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Revision 47511918

Added by Leszek Koltunski about 6 years ago

Order Independent Transparency: some progress

View differences:

src/main/java/org/distorted/library/main/Distorted.java
119 119
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
120 120
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+configurationInfo.getGlEsVersion());
121 121

  
122
    GLSL = ( (configurationInfo.reqGlEsVersion>>16)>=3 ? 300 : 100 );
123
    GLSL_VERSION= (GLSL==100 ? "#version 100\n" : "#version 300 es\n");
122
    GLSL = ( (configurationInfo.reqGlEsVersion>>16)>=3 ? 310 : 100 );
123
    GLSL_VERSION= (GLSL==100 ? "#version 100\n" : "#version 310 es\n");
124 124

  
125 125
    EffectMessageSender.startSending();
126 126

  
src/main/java/org/distorted/library/program/DistortedProgram.java
292 292
      final int[] compileStatus = new int[1];
293 293
      GLES31.glGetShaderiv(shaderHandle, GLES31.GL_COMPILE_STATUS, compileStatus, 0);
294 294

  
295
      if (compileStatus[0] != GLES31.GL_TRUE )
295
      if (compileStatus[0] != GLES31.GL_TRUE)
296 296
        {
297
        GLES31.glDeleteShader(shaderHandle);
298
        shaderHandle = 0;
299
        }
300
      }
297
        String error = GLES31.glGetShaderInfoLog(shaderHandle);
301 298

  
302
    if (shaderHandle == 0)
303
      {
304
      String error = GLES31.glGetShaderInfoLog(shaderHandle);
299
        //android.util.Log.e("Program", "error compiling :" + error);
305 300

  
306
      //android.util.Log.e("Program", "error compiling :"+error);
301
        GLES31.glDeleteShader(shaderHandle);
307 302

  
308
      switch(shaderType)
309
        {
310
        case GLES31.GL_VERTEX_SHADER  : throw new VertexCompilationException(error);
311
        case GLES31.GL_FRAGMENT_SHADER: throw new FragmentCompilationException(error);
312
        default                       : throw new RuntimeException(error);
303
        switch (shaderType)
304
          {
305
          case GLES31.GL_VERTEX_SHADER:   throw new VertexCompilationException(error);
306
          case GLES31.GL_FRAGMENT_SHADER: throw new FragmentCompilationException(error);
307
          default:                        throw new RuntimeException(error);
308
          }
313 309
        }
314 310
      }
315 311

  
......
447 443
 * Create a new Shader Program from two source strings.
448 444
 * <p>
449 445
 * Needs to be called from a thread holding the OpenGL context.
450
 * Assumed to hold GLSL 'version 300 es' source.
451 446
 *
452 447
 * @param vertex   Vertex shader code.
453 448
 * @param fragment Fragment shader code.
src/main/res/raw/blit_depth_fragment_shader.glsl
18 18
//////////////////////////////////////////////////////////////////////////////////////////////
19 19

  
20 20
precision highp float;
21
precision highp uint;
21
precision highp int;
22 22

  
23 23
#if __VERSION__ != 100
24 24
out vec4 fragColor;           // The output color
......
56 56
// This arranges fragments by decreasing 'depth', so one would think - from back to front, but
57 57
// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back.
58 58

  
59
void insert( vec2 ij, uint depth, uint rgba )
59
void insert2( vec2 ij, uint depth, uint rgba )
60 60
  {
61
  uint ptr = atomicCounterIncrement(u_Counter)-1u;
61
/*
62
  uint index = uint(ij.x + ij.y * float(u_Size.x));
63
  u_Records[index] = (255u<<24u)+ uint( (int(255*int(ij.y)/u_Size.y))<<16u ) + (255u);
64
  discard;
65
*/
66

  
67
  uint ptr = atomicCounterIncrement(u_Counter);
62 68

  
63 69
  if( ptr<u_numRecords )
64
    {/*
65
    uint color;
66
    vec2 c = vec2(0.0,1.0);
70
    {
71
    ptr = ptr /*uint(ij.x + ij.y * float(u_Size.x))*/ + uint(u_Size.x*u_Size.y);
67 72

  
68
    uint rgb = ((uint(255.0*c.x))<<16u) + uint(255.0*c.y);
73
    u_Records[ptr   ] = (255u<<( (4*int(ij.x) > u_Size.x) ? 24u:16u)) + (255u);
74
    //u_Records[ptr+1u] = depth;
75
    //u_Records[ptr+2u] = rgba;
69 76

  
70
         if(  rgb       ==  0u ) color = (255u<<24u) + (255u<<16u) + 255u;
71
    else if( (rgb&255u) ==  0u ) color = (255u<<24u) + 255u;
72
    else if( (rgb&255u) <= 50u ) color = (255u<<16u) + 255u;
73
    else if( (rgb&255u) == 255u) color = (255u<<16u) + (255u<< 8u) + 255u;
74
    else                         color = (255u<< 8u) + 255u;
75
*/
76
vec4 c= vec4(1.0,1.0,0.0,1.0);
77
uint color = ((uint(255.0*c.r))<<24u) + ((uint(255.0*c.g))<<16u) + ((uint(255.0*c.b))<<8u) + uint(255.0*c.a);
77
    uint index = uint(ij.x + ij.y * float(u_Size.x));
78
    u_Records[index] = ptr;
79
    discard;
80
    }
81
  }
82

  
83
void insert( vec2 ij, uint depth, uint rgba )
84
  {
85
  uint ptr = atomicCounterIncrement(u_Counter);
78 86

  
87
  if( ptr<u_numRecords )
88
    {
79 89
    ptr = 3u*ptr + uint(u_Size.x*u_Size.y);
80 90

  
81 91
    u_Records[ptr   ] = 0u;
......
138 148
  {
139 149
  vec4 frag  = TEXTURE(u_Texture     , v_TexCoordinate);
140 150
  float depth= TEXTURE(u_DepthTexture, v_TexCoordinate).r;
141

  
151
/*
142 152
  if( frag.a > 0.95 )
143 153
    {
144 154
    gl_FragDepth = depth;
145 155
    FRAG_COLOR   = frag;
146 156
    }
147 157
  else if( frag.a > 0.0 )
148
    {
158
    {*/
149 159
    const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough.
150
    insert(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) );
151
    discard;
152
    }
160
    insert2(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) );
161
    //}
153 162
  }
src/main/res/raw/blit_depth_render_fragment_shader.glsl
18 18
//////////////////////////////////////////////////////////////////////////////////////////////
19 19

  
20 20
precision highp float;
21
precision highp uint;
21
precision highp int;
22 22

  
23 23
#if __VERSION__ != 100
24 24
out vec4 fragColor;           // The output color
......
66 66
void main()                    		
67 67
  {
68 68
  uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x));
69
  uint ptr = u_Records[index];
69 70

  
70
  if( u_Records[index] == 0u ) discard;
71
  if( ptr == 0u ) discard;
71 72
  else
72 73
    {
73
    index = u_Records[index];
74
    FRAG_COLOR = convert(u_Records[index+2u]);
74
    u_Records[index] = 0u;
75
    vec4 color = convert(u_Records[ptr]);
76

  
77
         if( (4*int(v_Pixel.x) > u_Size.x) && color.r==1.0 ) FRAG_COLOR = color;
78
    else if( (4*int(v_Pixel.x) <=u_Size.x) && color.g==1.0 ) FRAG_COLOR = color;
79
    else FRAG_COLOR = vec4(0.0,0.0,1.0,1.0);
80
    //FRAG_COLOR = convert(u_Records[index]);
81
    //u_Records[index] = 0u;
75 82
    }
76 83

  
77
  u_Records[index] = 0u;
78

  
79 84
  /*
80 85
  uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x));
81 86
  uint curr = u_Records[index];
src/main/res/raw/blit_depth_vertex_shader.glsl
17 17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
18 18
//////////////////////////////////////////////////////////////////////////////////////////////
19 19

  
20
precision lowp float;
21
precision highp uint;
20
precision highp float;
21
precision highp int;
22 22

  
23 23
#if __VERSION__ != 100
24 24
in vec2 a_Position;           // Per-vertex position.

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