Revision 79921db2
Added by Leszek Koltunski about 7 years ago
src/main/java/org/distorted/library/DistortedEffects.java | ||
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*/ |
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public class DistortedEffects |
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{ |
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static final int MAIN_PROGRAM = 0; |
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static final int FEED_PROGRAM = 1; |
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static final int NUM_PROGRAMS = 2; |
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// THIS IS FOR MAIN AND FEEDBACK PROGRAMS /// |
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private static boolean[] mEffectEnabled = new boolean[EffectNames.size()]; |
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... | ... | |
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private static int mDebugObjDH; |
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private static int mDebugMVPMatrixH; |
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/// FEEDBACK PROGRAM // |
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private static DistortedProgram mFeedbackProgram; |
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private static float[] mMVPMatrix = new float[16]; |
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private static float[] mTmpMatrix = new float[16]; |
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|
... | ... | |
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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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mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader, Distorted.GLSL); |
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String[] feedback = { "v_Position", "v_Normal" }; |
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mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader, Distorted.GLSL, feedback); |
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int mainProgramH = mMainProgram.getProgramHandle(); |
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EffectQueueFragment.getUniforms(mainProgramH); |
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EffectQueueVertex.getUniforms(MAIN_PROGRAM,mainProgramH);
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EffectQueueMatrix.getUniforms(MAIN_PROGRAM,mainProgramH);
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EffectQueueVertex.getUniforms(mainProgramH); |
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EffectQueueMatrix.getUniforms(mainProgramH); |
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mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture"); |
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////////////////////////////////////////////////////////////////////////////////////// |
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////////// FEEDBACK PROGRAM ////////////////////////////////////////////////////////// |
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////////////////////////////////////////////////////////////////////////////////////// |
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final InputStream feedVertStream = resources.openRawResource(R.raw.main_vertex_shader); |
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final InputStream feedFragStream = resources.openRawResource(R.raw.feedback_fragment_shader); |
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String[] feedback = { "v_Position" }; |
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mFeedbackProgram = new DistortedProgram(feedVertStream,feedFragStream, mainVertHeader, Distorted.GLSL_VERSION, Distorted.GLSL, feedback); |
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int feedProgramH = mFeedbackProgram.getProgramHandle(); |
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EffectQueueFragment.getUniforms(feedProgramH); |
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EffectQueueVertex.getUniforms(FEED_PROGRAM,feedProgramH); |
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EffectQueueMatrix.getUniforms(FEED_PROGRAM,feedProgramH); |
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////////////////////////////////////////////////////////////////////////////////////// |
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////////// BLIT PROGRAM ////////////////////////////////////////////////////////////// |
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////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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mMainProgram.useProgram(); |
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GLES30.glUniform1i(mMainTextureH, 0); |
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surface.setAsOutput(currTime); |
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mM.send(MAIN_PROGRAM,surface,halfW,halfH,halfZ);
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mV.send(MAIN_PROGRAM,halfW,halfH,halfZ);
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mM.send(surface,halfW,halfH,halfZ); |
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mV.send(halfW,halfH,halfZ); |
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mF.send(halfW,halfH); |
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mPosVBO[0]); |
... | ... | |
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void drawPrivFeedback(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime) |
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{ |
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int error; |
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mM.compute(currTime); |
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mV.compute(currTime); |
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mF.compute(currTime); |
... | ... | |
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GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
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mFeedbackProgram.useProgram();
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surface.setAsOutput(currTime); |
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mM.send(FEED_PROGRAM,surface,halfW,halfH,halfZ);
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mV.send(FEED_PROGRAM,halfW,halfH,halfZ);
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mMainProgram.useProgram();
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mM.send(surface,halfW,halfH,halfZ); |
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mV.send(halfW,halfH,halfZ); |
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mPosVBO[0]); |
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GLES30.glVertexAttribPointer(mFeedbackProgram.mAttribute[0], MeshObject.POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mNorVBO[0]); |
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GLES30.glVertexAttribPointer(mFeedbackProgram.mAttribute[1], MeshObject.NORMAL_DATA_SIZE , GLES30.GL_FLOAT, false, 0, 0);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NORMAL_DATA_SIZE , GLES30.GL_FLOAT, false, 0, 0);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mTexVBO[0]); |
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GLES30.glVertexAttribPointer(mFeedbackProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE , GLES30.GL_FLOAT, false, 0, 0);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE , GLES30.GL_FLOAT, false, 0, 0);
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GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mPosTBO[0]); |
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GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 1, mesh.mNorTBO[0]); |
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GLES30.glEnable(GLES30.GL_RASTERIZER_DISCARD); |
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GLES30.glBeginTransformFeedback(GLES30.GL_POINTS); |
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GLES30.glDrawArrays(GLES30.GL_POINTS, 0, mesh.dataLength); |
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int error = GLES30.glGetError();
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error = GLES30.glGetError(); |
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if (error != GLES30.GL_NO_ERROR) |
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{ |
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throw new RuntimeException("2 glError 0x" + Integer.toHexString(error)); |
... | ... | |
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Buffer mappedBuffer = GLES30.glMapBufferRange(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, len, GLES30.GL_MAP_READ_BIT); |
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FloatBuffer fb = ((ByteBuffer) mappedBuffer).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
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FloatBuffer bb = mesh.mMeshPositions;
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FloatBuffer bb = mesh.mMeshNormals;
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String msgB = ""; |
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for(int d=0; d<mesh.dataLength; d++) |
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{ |
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msgB+="("+(2*halfW*bb.get(3*d+0))+","+(2*halfH*bb.get(3*d+1))+","+(2*halfZ*bb.get(3*d+2))+")";
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msgB+="("+(2*halfW*bb.get(3*d+0))+","+(2*halfH*bb.get(3*d+1))+","+(bb.get(3*d+2))+")"; |
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} |
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android.util.Log.d( "Feedback", msgB); |
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|
... | ... | |
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/// END DEBUG /////// |
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GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0); |
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GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 1, 0); |
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mMainProgram.useProgram(); |
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surface.setAsOutput(currTime); |
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GLES30.glUniform1i(mMainTextureH, 0); |
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mM.sendFeedback(MAIN_PROGRAM,surface,halfW,halfH,halfZ);
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mV.sendZero(MAIN_PROGRAM);
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mM.sendZero();
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mV.sendZero(); |
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mF.send(halfW,halfH); |
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mPosTBO[0]); |
Also available in: Unified diff
Some progress with Transform Feedback. Still many bugs all over.