Revision 667a1ad9
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/EffectNames.java | ||
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///////////////////////////////////////////////////////////////////////////////// |
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// POSTPROCESSING EFFECTS. |
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// Always 1 Uniform: 1 per-effect interpolated value.
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// Always 4 Uniforms: 4 per-effect interpolated values.
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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) |
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* Uniforms: (radius,UNUSED,UNUSED,UNUSED)
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* <p> |
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* Unity: radius==0
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* Unity: radius = 0
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*/ |
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BLUR ( EffectTypes.POSTPROCESS,new float[] {0.0f} , 1, false, false ); |
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src/main/java/org/distorted/library/EffectQueueFragment.java | ||
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mUniforms[NUM_UNIFORMS*i+7] = mCache[NUM_CACHE*i+3]; |
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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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GLES20.glUniform1iv( mTypeH , mNumEffects, mName ,0);
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GLES20.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
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} |
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} |
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src/main/java/org/distorted/library/EffectQueuePostprocess.java | ||
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class EffectQueuePostprocess extends EffectQueue |
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{ |
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private static final int BYTES_PER_FLOAT = 4; |
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private static final int POSITION_DATA_SIZE= 2; // Post Program: size of the position data in elements |
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private static final int TEX_DATA_SIZE = 2; // Post Program: size of the texture coordinate data in elements. |
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private static final int NUM_UNIFORMS = 3;
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private static final int NUM_UNIFORMS = 4;
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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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... | ... | |
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static |
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{ |
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int dataLength = 4; |
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int dataLength = 4; |
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int bytes_per_float = 4; |
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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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float[] textureData = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; |
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mQuadPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadPositions.put(positionData).position(0); |
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mQuadTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE *dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE *dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadTexture.put(textureData).position(0); |
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} |
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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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... | ... | |
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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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mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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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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GLES20.glUniform1iv( mTypeH , mNumEffects, mName ,0);
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GLES20.glUniform4fv( mUniformsH, (NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
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} |
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GLES20.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mQuadPositions); |
src/main/java/org/distorted/library/EffectQueueVertex.java | ||
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mUniforms[NUM_UNIFORMS*i+7] = mCache[NUM_CACHE*i+2]-halfZ; |
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} |
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GLES20.glUniform1iv( mTypeH , mNumEffects, mName ,0); |
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GLES20.glUniform4fv( mUniformsH,3*mNumEffects, mUniforms,0);
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GLES20.glUniform1iv( mTypeH , mNumEffects, mName ,0);
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GLES20.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
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} |
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} |
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src/main/res/raw/post_fragment_shader.glsl | ||
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varying vec2 v_TexCoordinate; |
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uniform sampler2D u_Texture; |
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uniform vec2 u_objD; |
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uniform int pNumEffects; // total number of postprocessing effects
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uniform int pNumEffects; // total number of postprocessing effects |
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#if NUM_POSTPROCESS>0 |
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uniform int pType[NUM_POSTPROCESS]; // their types.
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uniform vec4 pUniforms[2*NUM_POSTPROCESS]; // i-th effect is 2 consecutive vec4's: [2*i], [2*i+1].
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uniform int pType[NUM_POSTPROCESS]; // their types. |
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uniform vec4 pUniforms[NUM_POSTPROCESS]; // i-th effect is 1 vec4: [i].
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// BLUR EFFECT |
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void blur(out vec4 pixel) |
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void blur(out vec4 pixel,float radius)
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{ |
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pixel = vec4(0.0); |
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float blurSizeH = 1.0 / u_objD.x; |
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float blurSizeV = 1.0 / u_objD.y; |
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float denom = 1.0 / ((2.0*radius+1.0)*(2.0*radius+1.0)); |
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for (float x = -4.0; x <= 4.0; x+=1.0)
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for (float y = -4.0; y <= 4.0; y+=1.0)
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for (float x = -radius; x <= radius; x+=1.0)
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for (float y = -radius; y <= radius; y+=1.0)
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{ |
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pixel += texture2D( u_Texture, vec2(v_TexCoordinate.x + x * blurSizeH, v_TexCoordinate.y + y * blurSizeV) ) / 81.0;
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pixel += texture2D( u_Texture, vec2(v_TexCoordinate.x + x*blurSizeH, v_TexCoordinate.y + y*blurSizeV) ) *denom;
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} |
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} |
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#if NUM_POSTPROCESS>0 |
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for(int i=0; i<pNumEffects; i++) |
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{ |
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if( pType[i]==BLUR ) blur(pixel); |
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if( pType[i]==BLUR ) blur(pixel,pUniforms[i].x);
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} |
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#endif |
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Also available in: Unified diff
improve Postprocessing; new icon; minor things.