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library / src / main / java / org / distorted / library / main / DistortedLibrary.java @ 667884b0

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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 android.opengl.GLES30;
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import android.opengl.GLES31;
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import android.util.Log;
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import org.distorted.library.R;
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import org.distorted.library.effect.Effect;
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import org.distorted.library.effectqueue.EffectQueue;
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import org.distorted.library.effectqueue.EffectQueuePostprocess;
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import org.distorted.library.effect.EffectType;
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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.mesh.MeshBase;
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import org.distorted.library.message.EffectMessageSender;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.VertexCompilationException;
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import java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * A singleton class used to control various global dialog_settings.
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 */
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public class DistortedLibrary
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  {
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  private static int mGLSL;
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  private static String mGLSL_VERSION;
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  private static boolean mOITCompilationSuccessful;
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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.
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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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  static final int FBO_QUEUE_SIZE = 4;
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  private static boolean mInitialized=false;
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  //////////////////////////////////////////////////////////////////////////////////////////////
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  /// MAIN PROGRAM ///
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  private static DistortedProgram mMainProgram;
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  private static int mMainTextureH;
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  /// NORMAL PROGRAM /////
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  private static DistortedProgram mNormalProgram;
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  private static int mNormalMVPMatrixH;
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  /// MAIN OIT PROGRAM ///
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  private static DistortedProgram mMainOITProgram;
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  private static int mMainOITTextureH;
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  private static int mMainOITSizeH;
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  private static int mMainOITNumRecordsH;
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  /// BLIT PROGRAM ///
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  private static DistortedProgram mBlitProgram;
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  private static int mBlitTextureH;
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  private static int mBlitDepthH;
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  private static final FloatBuffer mQuadPositions;
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  /// FULL PROGRAM ///
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  private static DistortedProgram mFullProgram;
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  static
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    {
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    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
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    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    }
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  /// BLIT DEPTH PROGRAM ///
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  private static DistortedProgram mBlitDepthProgram;
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  private static int mBlitDepthTextureH;
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  private static int mBlitDepthDepthTextureH;
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  private static int mBlitDepthDepthH;
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  private static int mBlitDepthTexCorrH;
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  /// OIT SSBO BUFFER ///
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  private static int[] mLinkedListSSBO = new int[1];
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  private static int[] mAtomicCounter = new int[DistortedLibrary.FBO_QUEUE_SIZE];
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  private static int   mCurrBuffer;
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  static
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    {
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    mLinkedListSSBO[0]= -1;
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    mCurrBuffer       =  0;
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    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)  mAtomicCounter[i] = -1;
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    }
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  ///////////////////////////////////////////////////////////////
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  // meaning: allocate 1.0 screenful of places for transparent
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  // fragments in the SSBO backing up the OIT render method.
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  private static float mBufferSize=1.0f;
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  /// OIT CLEAR PROGRAM ///
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  private static DistortedProgram mOITClearProgram;
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  private static int mOITClearDepthH;
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  private static int mOITClearTexCorrH;
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  private static int mOITClearSizeH;
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  /// OIT BUILD PROGRAM ///
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  private static DistortedProgram mOITBuildProgram;
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  private static int mOITBuildTextureH;
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  private static int mOITBuildDepthTextureH;
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  private static int mOITBuildDepthH;
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  private static int mOITBuildTexCorrH;
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  private static int mOITBuildSizeH;
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  private static int mOITBuildNumRecordsH;
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  /// OIT COLLAPSE PROGRAM ///
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  private static DistortedProgram mOITCollapseProgram;
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  private static int mOITCollapseDepthTextureH;
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  private static int mOITCollapseDepthH;
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  private static int mOITCollapseTexCorrH;
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  private static int mOITCollapseSizeH;
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  /// OIT RENDER PROGRAM ///
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  private static DistortedProgram mOITRenderProgram;
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  private static int mOITRenderDepthH;
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  private static int mOITRenderTexCorrH;
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  private static int mOITRenderSizeH;
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  /// END PROGRAMS //////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// private: hide this from Javadoc
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  private DistortedLibrary()
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    {
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPrograms(Resources resources)
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    {
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    // MAIN PROGRAM ////////////////////////////////////
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
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    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
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    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    String[] feedback = { "v_Position", "v_endPosition" };
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    try
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      {
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      mMainProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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                                          enabledEffectV, enabledEffectF, mGLSL, feedback);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int mainProgramH = mMainProgram.getProgramHandle();
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    EffectQueue.getUniforms(mainProgramH,0);
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    mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
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    try
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      {
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      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitProgramH = mBlitProgram.getProgramHandle();
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    mBlitTextureH  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
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    // BLIT DEPTH PROGRAM ////////////////////////////////////
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    final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
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    final InputStream blitDepthFragStream = resources.openRawResource(R.raw.blit_depth_fragment_shader);
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    try
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      {
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      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT DEPTH program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitDepthProgramH   = mBlitDepthProgram.getProgramHandle();
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    mBlitDepthTextureH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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    mBlitDepthDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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    mBlitDepthDepthH        = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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    mBlitDepthTexCorrH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
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    // NORMAL PROGRAM //////////////////////////////////////
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    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
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    final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
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    try
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      {
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      mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile NORMAL program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int normalProgramH = mNormalProgram.getProgramHandle();
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    mNormalMVPMatrixH  = GLES30.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createFullProgram(Resources resources)
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    {
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    final InputStream fullVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream fullFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numV = VertexEffect.getAllEnabled();
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    String fullVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n");
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    String fullFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " +                                         0   + "\n");
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    String enabledEffectV= VertexEffect.getAllGLSL();
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    String enabledEffectF= "{}";
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    fullVertHeader += "#define PREAPPLY\n";
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    String[] feedback = { "v_Position", "v_endPosition" };
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    try
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      {
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      mFullProgram = new DistortedProgram(fullVertStream, fullFragStream, fullVertHeader, fullFragHeader,
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                                          enabledEffectV, enabledEffectF, mGLSL, feedback);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile FULL program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int fullProgramH = mFullProgram.getProgramHandle();
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    EffectQueue.getUniforms(fullProgramH,3);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createProgramsOIT(Resources resources)
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    {
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    // MAIN OIT PROGRAM ////////////////////////////////
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
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    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") + ("#define OIT\n");
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    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") + ("#define OIT\n");
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    try
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      {
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      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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                                             enabledEffectV, enabledEffectF, mGLSL, null);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int mainOITProgramH = mMainOITProgram.getProgramHandle();
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    EffectQueue.getUniforms(mainOITProgramH,1);
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    mMainOITTextureH    = GLES30.glGetUniformLocation( mainOITProgramH, "u_Texture");
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    mMainOITSizeH       = GLES30.glGetUniformLocation( mainOITProgramH, "u_Size");
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    mMainOITNumRecordsH = GLES30.glGetUniformLocation( mainOITProgramH, "u_numRecords");
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    // OIT CLEAR PROGRAM ////////////////////////////////////
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    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
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    try
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      {
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      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
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    mOITClearDepthH        = GLES30.glGetUniformLocation( oitClearProgramH, "u_Depth");
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    mOITClearTexCorrH      = GLES30.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
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    mOITClearSizeH         = GLES30.glGetUniformLocation( oitClearProgramH, "u_Size");
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    // OIT BUILD PROGRAM ////////////////////////////////////
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    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
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    try
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      {
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      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
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    mOITBuildTextureH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Texture");
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    mOITBuildDepthTextureH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
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    mOITBuildDepthH        = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Depth");
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    mOITBuildTexCorrH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
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    mOITBuildSizeH         = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Size");
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    mOITBuildNumRecordsH   = GLES30.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
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    // OIT COLLAPSE PROGRAM ///////////////////////////
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    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
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    try
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      {
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      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
414
      }
415
416
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
417 b7074bc6 Leszek Koltunski
    mOITCollapseDepthTextureH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
418
    mOITCollapseDepthH        = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
419
    mOITCollapseTexCorrH      = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
420
    mOITCollapseSizeH         = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Size");
421 bfe45b4a Leszek Koltunski
422
    // OIT RENDER PROGRAM ///////////////////////////
423
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
424
    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
425
426
    try
427
      {
428 b7074bc6 Leszek Koltunski
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
429 bfe45b4a Leszek Koltunski
      }
430
    catch(Exception e)
431
      {
432
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
433
      throw new RuntimeException(e.getMessage());
434
      }
435
436
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
437 b7074bc6 Leszek Koltunski
    mOITRenderDepthH        = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Depth");
438
    mOITRenderTexCorrH      = GLES30.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
439
    mOITRenderSizeH         = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Size");
440 bfe45b4a Leszek Koltunski
    }
441
442
///////////////////////////////////////////////////////////////////////////////////////////////////
443
444
  private static void displayNormals(EffectQueue[] queues, MeshBase mesh)
445
    {
446
    int num = mesh.getNumVertices();
447
    int tfo = mesh.getTFO();
448
449 b7074bc6 Leszek Koltunski
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
450
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
451 7602a827 Leszek Koltunski
    InternalRenderState.switchOffDrawing();
452 b7074bc6 Leszek Koltunski
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
453 7602a827 Leszek Koltunski
    InternalRenderState.restoreDrawing();
454 b7074bc6 Leszek Koltunski
    GLES30.glEndTransformFeedback();
455
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
456 bfe45b4a Leszek Koltunski
457 f046b159 Leszek Koltunski
    mNormalProgram.useProgram();
458
    GLES30.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
459
    mesh.bindTransformAttribs(mNormalProgram);
460 b7074bc6 Leszek Koltunski
    GLES30.glLineWidth(8.0f);
461
    GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*num);
462 bfe45b4a Leszek Koltunski
    }
463
464 f046b159 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
465
// execute all VertexEffects and adjust all vertices
466
467
  public static void adjustVertices(MeshBase mesh)
468
    {
469
    if( mFullProgram!=null )
470
      {
471
      GLES30.glViewport(0, 0, 500, 500 ); // TODO ???
472
473
      int num = mesh.getNumVertices();
474
      int tfo = mesh.getTFO();
475
476
      mFullProgram.useProgram();
477
      mesh.bindVertexAttribs(mFullProgram);
478
      mesh.computeQueue();
479
      mesh.sendQueue();
480
481
      GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
482
      GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
483
      InternalRenderState.switchOffDrawing();
484
      GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
485
      InternalRenderState.restoreDrawing();
486
      GLES30.glEndTransformFeedback();
487
      mesh.copyTransformToVertex();
488 b5be333a Leszek Koltunski
      GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
489 f046b159 Leszek Koltunski
      }
490
    }
491
492 bfe45b4a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
493
494 c90aca24 Leszek Koltunski
  static void drawPrivOIT(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
495 bfe45b4a Leszek Koltunski
    {
496 c90aca24 Leszek Koltunski
    EffectQueue[] queues = effects.getQueues();
497
498 644c21f2 Leszek Koltunski
    EffectQueue.compute(queues, currTime);
499 b7074bc6 Leszek Koltunski
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
500 bfe45b4a Leszek Koltunski
501 7602a827 Leszek Koltunski
    DistortedLibrary.mMainOITProgram.useProgram();
502 b7074bc6 Leszek Koltunski
    GLES30.glUniform1i(DistortedLibrary.mMainOITTextureH, 0);
503
    GLES30.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
504
    GLES30.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
505 7602a827 Leszek Koltunski
    mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram);
506 bfe45b4a Leszek Koltunski
507 809dcae3 Leszek Koltunski
    float inflate     = mesh.getInflate();
508
    float distance    = surface.mDistance;
509
    float mipmap      = surface.mMipmap;
510
    float[] projection= surface.mProjectionMatrix;
511 bfe45b4a Leszek Koltunski
512 23b733db Leszek Koltunski
    EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 1 );
513 b7074bc6 Leszek Koltunski
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
514 bfe45b4a Leszek Koltunski
515
    if( mesh.getShowNormals() )
516
      {
517 7602a827 Leszek Koltunski
      DistortedLibrary.mMainProgram.useProgram();
518 23b733db Leszek Koltunski
      EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
519 bfe45b4a Leszek Koltunski
      displayNormals(queues,mesh);
520
      }
521
    }
522
523
///////////////////////////////////////////////////////////////////////////////////////////////////
524
525 c90aca24 Leszek Koltunski
  static void drawPriv(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
526 bfe45b4a Leszek Koltunski
    {
527 f046b159 Leszek Koltunski
    if( mMainProgram!=null )
528 f482efa3 Leszek Koltunski
      {
529
      EffectQueue[] queues = effects.getQueues();
530 bfe45b4a Leszek Koltunski
531 f482efa3 Leszek Koltunski
      EffectQueue.compute(queues, currTime);
532
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
533 46b572b5 Leszek Koltunski
534 f482efa3 Leszek Koltunski
      mMainProgram.useProgram();
535
      GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0);
536
      mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
537 809dcae3 Leszek Koltunski
538 f482efa3 Leszek Koltunski
      float inflate     = mesh.getInflate();
539
      float distance    = surface.mDistance;
540
      float mipmap      = surface.mMipmap;
541
      float[] projection= surface.mProjectionMatrix;
542 809dcae3 Leszek Koltunski
543 f482efa3 Leszek Koltunski
      EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
544
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
545 bfe45b4a Leszek Koltunski
546 f482efa3 Leszek Koltunski
      if( mesh.getShowNormals() ) displayNormals(queues,mesh);
547
      }
548 bfe45b4a Leszek Koltunski
    }
549
550
///////////////////////////////////////////////////////////////////////////////////////////////////
551
552 7602a827 Leszek Koltunski
  static void blitPriv(InternalOutputSurface surface)
553 bfe45b4a Leszek Koltunski
    {
554 f482efa3 Leszek Koltunski
    if( mBlitProgram!=null )
555
      {
556
      mBlitProgram.useProgram();
557 bfe45b4a Leszek Koltunski
558 f482efa3 Leszek Koltunski
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
559
      GLES30.glUniform1i(mBlitTextureH, 0);
560
      GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
561
      GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
562
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
563
      }
564 bfe45b4a Leszek Koltunski
    }
565
566
///////////////////////////////////////////////////////////////////////////////////////////////////
567
568 7602a827 Leszek Koltunski
  static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
569 bfe45b4a Leszek Koltunski
    {
570 f482efa3 Leszek Koltunski
    if( mBlitDepthProgram!=null )
571
      {
572
      mBlitDepthProgram.useProgram();
573
574
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
575
      GLES30.glUniform1i(mBlitDepthTextureH, 0);
576
      GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
577
      GLES30.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
578
      GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
579
      GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
580
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
581
      }
582 bfe45b4a Leszek Koltunski
    }
583
584
///////////////////////////////////////////////////////////////////////////////////////////////////
585 b7074bc6 Leszek Koltunski
// yes it is safe to be mixing 3.0 and 3.1 like that, senior members of the OpenGL discussions forum assert
586 bfe45b4a Leszek Koltunski
587
  private static int printPreviousBuffer()
588
    {
589
    int counter = 0;
590
591 b7074bc6 Leszek Koltunski
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
592
                                                                GLES30.GL_MAP_READ_BIT);
593 bfe45b4a Leszek Koltunski
    if( atomicBuf!=null )
594
      {
595
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
596
      counter = atomicIntBuf.get(0);
597
      }
598
    else
599
      {
600 b7074bc6 Leszek Koltunski
      Log.e("effects", "print: failed to map atomic buffer");
601 bfe45b4a Leszek Koltunski
      }
602
603 b7074bc6 Leszek Koltunski
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
604 bfe45b4a Leszek Koltunski
605
    return counter;
606
    }
607
608
///////////////////////////////////////////////////////////////////////////////////////////////////
609
610
  private static void zeroBuffer()
611
    {
612 b7074bc6 Leszek Koltunski
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
613
        GLES30.GL_MAP_WRITE_BIT|GLES30.GL_MAP_INVALIDATE_BUFFER_BIT);
614 bfe45b4a Leszek Koltunski
    if( atomicBuf!=null )
615
      {
616
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
617
      atomicIntBuf.put(0,0);
618
      }
619
    else
620
      {
621 b7074bc6 Leszek Koltunski
      Log.e("effects", "zero: failed to map atomic buffer");
622 bfe45b4a Leszek Koltunski
      }
623
624 b7074bc6 Leszek Koltunski
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
625 bfe45b4a Leszek Koltunski
    }
626
627
///////////////////////////////////////////////////////////////////////////////////////////////////
628
// reset atomic counter to 0
629
630
  static int zeroOutAtomic()
631
    {
632
    int counter = 0;
633
634
    if( mAtomicCounter[0]<0 )
635
      {
636 b7074bc6 Leszek Koltunski
      GLES30.glGenBuffers(DistortedLibrary.FBO_QUEUE_SIZE,mAtomicCounter,0);
637 bfe45b4a Leszek Koltunski
638 7602a827 Leszek Koltunski
      for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)
639 bfe45b4a Leszek Koltunski
        {
640 b7074bc6 Leszek Koltunski
        GLES30.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
641
        GLES30.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES30.GL_DYNAMIC_DRAW);
642 bfe45b4a Leszek Koltunski
        zeroBuffer();
643
        }
644
      }
645
646
    // reading the value of the buffer on every frame would slow down rendering by
647 f953bee0 Leszek Koltunski
    // dialog_about 3%; doing it only once every 5 frames affects speed by less than 1%.
648 bfe45b4a Leszek Koltunski
    if( mCurrBuffer==0 )
649
      {
650 b7074bc6 Leszek Koltunski
      GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
651 bfe45b4a Leszek Koltunski
      counter = printPreviousBuffer();
652
      }
653
654 7602a827 Leszek Koltunski
    if( ++mCurrBuffer>= DistortedLibrary.FBO_QUEUE_SIZE ) mCurrBuffer = 0;
655 bfe45b4a Leszek Koltunski
656 b7074bc6 Leszek Koltunski
    GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
657 bfe45b4a Leszek Koltunski
    zeroBuffer();
658
659
    return counter;
660
    }
661
662
///////////////////////////////////////////////////////////////////////////////////////////////////
663 809dcae3 Leszek Koltunski
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
664 bfe45b4a Leszek Koltunski
665 7602a827 Leszek Koltunski
  static void oitClear(InternalOutputSurface surface, int counter)
666 bfe45b4a Leszek Koltunski
    {
667 f482efa3 Leszek Koltunski
    if( mOITClearProgram!=null )
668 bfe45b4a Leszek Koltunski
      {
669 f482efa3 Leszek Koltunski
      if( mLinkedListSSBO[0]<0 )
670
        {
671
        GLES30.glGenBuffers(1,mLinkedListSSBO,0);
672 bfe45b4a Leszek Koltunski
673 f482efa3 Leszek Koltunski
        int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
674
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
675
        GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
676
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
677 bfe45b4a Leszek Koltunski
678 f482efa3 Leszek Koltunski
        GLES30.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
679
        }
680 bfe45b4a Leszek Koltunski
681 f482efa3 Leszek Koltunski
      // See if we have overflown the SSBO in one of the previous frames.
682
      // If yes, assume we need to make the SSBO larger.
683
      float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
684 bfe45b4a Leszek Koltunski
685 f482efa3 Leszek Koltunski
      if( overflow>1.0f )
686
        {
687
        //android.util.Log.e("effects", "previous frame rendered "+counter+
688
        //                   " fragments, but there was only "+(mBufferSize*surface.mWidth*surface.mHeight)+" space");
689
690
        mBufferSize *= (int)(overflow+1.0f);
691
        int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
692
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
693
        GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
694
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
695
        }
696 bfe45b4a Leszek Koltunski
697 f482efa3 Leszek Koltunski
      mOITClearProgram.useProgram();
698 bfe45b4a Leszek Koltunski
699 f482efa3 Leszek Koltunski
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
700
      GLES30.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
701
      GLES30.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
702
      GLES30.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
703
      GLES30.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
704
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
705
      }
706 bfe45b4a Leszek Koltunski
    }
707
708
///////////////////////////////////////////////////////////////////////////////////////////////////
709
// Pass2 of the OIT algorithm - build per-pixel linked lists.
710
711 7602a827 Leszek Koltunski
  static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
712 bfe45b4a Leszek Koltunski
    {
713 f482efa3 Leszek Koltunski
    if( mOITBuildProgram!=null )
714
      {
715
      mOITBuildProgram.useProgram();
716
717
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
718
      GLES30.glUniform1i(mOITBuildTextureH, 0);
719
      GLES30.glUniform1i(mOITBuildDepthTextureH, 1);
720
      GLES30.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
721
      GLES30.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
722
      GLES30.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
723
      GLES30.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
724
      GLES30.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
725
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
726
      }
727 bfe45b4a Leszek Koltunski
    }
728
729
///////////////////////////////////////////////////////////////////////////////////////////////////
730
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
731
732 7602a827 Leszek Koltunski
  static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
733 bfe45b4a Leszek Koltunski
    {
734 f482efa3 Leszek Koltunski
    if( mOITCollapseProgram!=null )
735
      {
736
      mOITCollapseProgram.useProgram();
737
738
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
739
      GLES30.glUniform1i(mOITCollapseDepthTextureH, 1);
740
      GLES30.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
741
      GLES30.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
742
      GLES30.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
743
      GLES30.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
744
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
745
      }
746 bfe45b4a Leszek Koltunski
    }
747
748
///////////////////////////////////////////////////////////////////////////////////////////////////
749
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
750
751 7602a827 Leszek Koltunski
  static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
752 bfe45b4a Leszek Koltunski
    {
753 f482efa3 Leszek Koltunski
    if( mOITRenderProgram!=null )
754
      {
755
      mOITRenderProgram.useProgram();
756
757
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
758
      GLES30.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
759
      GLES30.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
760
      GLES30.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
761
      GLES30.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
762
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
763
      }
764 bfe45b4a Leszek Koltunski
    }
765
766
///////////////////////////////////////////////////////////////////////////////////////////////////
767
768
  static void setSSBOSize(float size)
769
    {
770
    mBufferSize = size;
771
    }
772
773 edea9cf3 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
774
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
775 b7074bc6 Leszek Koltunski
// PowerVR GE8100 / GE8300 compiler fails to compile OIT programs.
776 edea9cf3 Leszek Koltunski
777 c43abe6c Leszek Koltunski
  private static void detectBuggyDrivers()
778 edea9cf3 Leszek Koltunski
    {
779 b7074bc6 Leszek Koltunski
    String vendor  = GLES30.glGetString(GLES30.GL_VENDOR);
780
    String version = GLES30.glGetString(GLES30.GL_VERSION);
781
    String renderer= GLES30.glGetString(GLES30.GL_RENDERER);
782 edea9cf3 Leszek Koltunski
783
    /*
784 b7074bc6 Leszek Koltunski
    android.util.Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
785
    android.util.Log.e("DISTORTED", "GL Version "  +GLES30.glGetString(GLES31.GL_VERSION));
786
    android.util.Log.e("DISTORTED", "GL Vendor "   +GLES30.glGetString(GLES31.GL_VENDOR));
787
    android.util.Log.e("DISTORTED", "GL Renderer " +GLES30.glGetString(GLES31.GL_RENDERER));
788 edea9cf3 Leszek Koltunski
    */
789
790
    if( vendor.contains("ARM") )
791
      {
792
      if( version.contains("r12") )
793
        {
794 b7074bc6 Leszek Koltunski
        Log.e("DISTORTED", "You are running this on a ARM Mali driver r12.\nThis is a buggy driver, please update to r22. Problems with flashing expected.");
795 edea9cf3 Leszek Koltunski
        }
796
      }
797
    else if( vendor.contains("Imagination") )
798
      {
799
      if( renderer.contains("GE8") )
800
        {
801 b7074bc6 Leszek Koltunski
        Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
802 edea9cf3 Leszek Koltunski
        }
803
      }
804
    }
805
806 b7074bc6 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
807
/**
808
 * Return OpenGL ES version supported by the hardware we are running on.
809
 * There are only two possibilities: 300 (OpenGL ES 3.0) or 310 (at least OpenGL ES 3.1)
810
 */
811
  static int getGLSL()
812
    {
813
    return mGLSL;
814
    }
815
816
///////////////////////////////////////////////////////////////////////////////////////////////////
817
/**
818
 * Have we successfully managed to compile the OIT programs?
819
 * Some hardware ( Imagination GE8100 / 8300, driver build 1.8@4490469 present in my HTC phone and,
820
 * sadly, Amazon Fire Stick 4K ) fails to compile the shaders. See relevant thread in Imagination's
821
 * support forum:
822
 *
823
 * https://forums.imgtec.com/t/ge8100-in-htc-desire-12-android-7-1-1-fragment-shader-fails-to-compile/2708
824
 */
825
  public static boolean OITCompilationSuccessful()
826
    {
827
    return mOITCompilationSuccessful;
828
    }
829
830 421c2728 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
831 310e14fb leszek
/**
832
 * Have we called onCreate yet, ie have we initialized the library?
833 1dfc9074 leszek
 * @return <code>true</code> if the library is initialized and ready for action.
834 310e14fb leszek
 */
835
  public static boolean isInitialized()
836 421c2728 Leszek Koltunski
    {
837 55c14a19 Leszek Koltunski
    return mInitialized;
838 421c2728 Leszek Koltunski
    }
839
840 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
841
/**
842 c43abe6c Leszek Koltunski
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
843 432442f9 Leszek Koltunski
 * I.e. best called from GLSurfaceView.onCreate().
844 6a06a912 Leszek Koltunski
 * <p>
845 432442f9 Leszek Koltunski
 * Needs to be called from a thread holding the OpenGL context.
846 6a06a912 Leszek Koltunski
 *   
847 015642fb Leszek Koltunski
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
848 6a06a912 Leszek Koltunski
 */
849 edea9cf3 Leszek Koltunski
  public static void onCreate(final Context context) throws Exception
850 d6e94c84 Leszek Koltunski
    {
851 30beb34f Leszek Koltunski
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
852
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
853 b7074bc6 Leszek Koltunski
854
    int glESversion = configurationInfo.reqGlEsVersion;
855
    int major = glESversion >> 16;
856
    int minor = glESversion & 0xff;
857
858
    if( major< 3 )
859
      {
860
      mGLSL = 100*major + 10*minor;
861
      throw new VertexCompilationException("at least OpenGL ES 3.0 required, this device supports only "+major+"."+minor);
862
      }
863
    else
864
      {
865
      mGLSL = (major==3 && minor==0) ? 300 : 310;
866
      }
867
868
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+major+"."+minor);
869
    mGLSL_VERSION = "#version "+mGLSL+" es\n";
870 edea9cf3 Leszek Koltunski
871
    mInitialized = true;
872 b7074bc6 Leszek Koltunski
    mOITCompilationSuccessful = false;
873 edea9cf3 Leszek Koltunski
874
    detectBuggyDrivers();
875
876 0e924ba5 Leszek Koltunski
    EffectMessageSender.startSending();
877
878 d6e94c84 Leszek Koltunski
    final Resources resources = context.getResources();
879 c90b9e01 Leszek Koltunski
880 edea9cf3 Leszek Koltunski
    Exception exception=null;
881
882
    try
883
      {
884 bfe45b4a Leszek Koltunski
      createPrograms(resources);
885 edea9cf3 Leszek Koltunski
      }
886
    catch(Exception ex)
887
      {
888
      exception = ex;
889
      }
890
891 f046b159 Leszek Koltunski
    try
892
      {
893
      createFullProgram(resources);
894
      }
895
    catch(Exception ex)
896
      {
897
      exception = ex;
898
      }
899
900 b7074bc6 Leszek Koltunski
    if( mGLSL>=310)
901 edea9cf3 Leszek Koltunski
      {
902 b7074bc6 Leszek Koltunski
      try
903
        {
904
        createProgramsOIT(resources);
905
        mOITCompilationSuccessful = true;
906
        }
907
      catch(Exception ex)
908
        {
909
        exception = ex;
910
        }
911 edea9cf3 Leszek Koltunski
      }
912
913 a13dde77 Leszek Koltunski
    try
914
      {
915 b7074bc6 Leszek Koltunski
      EffectQueuePostprocess.createPrograms(resources, mGLSL);
916 a13dde77 Leszek Koltunski
      }
917
    catch(Exception ex)
918
      {
919
      exception = ex;
920
      }
921
922 edea9cf3 Leszek Koltunski
    try
923
      {
924 b7074bc6 Leszek Koltunski
      PostprocessEffect.createPrograms(mGLSL);
925 edea9cf3 Leszek Koltunski
      }
926
    catch(Exception ex)
927
      {
928
      exception = ex;
929
      }
930
931
    if( exception!=null)
932
      {
933
      throw exception;
934
      }
935 6a06a912 Leszek Koltunski
    }
936
937 05ecc6fe Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
938
/**
939 78e89fb5 Leszek Koltunski
 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
940 05ecc6fe Leszek Koltunski
 * Must be called from Activity.onPause().
941
 */
942
  public static void onPause()
943
    {
944 7602a827 Leszek Koltunski
    InternalObject.onPause();
945 bfe45b4a Leszek Koltunski
946
    mLinkedListSSBO[0]= -1;
947
948 7602a827 Leszek Koltunski
    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1;
949 05ecc6fe Leszek Koltunski
    }
950
951 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
952
/**
953
 * Call this so that the Library can release its internal data structures.
954
 * Must be called from Activity.onDestroy(). 
955
 */
956
  public static void onDestroy()
957
    {
958 7602a827 Leszek Koltunski
    InternalObject.onDestroy();
959
    InternalNodeData.onDestroy();
960
    InternalMaster.onDestroy();
961
    InternalOutputSurface.onDestroy();
962 46b572b5 Leszek Koltunski
    DistortedEffects.onDestroy();
963 42571056 Leszek Koltunski
    EffectQueue.onDestroy();
964 26a4e5f6 leszek
    Effect.onDestroy();
965 6a06a912 Leszek Koltunski
    EffectMessageSender.stopSending();
966 f8686932 Leszek Koltunski
967 55c14a19 Leszek Koltunski
    mInitialized = false;
968 6a06a912 Leszek Koltunski
    }
969 bfe45b4a Leszek Koltunski
970
///////////////////////////////////////////////////////////////////////////////////////////////////
971
/**
972
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
973
 * single (InputSurface,MeshBase) combo.
974
 *
975
 * @param type {@link EffectType}
976
 * @return The maximum number of effects of a given type.
977
 */
978
  @SuppressWarnings("unused")
979
  public static int getMax(EffectType type)
980
    {
981
    return EffectQueue.getMax(type.ordinal());
982
    }
983
984
///////////////////////////////////////////////////////////////////////////////////////////////////
985
/**
986
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
987
 * This can fail if:
988
 * <ul>
989
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
990
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
991 7602a827 Leszek Koltunski
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
992 bfe45b4a Leszek Koltunski
 *     time only decreasing the value of 'max' is permitted.
993
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
994
 * </ul>
995
 *
996
 * @param type {@link EffectType}
997
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
998
 *            than Byte.MAX_VALUE
999
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
1000
 */
1001
  @SuppressWarnings("unused")
1002
  public static boolean setMax(EffectType type, int max)
1003
    {
1004
    return EffectQueue.setMax(type.ordinal(),max);
1005
    }
1006 f8f6d457 leszek
  }