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());
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| 121 | 121 |
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GLSL = ( (configurationInfo.reqGlEsVersion>>16)>=3 ? 300 : 100 );
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GLSL_VERSION= (GLSL==100 ? "#version 100\n" : "#version 300 es\n");
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GLSL = ( (configurationInfo.reqGlEsVersion>>16)>=3 ? 310 : 100 );
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GLSL_VERSION= (GLSL==100 ? "#version 100\n" : "#version 310 es\n");
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| 124 | 124 |
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| 125 | 125 |
EffectMessageSender.startSending(); |
| 126 | 126 |
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| src/main/java/org/distorted/library/program/DistortedProgram.java | ||
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| 292 | 292 |
final int[] compileStatus = new int[1]; |
| 293 | 293 |
GLES31.glGetShaderiv(shaderHandle, GLES31.GL_COMPILE_STATUS, compileStatus, 0); |
| 294 | 294 |
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if (compileStatus[0] != GLES31.GL_TRUE )
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if (compileStatus[0] != GLES31.GL_TRUE) |
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{
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GLES31.glDeleteShader(shaderHandle); |
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shaderHandle = 0; |
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} |
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} |
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String error = GLES31.glGetShaderInfoLog(shaderHandle); |
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if (shaderHandle == 0) |
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{
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String error = GLES31.glGetShaderInfoLog(shaderHandle); |
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//android.util.Log.e("Program", "error compiling :" + error);
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//android.util.Log.e("Program", "error compiling :"+error);
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GLES31.glDeleteShader(shaderHandle);
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| 307 | 302 |
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switch(shaderType) |
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{
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case GLES31.GL_VERTEX_SHADER : throw new VertexCompilationException(error); |
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case GLES31.GL_FRAGMENT_SHADER: throw new FragmentCompilationException(error); |
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default : throw new RuntimeException(error); |
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switch (shaderType) |
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{
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case GLES31.GL_VERTEX_SHADER: throw new VertexCompilationException(error); |
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case GLES31.GL_FRAGMENT_SHADER: throw new FragmentCompilationException(error); |
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default: throw new RuntimeException(error); |
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} |
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} |
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} |
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|
| ... | ... | |
| 447 | 443 |
* Create a new Shader Program from two source strings. |
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* <p> |
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* Needs to be called from a thread holding the OpenGL context. |
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* Assumed to hold GLSL 'version 300 es' source. |
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* |
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* @param vertex Vertex shader code. |
| 453 | 448 |
* @param fragment Fragment shader code. |
| src/main/res/raw/blit_depth_fragment_shader.glsl | ||
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| 18 | 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 19 | 19 |
|
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precision highp float; |
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precision highp uint;
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precision highp int; |
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#if __VERSION__ != 100 |
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out vec4 fragColor; // The output color |
| ... | ... | |
| 56 | 56 |
// This arranges fragments by decreasing 'depth', so one would think - from back to front, but |
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// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back. |
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void insert( vec2 ij, uint depth, uint rgba ) |
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void insert2( vec2 ij, uint depth, uint rgba )
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{
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uint ptr = atomicCounterIncrement(u_Counter)-1u; |
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/* |
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uint index = uint(ij.x + ij.y * float(u_Size.x)); |
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u_Records[index] = (255u<<24u)+ uint( (int(255*int(ij.y)/u_Size.y))<<16u ) + (255u); |
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discard; |
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*/ |
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uint ptr = atomicCounterIncrement(u_Counter); |
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if( ptr<u_numRecords ) |
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{/*
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uint color; |
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vec2 c = vec2(0.0,1.0); |
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{
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ptr = ptr /*uint(ij.x + ij.y * float(u_Size.x))*/ + uint(u_Size.x*u_Size.y); |
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uint rgb = ((uint(255.0*c.x))<<16u) + uint(255.0*c.y); |
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u_Records[ptr ] = (255u<<( (4*int(ij.x) > u_Size.x) ? 24u:16u)) + (255u); |
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//u_Records[ptr+1u] = depth; |
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//u_Records[ptr+2u] = rgba; |
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if( rgb == 0u ) color = (255u<<24u) + (255u<<16u) + 255u; |
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else if( (rgb&255u) == 0u ) color = (255u<<24u) + 255u; |
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else if( (rgb&255u) <= 50u ) color = (255u<<16u) + 255u; |
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else if( (rgb&255u) == 255u) color = (255u<<16u) + (255u<< 8u) + 255u; |
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else color = (255u<< 8u) + 255u; |
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*/ |
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vec4 c= vec4(1.0,1.0,0.0,1.0); |
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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); |
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uint index = uint(ij.x + ij.y * float(u_Size.x)); |
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u_Records[index] = ptr; |
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discard; |
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} |
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} |
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void insert( vec2 ij, uint depth, uint rgba ) |
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{
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uint ptr = atomicCounterIncrement(u_Counter); |
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if( ptr<u_numRecords ) |
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{
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ptr = 3u*ptr + uint(u_Size.x*u_Size.y); |
| 80 | 90 |
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u_Records[ptr ] = 0u; |
| ... | ... | |
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{
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vec4 frag = TEXTURE(u_Texture , v_TexCoordinate); |
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float depth= TEXTURE(u_DepthTexture, v_TexCoordinate).r; |
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/* |
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if( frag.a > 0.95 ) |
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{
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gl_FragDepth = depth; |
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FRAG_COLOR = frag; |
| 146 | 156 |
} |
| 147 | 157 |
else if( frag.a > 0.0 ) |
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{
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{*/
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const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough. |
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insert(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) ); |
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discard; |
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} |
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insert2(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) ); |
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//} |
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| 153 | 162 |
} |
| src/main/res/raw/blit_depth_render_fragment_shader.glsl | ||
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| 18 | 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 19 | 19 |
|
| 20 | 20 |
precision highp float; |
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precision highp uint;
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precision highp int; |
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|
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#if __VERSION__ != 100 |
| 24 | 24 |
out vec4 fragColor; // The output color |
| ... | ... | |
| 66 | 66 |
void main() |
| 67 | 67 |
{
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| 68 | 68 |
uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x)); |
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uint ptr = u_Records[index]; |
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| 69 | 70 |
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if( u_Records[index] == 0u ) discard;
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if( ptr == 0u ) discard;
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| 71 | 72 |
else |
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{
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index = u_Records[index]; |
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FRAG_COLOR = convert(u_Records[index+2u]); |
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u_Records[index] = 0u; |
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vec4 color = convert(u_Records[ptr]); |
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if( (4*int(v_Pixel.x) > u_Size.x) && color.r==1.0 ) FRAG_COLOR = color; |
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else if( (4*int(v_Pixel.x) <=u_Size.x) && color.g==1.0 ) FRAG_COLOR = color; |
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else FRAG_COLOR = vec4(0.0,0.0,1.0,1.0); |
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//FRAG_COLOR = convert(u_Records[index]); |
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//u_Records[index] = 0u; |
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} |
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u_Records[index] = 0u; |
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/* |
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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 | ||
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| 17 | 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
| 18 | 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 19 | 19 |
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precision lowp float;
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precision highp uint;
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precision highp float;
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precision highp int; |
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| 22 | 22 |
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| 23 | 23 |
#if __VERSION__ != 100 |
| 24 | 24 |
in vec2 a_Position; // Per-vertex position. |
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