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library / src / main / java / org / distorted / library / main / Distorted.java @ 6672d895

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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 org.distorted.library.effect.Effect;
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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.program.*;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * A singleton class used to control various global settings.
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 */
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public class Distorted 
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  {
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  static int GLSL;
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  static String GLSL_VERSION;
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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. TODO: on other platforms, make this equal to 1.
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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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  public static final int FBO_QUEUE_SIZE = 3;
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  private static boolean mInitialized=false;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// private: hide this from Javadoc
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  private Distorted()
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    {
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Have we called onCreate yet, ie have we initialized the library?
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 * @return <code>true</code> if the library is initialized and ready for action.
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 */
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  public static boolean isInitialized()
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    {
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    return mInitialized;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * When OpenGL context gets created, you need to call this method so that the library can initialise its internal data structures.
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 * I.e. best called from GLSurfaceView.onCreate().
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 * <p>
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 * Needs to be called from a thread holding the OpenGL context.
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 *   
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 * @param context Context of the App using the library - used to open up Resources and read Shader code.
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 * @throws FragmentCompilationException Fragment Shader failed to compile
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 * @throws VertexCompilationException   Vertex Shader failed to compile
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 * @throws VertexUniformsException      Too many uniforms in the Vertex Shader
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 * @throws FragmentUniformsException    Too many uniforms in the Fragment Shader
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 * @throws LinkingException             Shader failed to link
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 */
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  public static void onCreate(final Context context)
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  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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    {
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    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
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    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
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    android.util.Log.e("DISTORTED", "Using OpenGL ES "+configurationInfo.getGlEsVersion());
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    /*
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    android.util.Log.e("DISTORTED", "GLSL Version "+GLES31.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
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    android.util.Log.e("DISTORTED", "GL Version "  +GLES31.glGetString(GLES31.GL_VERSION));
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    android.util.Log.e("DISTORTED", "GL Vendor "   +GLES31.glGetString(GLES31.GL_VENDOR));
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    android.util.Log.e("DISTORTED", "GL Renderer " +GLES31.glGetString(GLES31.GL_RENDERER));
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    */
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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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    EffectMessageSender.startSending();
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    final Resources resources = context.getResources();
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    DistortedEffects.createProgram(resources);
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    PostprocessEffect.createPrograms();
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    mInitialized = true;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
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 * Must be called from Activity.onPause().
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 */
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  public static void onPause()
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    {
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    DistortedObject.onPause();
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    DistortedNode.onPause();
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    DistortedEffects.onPause();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Call this so that the Library can release its internal data structures.
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 * Must be called from Activity.onDestroy(). 
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 */
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  public static void onDestroy()
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    {
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    DistortedObject.onDestroy();
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    DistortedNode.onDestroy();
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    DistortedEffects.onDestroy();
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    DistortedMaster.onDestroy();
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    DistortedOutputSurface.onDestroy();
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    EffectQueue.onDestroy();
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    Effect.onDestroy();
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    VertexEffect.onDestroy();
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    FragmentEffect.onDestroy();
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    EffectMessageSender.stopSending();
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    mInitialized = false;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Return 2 or 3 depending if we have OpenGL Es 2.0 or 3.x context created.
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 */
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  public static int getGlVersion()
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    {
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    return GLSL == 300 ? 3:2;
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    }
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  }
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