743 6a06a912 Leszek Koltunski
 *   
744 015642fb Leszek Koltunski
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
745 6a06a912 Leszek Koltunski
 */
746 edea9cf3 Leszek Koltunski
  public static void onCreate(final Context context) throws Exception
747 d6e94c84 Leszek Koltunski
    {
748 30beb34f Leszek Koltunski
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
749
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
750
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+configurationInfo.getGlEsVersion());
751 edea9cf3 Leszek Koltunski
752
    mInitialized = true;
753
754
    detectBuggyDrivers();
755
756 0e924ba5 Leszek Koltunski
    EffectMessageSender.startSending();
757
758 d6e94c84 Leszek Koltunski
    final Resources resources = context.getResources();
759 c90b9e01 Leszek Koltunski
760 edea9cf3 Leszek Koltunski
    Exception exception=null;
761
762
    try
763
      {
764 bfe45b4a Leszek Koltunski
      createPrograms(resources);
765 edea9cf3 Leszek Koltunski
      }
766
    catch(Exception ex)
767
      {
768
      exception = ex;
769
      }
770
771
    try
772
      {
773 bfe45b4a Leszek Koltunski
      createProgramsOIT(resources);
774 edea9cf3 Leszek Koltunski
      }
775
    catch(Exception ex)
776
      {
777
      exception = ex;
778
      }
779
780 a13dde77 Leszek Koltunski
    try
781
      {
782
      EffectQueuePostprocess.createPrograms(resources);
783
      }
784
    catch(Exception ex)
785
      {
786
      exception = ex;
787
      }
788
789 edea9cf3 Leszek Koltunski
    try
790
      {
791
      PostprocessEffect.createPrograms();
792
      }
793
    catch(Exception ex)
794
      {
795
      exception = ex;
796
      }
797
798
    if( exception!=null)
799
      {
800
      throw exception;
801
      }
802 6a06a912 Leszek Koltunski
    }
803
804 05ecc6fe Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
805
/**
806 78e89fb5 Leszek Koltunski
 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
807 05ecc6fe Leszek Koltunski
 * Must be called from Activity.onPause().
808
 */
809
  public static void onPause()
810
    {
811 7602a827 Leszek Koltunski
    InternalObject.onPause();
812 bfe45b4a Leszek Koltunski
813
    mLinkedListSSBO[0]= -1;
814
815 7602a827 Leszek Koltunski
    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1;
816 05ecc6fe Leszek Koltunski
    }
817
818 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
819
/**
820
 * Call this so that the Library can release its internal data structures.
821
 * Must be called from Activity.onDestroy(). 
822
 */
823
  public static void onDestroy()
824
    {
825 7602a827 Leszek Koltunski
    InternalObject.onDestroy();
826
    InternalNodeData.onDestroy();
827
    InternalMaster.onDestroy();
828
    InternalOutputSurface.onDestroy();
829 46b572b5 Leszek Koltunski
    DistortedEffects.onDestroy();
830 42571056 Leszek Koltunski
    EffectQueue.onDestroy();
831 26a4e5f6 leszek
    Effect.onDestroy();
832 6a06a912 Leszek Koltunski
    EffectMessageSender.stopSending();
833 f8686932 Leszek Koltunski
834 55c14a19 Leszek Koltunski
    mInitialized = false;
835 6a06a912 Leszek Koltunski
    }
836 bfe45b4a Leszek Koltunski
837
///////////////////////////////////////////////////////////////////////////////////////////////////
838
/**
839
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
840
 * single (InputSurface,MeshBase) combo.
841
 *
842
 * @param type {@link EffectType}
843
 * @return The maximum number of effects of a given type.
844
 */
845
  @SuppressWarnings("unused")
846
  public static int getMax(EffectType type)
847
    {
848
    return EffectQueue.getMax(type.ordinal());
849
    }
850
851
///////////////////////////////////////////////////////////////////////////////////////////////////
852
/**
853
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
854
 * This can fail if:
855
 * <ul>
856
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
857
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
858 7602a827 Leszek Koltunski
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
859 bfe45b4a Leszek Koltunski
 *     time only decreasing the value of 'max' is permitted.
860
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
861
 * </ul>
862
 *
863
 * @param type {@link EffectType}
864
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
865
 *            than Byte.MAX_VALUE
866
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
867
 */
868
  @SuppressWarnings("unused")
869
  public static boolean setMax(EffectType type, int max)
870
    {
871
    return EffectQueue.setMax(type.ordinal(),max);
872
    }
873 f8f6d457 leszek
  }