Revision 4c1dd6e9
Added by Leszek Koltunski about 8 years ago
src/main/java/org/distorted/library/Distorted.java | ||
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382 | 382 |
return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal()); |
383 | 383 |
} |
384 | 384 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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386 |
/** |
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* Returns the maximum number of Postprocess effects. |
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* |
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* @return The maximum number of Postprocess effects |
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*/ |
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public static int getMaxPostprocess() |
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{ |
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return EffectQueue.getMax(EffectTypes.POSTPROCESS.ordinal()); |
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} |
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|
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385 | 396 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
386 | 397 |
/** |
387 | 398 |
* Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time. |
... | ... | |
444 | 455 |
{ |
445 | 456 |
return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max); |
446 | 457 |
} |
458 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Sets the maximum number of Postprocess effects that can be stored in a single EffectQueue at one time. |
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* This can fail if: |
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* <ul> |
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* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE) |
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* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called |
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* before the Fragment Shader gets compiled, i.e. before the call to {@link #onSurfaceCreated}. After this |
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* time only decreasing the value of 'max' is permitted. |
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* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created. |
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* </ul> |
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* |
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* @param max new maximum number of simultaneous Postprocess Effects. Has to be a non-negative number not greater |
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* than Byte.MAX_VALUE |
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* @return <code>true</code> if operation was successful, <code>false</code> otherwise. |
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*/ |
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public static boolean setMaxPostprocess(int max) |
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{ |
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return EffectQueue.setMax(EffectTypes.POSTPROCESS.ordinal(),max); |
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} |
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447 | 479 |
} |
src/main/java/org/distorted/library/EffectNames.java | ||
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236 | 236 |
* <p> |
237 | 237 |
* Unity: contrastLevel = 1 |
238 | 238 |
*/ |
239 |
SMOOTH_CONTRAST ( EffectTypes.FRAGMENT, new float[] {1.0f} , 1, true, false );
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SMOOTH_CONTRAST ( EffectTypes.FRAGMENT, new float[] {1.0f} , 1, true, false ),
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240 | 240 |
// add new Fragment effects here... |
241 | 241 |
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///////////////////////////////////////////////////////////////////////////////// |
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// POSTPROCESSING EFFECTS. |
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// Always 3 Uniforms: 1 per-effect interpolated value + 2 dimensional center. |
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/** |
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* Blur the area around the center. |
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* <p> |
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* Uniforms: (radius,centerX,centerY) |
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* <p> |
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* Unity: radius==0 |
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*/ |
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BLUR ( EffectTypes.POSTPROCESS,new float[] {0.0f} , 1, false, true ); |
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|
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242 | 254 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
243 | 255 |
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244 | 256 |
private static final int MAXDIM = 4; // maximum supported dimension of an effect |
src/main/java/org/distorted/library/EffectQueue.java | ||
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62 | 62 |
mMaxIndex = index; |
63 | 63 |
mObjectID = id; |
64 | 64 |
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if( mMax[mMaxIndex]>0 ) |
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int max = mMax[mMaxIndex]; |
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if( max>0 ) |
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66 | 68 |
{ |
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mName = new int[mMax[mMaxIndex]];
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mUniforms = new float[numUniforms*mMax[mMaxIndex]];
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mInter = new Dynamic[3][mMax[mMaxIndex]];
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mCurrentDuration = new long[mMax[mMaxIndex]];
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mID = new long[mMax[mMaxIndex]];
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mIDIndex = new byte[mMax[mMaxIndex]];
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mFreeIndexes = new byte[mMax[mMaxIndex]];
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mName = new int[max];
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mUniforms = new float[numUniforms*max];
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mInter = new Dynamic[3][max];
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mCurrentDuration = new long[max];
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mID = new long[max];
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mIDIndex = new byte[max];
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mFreeIndexes = new byte[max];
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74 | 76 |
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for(byte i=0; i<mMax[mMaxIndex]; i++) mFreeIndexes[i] = i;
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for(byte i=0; i<max; i++) mFreeIndexes[i] = i;
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76 | 78 |
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77 | 79 |
if( numCache>0 ) |
78 | 80 |
{ |
79 |
mCache = new float[numCache*mMax[mMaxIndex]];
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81 |
mCache = new float[numCache*max];
|
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80 | 82 |
} |
81 | 83 |
} |
82 | 84 |
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src/main/java/org/distorted/library/EffectQueuePostprocess.java | ||
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1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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2 |
// Copyright 2016 Leszek Koltunski // |
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3 |
// // |
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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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13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
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14 |
// GNU General Public License for more details. // |
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15 |
// // |
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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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|
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package org.distorted.library; |
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import android.opengl.GLES20; |
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import org.distorted.library.message.EffectMessage; |
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import org.distorted.library.type.Data1D; |
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import org.distorted.library.type.Data2D; |
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import org.distorted.library.type.Dynamic1D; |
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import org.distorted.library.type.Dynamic2D; |
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import org.distorted.library.type.Static1D; |
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import org.distorted.library.type.Static2D; |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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33 |
|
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class EffectQueuePostprocess extends EffectQueue |
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{ |
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private static final int NUM_UNIFORMS = 3; |
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private static final int NUM_CACHE = 0; |
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private static final int INDEX = EffectTypes.POSTPROCESS.ordinal(); |
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private static int mNumEffectsH; |
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private static int mTypeH; |
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private static int mUniformsH; |
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private static int mObjDH; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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EffectQueuePostprocess(long id) |
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{ |
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super(id,NUM_UNIFORMS,NUM_CACHE,INDEX ); |
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} |
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51 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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53 |
|
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static void getUniforms(int mProgramH) |
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{ |
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mNumEffectsH= GLES20.glGetUniformLocation( mProgramH, "pNumEffects"); |
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mTypeH = GLES20.glGetUniformLocation( mProgramH, "pType"); |
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mUniformsH = GLES20.glGetUniformLocation( mProgramH, "pUniforms"); |
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mObjDH = GLES20.glGetUniformLocation( mProgramH, "u_objD"); |
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} |
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61 |
|
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62 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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63 |
|
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synchronized void compute(long currTime) |
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{ |
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if( currTime==mTime ) return; |
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if( mTime==0 ) mTime = currTime; |
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long step = (currTime-mTime); |
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for(int i=0; i<mNumEffects; i++) |
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{ |
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if( mInter[0][i]!=null && mInter[0][i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) ) |
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{ |
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for(int j=0; j<mNumListeners; j++) |
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EffectMessageSender.newMessage( mListeners.elementAt(j), |
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EffectMessage.EFFECT_FINISHED, |
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(mID[i]<<EffectTypes.LENGTH)+EffectTypes.POSTPROCESS.type, |
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mName[i], |
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mObjectID); |
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80 |
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if( EffectNames.isUnity(mName[i], mUniforms, NUM_UNIFORMS*i) ) |
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{ |
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83 |
remove(i); |
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i--; |
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continue; |
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} |
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else mInter[0][i] = null; |
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} |
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if( mInter[1][i]!=null ) |
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{ |
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mInter[1][i].interpolateMain(mUniforms, NUM_UNIFORMS*i+1, mCurrentDuration[i], step); |
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} |
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mCurrentDuration[i] += step; |
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} |
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mTime = currTime; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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protected void moveEffect(int index) |
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{ |
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mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ]; |
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mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1]; |
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mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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111 |
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synchronized void send(float objX, float objY) |
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{ |
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GLES20.glUniform1i( mNumEffectsH, mNumEffects); |
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GLES20.glUniform2f( mObjDH , objX, objY); |
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if( mNumEffects>0 ) |
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{ |
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GLES20.glUniform1iv( mTypeH , mNumEffects, mName ,0); |
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GLES20.glUniform4fv( mUniformsH,2*mNumEffects, mUniforms,0); |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// blur |
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synchronized long add(EffectNames eln, Data1D degree, Data2D center) |
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{ |
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if( mMax[INDEX]>mNumEffects ) |
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{ |
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if( degree instanceof Dynamic1D) |
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{ |
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mInter[0][mNumEffects] = (Dynamic1D)degree; |
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} |
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else if( degree instanceof Static1D) |
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{ |
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mInter[0][mNumEffects] = null; |
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mUniforms[NUM_UNIFORMS*mNumEffects] = ((Static1D)degree).getX(); |
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} |
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else return -1; |
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if( center instanceof Dynamic2D) |
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{ |
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mInter[1][mNumEffects] = (Dynamic2D)center; |
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} |
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else if( center instanceof Static2D) |
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{ |
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mInter[1][mNumEffects] = null; |
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static2D)center).getX(); |
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static2D)center).getY(); |
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} |
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else return -1; |
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153 |
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return addBase(eln); |
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} |
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return -1; |
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} |
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} |
src/main/java/org/distorted/library/EffectTypes.java | ||
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31 | 31 |
/** |
32 | 32 |
* Effects that change the ModelView matrix: Rotations, Moves, Shears, Scales. |
33 | 33 |
*/ |
34 |
MATRIX ( 0x1 ), // we will need to perform bitwise operations on those - so keep the values 1,2,4,8...
|
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MATRIX ( 0x1 ), // we will need to perform bitwise operations on those - so keep the values 1,2,4,8...
|
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35 | 35 |
/** |
36 | 36 |
* Effects that get executed in the Vertex shader: various distortions of the vertices. |
37 | 37 |
*/ |
38 |
VERTEX ( 0x2 ), |
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VERTEX ( 0x2 ),
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39 | 39 |
/** |
40 | 40 |
* Effects executed in the Fragment shader: changes of color, hue, transparency levels, etc. |
41 | 41 |
*/ |
42 |
FRAGMENT ( 0x4 ); |
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FRAGMENT ( 0x4 ), |
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/** |
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* Postprocessing done to the texture the first stage fragment shader created (if this queue is |
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* empty, the first stage skips this intermediate texture) |
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*/ |
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47 |
POSTPROCESS ( 0x8 ); |
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43 | 48 |
|
44 | 49 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
45 | 50 |
|
... | ... | |
63 | 68 |
// to EffectQueueMatrix.setMax(int) |
64 | 69 |
|
65 | 70 |
maxtable[1] = 5; // Max 5 VERTEX Effects |
66 |
maxtable[2] = 5; // Max 3 FRAGMENT Effects |
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71 |
maxtable[2] = 5; // Max 5 FRAGMENT Effects |
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maxtable[3] = 5; // Max 5 POSTPROCESSING Effects |
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67 | 73 |
} |
68 | 74 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
69 | 75 |
} |
src/main/res/raw/post_fragment_shader.glsl | ||
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1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
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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 |
varying vec2 vTexCoordinate; |
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21 |
uniform sampler2D u_Texture; |
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22 |
uniform vec2 u_objD; |
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23 |
uniform int fNumEffects; // total number of postprocessing effects |
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24 |
|
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25 |
#if NUM_POSTPROCESS>0 |
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26 |
uniform int pType[NUM_POSTPROCESS]; // their types. |
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27 |
uniform vec4 pUniforms[2*NUM_POSTPROCESS]; // i-th effect is 2 consecutive vec4's: [2*i], [2*i+1]. |
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28 |
// |
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29 |
|
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30 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
31 |
// BLUR EFFECT |
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32 |
|
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33 |
void blur(out vec4 color) |
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34 |
{ |
|
35 |
color = vec4(0.0); |
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36 |
|
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37 |
float blurSizeH = 1.0 / u_objD.x; |
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38 |
float blurSizeV = 1.0 / u_objD.y; |
|
39 |
|
|
40 |
for (int x = -4; x <= 4; x++) |
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41 |
for (int y = -4; y <= 4; y++) |
|
42 |
color += texture( u_Texture, vec2(vTexCoord.x + x * blurSizeH, vTexCoord.y + y * blurSizeV) ) / 81.0; |
|
43 |
} |
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44 |
|
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45 |
#endif |
|
46 |
|
|
47 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
48 |
|
|
49 |
void main() |
|
50 |
{ |
|
51 |
vec4 pixel = texture2D(u_Texture,v_TexCoordinate); |
|
52 |
|
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53 |
#if NUM_POSTPROCESS>0 |
|
54 |
for(int i=0; i<fNumEffects; i++) |
|
55 |
{ |
|
56 |
if( pType[i]==BLUR ) blur(pixel); |
|
57 |
} |
|
58 |
#endif |
|
59 |
|
|
60 |
gl_FragColor = pixel; |
|
61 |
} |
src/main/res/raw/post_vertex_shader.glsl | ||
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1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 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 |
attribute vec2 a_Position; // Per-vertex position information we will pass in. |
|
21 |
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
|
22 |
varying vec2 v_TexCoordinate; // |
|
23 |
|
|
24 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
25 |
// empty 2D vertex shader for postprocessing |
|
26 |
|
|
27 |
void main() |
|
28 |
{ |
|
29 |
v_TexCoordinate = a_TexCoordinate; |
|
30 |
gl_Position = vec4(a_Position, 0.0, 1.0); |
|
31 |
} |
Also available in: Unified diff
Beginnings of support for postprocessing Effects.