Revision 47511918
Added by Leszek Koltunski over 7 years ago
| 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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