Revision 7f92dd3a
Added by Leszek Koltunski 5 months ago
| src/main/java/org/distorted/library/main/DistortedEffects.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Copyright 2016 Leszek Koltunski leszek@koltunski.pl // |
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// // |
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// This file is part of Distorted. // |
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// // |
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// This library is free software; you can redistribute it and/or // |
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// modify it under the terms of the GNU Lesser General Public // |
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// License as published by the Free Software Foundation; either // |
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// version 2.1 of the License, or (at your option) any later version. // |
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// // |
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// This library 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 GNU // |
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// Lesser General Public License for more details. // |
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// // |
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// You should have received a copy of the GNU Lesser General Public // |
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// License along with this library; if not, write to the Free Software // |
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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package org.distorted.library.main; |
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import org.distorted.library.effect.Effect; |
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import org.distorted.library.effect.EffectName; |
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import org.distorted.library.effectqueue.EffectQueue; |
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import org.distorted.library.effect.EffectType; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Class containing Matrix, Vertex, Fragment and Postprocessing effect queues. |
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* <p> |
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* The queues hold actual effects to be applied to a given (InputSurface,MeshBase) combo. |
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*/ |
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public class DistortedEffects |
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{
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private final long mID; |
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private final EffectQueue[] mQueues; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* @y.exclude |
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*/ |
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public EffectQueue[] getQueues() |
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{
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return mQueues; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Create empty effect queue. |
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*/ |
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public DistortedEffects() |
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{
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mID = InternalStackFrameList.getNextEffectsID(); |
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mQueues = EffectQueue.createQueues(); |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Copy constructor. |
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* <p> |
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* Whatever we do not clone gets created just like in the default constructor. |
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* |
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* @param dc Source object to create our object from |
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* @param flags A bitmask of values specifying what to copy. |
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* For example, CLONE_VERTEX | CLONE_MATRIX. |
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*/ |
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public DistortedEffects(DistortedEffects dc, int flags) |
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{
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mID = InternalStackFrameList.getNextEffectsID(); |
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mQueues = EffectQueue.createQueues(dc.getQueues(),flags); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Returns unique ID of this instance. |
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* |
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* @return ID of the object. |
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*/ |
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public long getID() |
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{
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return mID; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Return if this queue contains effect with a given ID. |
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*/ |
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public boolean exists(long id) |
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{
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int num = (int)(id&EffectType.MASK); |
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return mQueues[num].exists(id); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Aborts all Effects. |
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* @return Number of effects aborted. |
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*/ |
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public int abortAllEffects() |
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{
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int aborted = 0; |
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for( int i=0; i<EffectType.LENGTH; i++) |
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{
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aborted += mQueues[i].removeAll(true); |
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} |
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return aborted; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Aborts all Effects of a given type, for example all MATRIX Effects. |
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* |
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* @param type one of the constants defined in {@link EffectType}
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* @return Number of effects aborted. |
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*/ |
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public int abortByType(EffectType type) |
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{
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int num = type.ordinal(); |
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return mQueues[num].removeAll(true); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Aborts an Effect by its ID. |
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* |
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* @param id the Id of the Effect to be removed, as returned by getID(). |
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* @return Number of effects aborted. |
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*/ |
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public int abortById(long id) |
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{
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int num = (int)(id&EffectType.MASK); |
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return mQueues[num].removeById(id); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Aborts a single Effect. |
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* |
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* @param effect the Effect we want to abort. |
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* @return number of Effects aborted. Always either 0 or 1. |
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*/ |
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public int abortEffect(Effect effect) |
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{
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int num = effect.getType().ordinal(); |
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return mQueues[num].removeEffect(effect); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Abort all Effects of a given name, for example all rotations. |
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* |
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* @param name one of the constants defined in {@link EffectName}
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* @return number of Effects aborted. |
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*/ |
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public int abortByName(EffectName name) |
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{
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int num = name.getType().ordinal(); |
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return mQueues[num].removeByName(name); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Add a new Effect to the tail of our queue. |
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* |
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* @param effect The Effect to add. |
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* @return <code>true</code> if operation was successful, <code>false</code> otherwise. |
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*/ |
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public boolean apply(Effect effect) |
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{
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int num = effect.getType().ordinal(); |
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return mQueues[num].add(effect); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Add a new Effect to our queue at a specified position. |
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* |
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* @param effect The Effect to add. |
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* @param position the place in the effects queue where to add the new effect. |
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* @return <code>true</code> if operation was successful, <code>false</code> otherwise. |
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*/ |
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public boolean apply(Effect effect, int position) |
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{
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int num = effect.getType().ordinal(); |
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return mQueues[num].add(effect,position); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Mark the underlying OpenGL object for deletion. Actual deletion will take place on the next render. |
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*/ |
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public void markForDeletion() |
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{
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for( int i=0; i<EffectType.LENGTH; i++) |
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{
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mQueues[i].markForDeletion(); |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Return number of effects of the given type currently in the Queue. |
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* |
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* @param type The EffectType. |
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* @return Number of effects of the given type currently in the Queue. |
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*/ |
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public int getNumEffects(EffectType type) |
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{
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int num = type.ordinal(); |
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return mQueues[num].getNumEffects(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Return a string describing all effects in the queues. |
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*/ |
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public String debug(int depth) |
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{
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StringBuilder s = new StringBuilder(); |
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for(int i=0; i<depth; i++) s.append(" ");
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String space = s.toString(); |
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String mat = mQueues[0].retEffects(); |
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String ver = mQueues[1].retEffects(); |
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String fra = mQueues[2].retEffects(); |
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String pos = mQueues[3].retEffects(); |
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return space+"MAT: "+mat+"\n"+space+"VER: "+ver+"\n"+space+"FRA: "+fra+"\n"+space+"POS: "+pos; |
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} |
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} |
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| src/main/java/org/distorted/library/main/DistortedEffects.kt | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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package org.distorted.library.main; |
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|
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import org.distorted.library.effect.Effect; |
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import org.distorted.library.effect.EffectName; |
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import org.distorted.library.effectqueue.EffectQueue; |
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import org.distorted.library.effect.EffectType; |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Class containing Matrix, Vertex, Fragment and Postprocessing effect queues. |
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* <p> |
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* The queues hold actual effects to be applied to a given (InputSurface,MeshBase) combo. |
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*/ |
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public class DistortedEffects |
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{
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private final long mID; |
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private final EffectQueue[] mQueues; |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* @y.exclude |
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*/ |
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public EffectQueue[] getQueues() |
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{
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return mQueues; |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
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/** |
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* Create empty effect queue. |
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*/ |
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public DistortedEffects() |
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{
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mID = InternalStackFrameList.getNextEffectsID(); |
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mQueues = EffectQueue.createQueues(); |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Copy constructor. |
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* <p> |
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| 64 |
* Whatever we do not clone gets created just like in the default constructor. |
|
| 65 |
* |
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| 66 |
* @param dc Source object to create our object from |
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* @param flags A bitmask of values specifying what to copy. |
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* For example, CLONE_VERTEX | CLONE_MATRIX. |
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*/ |
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public DistortedEffects(DistortedEffects dc, int flags) |
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{
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mID = InternalStackFrameList.getNextEffectsID(); |
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mQueues = EffectQueue.createQueues(dc.getQueues(),flags); |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Returns unique ID of this instance. |
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* |
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* @return ID of the object. |
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*/ |
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public long getID() |
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{
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return mID; |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Return if this queue contains effect with a given ID. |
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*/ |
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public boolean exists(long id) |
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{
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int num = (int)(id&EffectType.MASK); |
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return mQueues[num].exists(id); |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Aborts all Effects. |
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* @return Number of effects aborted. |
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*/ |
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public int abortAllEffects() |
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{
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int aborted = 0; |
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|
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for( int i=0; i<EffectType.LENGTH; i++) |
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{
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aborted += mQueues[i].removeAll(true); |
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} |
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return aborted; |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Aborts all Effects of a given type, for example all MATRIX Effects. |
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* |
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* @param type one of the constants defined in {@link EffectType}
|
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* @return Number of effects aborted. |
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*/ |
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public int abortByType(EffectType type) |
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{
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int num = type.ordinal(); |
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return mQueues[num].removeAll(true); |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Aborts an Effect by its ID. |
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* |
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* @param id the Id of the Effect to be removed, as returned by getID(). |
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* @return Number of effects aborted. |
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*/ |
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public int abortById(long id) |
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{
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int num = (int)(id&EffectType.MASK); |
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return mQueues[num].removeById(id); |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Aborts a single Effect. |
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* |
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* @param effect the Effect we want to abort. |
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* @return number of Effects aborted. Always either 0 or 1. |
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*/ |
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public int abortEffect(Effect effect) |
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{
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int num = effect.getType().ordinal(); |
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return mQueues[num].removeEffect(effect); |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 154 |
/** |
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* Abort all Effects of a given name, for example all rotations. |
|
| 156 |
* |
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| 157 |
* @param name one of the constants defined in {@link EffectName}
|
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* @return number of Effects aborted. |
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*/ |
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public int abortByName(EffectName name) |
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{
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int num = name.getType().ordinal(); |
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return mQueues[num].removeByName(name); |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 167 |
/** |
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* Add a new Effect to the tail of our queue. |
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| 169 |
* |
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| 170 |
* @param effect The Effect to add. |
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| 171 |
* @return <code>true</code> if operation was successful, <code>false</code> otherwise. |
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*/ |
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public boolean apply(Effect effect) |
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{
|
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int num = effect.getType().ordinal(); |
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return mQueues[num].add(effect); |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
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/** |
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| 181 |
* Add a new Effect to our queue at a specified position. |
|
| 182 |
* |
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| 183 |
* @param effect The Effect to add. |
|
| 184 |
* @param position the place in the effects queue where to add the new effect. |
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* @return <code>true</code> if operation was successful, <code>false</code> otherwise. |
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*/ |
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public boolean apply(Effect effect, int position) |
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{
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int num = effect.getType().ordinal(); |
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return mQueues[num].add(effect,position); |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Mark the underlying OpenGL object for deletion. Actual deletion will take place on the next render. |
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*/ |
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public void markForDeletion() |
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{
|
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for( int i=0; i<EffectType.LENGTH; i++) |
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{
|
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mQueues[i].markForDeletion(); |
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} |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Return number of effects of the given type currently in the Queue. |
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| 208 |
* |
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* @param type The EffectType. |
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* @return Number of effects of the given type currently in the Queue. |
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*/ |
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public int getNumEffects(EffectType type) |
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{
|
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int num = type.ordinal(); |
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return mQueues[num].getNumEffects(); |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Return a string describing all effects in the queues. |
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| 221 |
*/ |
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| 222 |
public String debug(int depth) |
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| 223 |
{
|
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StringBuilder s = new StringBuilder(); |
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| 225 |
for(int i=0; i<depth; i++) s.append(" ");
|
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String space = s.toString(); |
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| 227 |
|
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| 228 |
String mat = mQueues[0].retEffects(); |
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| 229 |
String ver = mQueues[1].retEffects(); |
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| 230 |
String fra = mQueues[2].retEffects(); |
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| 231 |
String pos = mQueues[3].retEffects(); |
|
| 232 |
|
|
| 233 |
return space+"MAT: "+mat+"\n"+space+"VER: "+ver+"\n"+space+"FRA: "+fra+"\n"+space+"POS: "+pos; |
|
| 234 |
} |
|
| 235 |
} |
|
| src/main/java/org/distorted/library/main/DistortedFramebuffer.java | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
package org.distorted.library.main; |
|
| 22 |
|
|
| 23 |
import android.opengl.GLES30; |
|
| 24 |
|
|
| 25 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 26 |
/** |
|
| 27 |
* Class which represents a OpenGL Framebuffer object. |
|
| 28 |
* <p> |
|
| 29 |
* User is able to create offscreen FBOs and both a) render to them b) use their COLOR0 attachment as |
|
| 30 |
* an input texture. Attaching Depths and/or Stencils is also possible. |
|
| 31 |
*/ |
|
| 32 |
public class DistortedFramebuffer extends InternalOutputSurface |
|
| 33 |
{
|
|
| 34 |
|
|
| 35 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 36 |
// Must be called from a thread holding OpenGL Context |
|
| 37 |
|
|
| 38 |
public void create() |
|
| 39 |
{
|
|
| 40 |
if( mNumFBOs==DistortedLibrary.WAIT_FOR_FBO_QUEUE_SIZE ) |
|
| 41 |
{
|
|
| 42 |
// only now we know how many FBOs there should be |
|
| 43 |
mNumFBOs = DistortedLibrary.getQueueSize(); |
|
| 44 |
allocateColor(); |
|
| 45 |
allocateStuffDependantOnNumFBOS(); |
|
| 46 |
} |
|
| 47 |
|
|
| 48 |
////////////////////////////////////////////////////////////// |
|
| 49 |
// COLOR |
|
| 50 |
|
|
| 51 |
if( mColorCreated==NOT_CREATED_YET ) |
|
| 52 |
{
|
|
| 53 |
GLES30.glGenTextures( mNumFBOs*mNumColors, mColorH, 0); |
|
| 54 |
GLES30.glGenFramebuffers(mNumFBOs, mFBOH, 0); |
|
| 55 |
|
|
| 56 |
for(int i=0; i<mNumFBOs; i++) |
|
| 57 |
{
|
|
| 58 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]); |
|
| 59 |
|
|
| 60 |
for(int j=0; j<mNumColors; j++) |
|
| 61 |
{
|
|
| 62 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors+j]); |
|
| 63 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT); |
|
| 64 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT); |
|
| 65 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST); |
|
| 66 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR); |
|
| 67 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mRealWidth, mRealHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null); |
|
| 68 |
} |
|
| 69 |
|
|
| 70 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors], 0); |
|
| 71 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0); |
|
| 72 |
} |
|
| 73 |
|
|
| 74 |
// TODO |
|
| 75 |
mColorCreated = checkStatus("color");
|
|
| 76 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); |
|
| 77 |
} |
|
| 78 |
|
|
| 79 |
////////////////////////////////////////////////////////////// |
|
| 80 |
// DEPTH / STENCIL |
|
| 81 |
|
|
| 82 |
if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment |
|
| 83 |
{
|
|
| 84 |
GLES30.glGenTextures(mNumFBOs, mDepthStencilH, 0); |
|
| 85 |
|
|
| 86 |
for(int i=0; i<mNumFBOs; i++) |
|
| 87 |
{
|
|
| 88 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[i]); |
|
| 89 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT); |
|
| 90 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT); |
|
| 91 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST); |
|
| 92 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST); |
|
| 93 |
|
|
| 94 |
if (mDepthStencil == DEPTH_NO_STENCIL) |
|
| 95 |
{
|
|
| 96 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null); |
|
| 97 |
} |
|
| 98 |
else if (mDepthStencil == BOTH_DEPTH_STENCIL) |
|
| 99 |
{
|
|
| 100 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_INT_24_8, null); |
|
| 101 |
} |
|
| 102 |
} |
|
| 103 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0); |
|
| 104 |
|
|
| 105 |
for(int i=0; i<mNumFBOs; i++) |
|
| 106 |
{
|
|
| 107 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]); |
|
| 108 |
|
|
| 109 |
if (mDepthStencil == DEPTH_NO_STENCIL) |
|
| 110 |
{
|
|
| 111 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0); |
|
| 112 |
} |
|
| 113 |
else if (mDepthStencil == BOTH_DEPTH_STENCIL) |
|
| 114 |
{
|
|
| 115 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0); |
|
| 116 |
} |
|
| 117 |
} |
|
| 118 |
|
|
| 119 |
// TODO |
|
| 120 |
mDepthStencilCreated = checkStatus("depth");
|
|
| 121 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); |
|
| 122 |
} |
|
| 123 |
|
|
| 124 |
////////////////////////////////////////////////////////////// |
|
| 125 |
// DETACH |
|
| 126 |
|
|
| 127 |
// TODO |
|
| 128 |
if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment. |
|
| 129 |
{
|
|
| 130 |
// OpenGL ES 3.0.5 spec, chapter 4.4.2.4 : |
|
| 131 |
// "Note that the texture image is specifically not detached from any other framebuffer objects. |
|
| 132 |
// Detaching the texture image from any other framebuffer objects is the responsibility of the application." |
|
| 133 |
|
|
| 134 |
for(int i=0; i<mNumFBOs; i++) |
|
| 135 |
{
|
|
| 136 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]); |
|
| 137 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0); |
|
| 138 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0); |
|
| 139 |
mDepthStencilH[i]=0; |
|
| 140 |
} |
|
| 141 |
|
|
| 142 |
GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0); |
|
| 143 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); |
|
| 144 |
} |
|
| 145 |
} |
|
| 146 |
|
|
| 147 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 148 |
// TODO |
|
| 149 |
|
|
| 150 |
private int checkStatus(String message) |
|
| 151 |
{
|
|
| 152 |
int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER); |
|
| 153 |
|
|
| 154 |
if(status != GLES30.GL_FRAMEBUFFER_COMPLETE) |
|
| 155 |
{
|
|
| 156 |
DistortedLibrary.logMessage("DistortedFramebuffer: FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
|
|
| 157 |
|
|
| 158 |
GLES30.glDeleteTextures(1, mColorH, 0); |
|
| 159 |
GLES30.glDeleteTextures(1, mDepthStencilH, 0); |
|
| 160 |
GLES30.glDeleteFramebuffers(1, mFBOH, 0); |
|
| 161 |
mFBOH[0]= 0; |
|
| 162 |
|
|
| 163 |
return FAILED_TO_CREATE; |
|
| 164 |
} |
|
| 165 |
|
|
| 166 |
return CREATED; |
|
| 167 |
} |
|
| 168 |
|
|
| 169 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 170 |
// Must be called from a thread holding OpenGL Context |
|
| 171 |
|
|
| 172 |
public void delete() |
|
| 173 |
{
|
|
| 174 |
if( mColorH[0]>0 ) |
|
| 175 |
{
|
|
| 176 |
GLES30.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0); |
|
| 177 |
mColorCreated = NOT_CREATED_YET; |
|
| 178 |
|
|
| 179 |
for(int i=0; i<mNumFBOs*mNumColors; i++) mColorH[i] = 0; |
|
| 180 |
} |
|
| 181 |
|
|
| 182 |
if( mDepthStencilH[0]>0 ) |
|
| 183 |
{
|
|
| 184 |
GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0); |
|
| 185 |
mDepthStencilCreated = NOT_CREATED_YET; |
|
| 186 |
|
|
| 187 |
for(int i=0; i<mNumFBOs; i++) mDepthStencilH[i] = 0; |
|
| 188 |
} |
|
| 189 |
|
|
| 190 |
if( mNumFBOs>0 && mFBOH[0]>0 ) |
|
| 191 |
{
|
|
| 192 |
GLES30.glDeleteFramebuffers(mNumFBOs, mFBOH, 0); |
|
| 193 |
} |
|
| 194 |
|
|
| 195 |
for(int i=0; i<mNumFBOs; i++) |
|
| 196 |
{
|
|
| 197 |
mFBOH[i] = 0; |
|
| 198 |
} |
|
| 199 |
} |
|
| 200 |
|
|
| 201 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 202 |
// called from onDestroy(); mark OpenGL assets as 'not created' |
|
| 203 |
|
|
| 204 |
public void recreate() |
|
| 205 |
{
|
|
| 206 |
if( mColorCreated!=DONT_CREATE ) |
|
| 207 |
{
|
|
| 208 |
mColorCreated = NOT_CREATED_YET; |
|
| 209 |
mColorH[0] = 0; |
|
| 210 |
} |
|
| 211 |
if( mDepthStencilCreated!=DONT_CREATE ) |
|
| 212 |
{
|
|
| 213 |
mDepthStencilCreated = NOT_CREATED_YET; |
|
| 214 |
mDepthStencilH[0] = 0; |
|
| 215 |
} |
|
| 216 |
for(int i=0; i<mNumFBOs; i++) |
|
| 217 |
{
|
|
| 218 |
mFBOH[i] = 0; |
|
| 219 |
} |
|
| 220 |
} |
|
| 221 |
|
|
| 222 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 223 |
|
|
| 224 |
boolean setAsInput(int fbo, int texture) |
|
| 225 |
{
|
|
| 226 |
if( texture>=0 && texture<mNumColors && fbo>=0 && fbo<mNumFBOs && mColorH[mNumColors*fbo + texture]>0 ) |
|
| 227 |
{
|
|
| 228 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0); |
|
| 229 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]); |
|
| 230 |
return true; |
|
| 231 |
} |
|
| 232 |
|
|
| 233 |
return false; |
|
| 234 |
} |
|
| 235 |
|
|
| 236 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 237 |
// create a multi-framebuffer (1 object containing multiple FBOs) |
|
| 238 |
|
|
| 239 |
DistortedFramebuffer(int numfbos, int numcolors, int depthStencil, int type, int storage, int width, int height) |
|
| 240 |
{
|
|
| 241 |
super(width,height,NOT_CREATED_YET,numfbos,numcolors,depthStencil,NOT_CREATED_YET, type, storage); |
|
| 242 |
markForCreation(); |
|
| 243 |
} |
|
| 244 |
|
|
| 245 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 246 |
// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information |
|
| 247 |
// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using |
|
| 248 |
// inside a Tree of DistortedNodes (TREE) |
|
| 249 |
// SYSTEM surfaces do not get removed in onDestroy(). |
|
| 250 |
|
|
| 251 |
DistortedFramebuffer(int numcolors, int depthStencil, int type, int width, int height) |
|
| 252 |
{
|
|
| 253 |
this(1,numcolors,depthStencil,type,STORAGE_PRIVATE,width,height); |
|
| 254 |
} |
|
| 255 |
|
|
| 256 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 257 |
// PUBLIC API |
|
| 258 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 259 |
/** |
|
| 260 |
* Create new offscreen Framebuffer with configurable number of COLOR, DEPTH and STENCIL attachments. |
|
| 261 |
* |
|
| 262 |
* @param width Width of all the COLOR attachments. |
|
| 263 |
* @param height Height of all the COLOR attachments. |
|
| 264 |
* @param numcolors How many COLOR attachments to create? |
|
| 265 |
* @param depthStencil Add DEPTH or STENCIL attachment? |
|
| 266 |
* Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL. |
|
| 267 |
*/ |
|
| 268 |
@SuppressWarnings("unused")
|
|
| 269 |
public DistortedFramebuffer(int width, int height, int numcolors, int depthStencil) |
|
| 270 |
{
|
|
| 271 |
this(1,numcolors,depthStencil,TYPE_USER,STORAGE_PRIVATE,width,height); |
|
| 272 |
} |
|
| 273 |
|
|
| 274 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 275 |
/** |
|
| 276 |
* Bind the underlying rectangle of pixels as a OpenGL Texture. |
|
| 277 |
* |
|
| 278 |
* @param texture The Texture number to bind (and thus read from). |
|
| 279 |
* @return <code>true</code> if successful. |
|
| 280 |
*/ |
|
| 281 |
public boolean setAsInput(int texture) |
|
| 282 |
{
|
|
| 283 |
if( texture>=0 && texture<mNumColors && mColorH[texture]>0 ) |
|
| 284 |
{
|
|
| 285 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0); |
|
| 286 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture]); |
|
| 287 |
return true; |
|
| 288 |
} |
|
| 289 |
|
|
| 290 |
return false; |
|
| 291 |
} |
|
| 292 |
|
|
| 293 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 294 |
/** |
|
| 295 |
* Attach the texture'th Texture to COLOR0 attachment. |
|
| 296 |
* |
|
| 297 |
* @param texture The Texture number to attach (and subsequently use to render to) |
|
| 298 |
*/ |
|
| 299 |
public void bindForOutput(int texture) |
|
| 300 |
{
|
|
| 301 |
if( texture>=0 && texture<mNumColors && mColorH[texture]>0 ) |
|
| 302 |
{
|
|
| 303 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture], 0); |
|
| 304 |
} |
|
| 305 |
} |
|
| 306 |
|
|
| 307 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 308 |
/** |
|
| 309 |
* Enable.disable DEPTH and STENCIL buffers. |
|
| 310 |
* |
|
| 311 |
* @param depthStencil Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL. |
|
| 312 |
*/ |
|
| 313 |
public void enableDepthStencil(int depthStencil) |
|
| 314 |
{
|
|
| 315 |
if( depthStencil != mDepthStencil ) |
|
| 316 |
{
|
|
| 317 |
mDepthStencil = depthStencil; |
|
| 318 |
|
|
| 319 |
if( depthStencil!= NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE ) |
|
| 320 |
{
|
|
| 321 |
mDepthStencilCreated = NOT_CREATED_YET; |
|
| 322 |
markForCreation(); |
|
| 323 |
} |
|
| 324 |
if( depthStencil== NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE ) |
|
| 325 |
{
|
|
| 326 |
mDepthStencilCreated = DONT_CREATE; |
|
| 327 |
markForCreation(); |
|
| 328 |
} |
|
| 329 |
} |
|
| 330 |
} |
|
| 331 |
|
|
| 332 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 333 |
/** |
|
| 334 |
* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO. |
|
| 335 |
* <p> |
|
| 336 |
* Catch: this will only work if the library has had time to actually create the texture. Remember |
|
| 337 |
* that the texture gets created only on first render, thus creating a Texture object and immediately |
|
| 338 |
* calling this method will return an invalid (negative) result. |
|
| 339 |
* |
|
| 340 |
* @return If there was not a single render between creation of the Object and calling this method on |
|
| 341 |
* it, return a negative value. Otherwise, return ID of COLOR attachment 0. |
|
| 342 |
*/ |
|
| 343 |
public int getTextureID() |
|
| 344 |
{
|
|
| 345 |
return mColorH[0]; |
|
| 346 |
} |
|
| 347 |
|
|
| 348 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 349 |
/** |
|
| 350 |
* Bind one of the underlying FBOs to GL_READ_FRAMEBUFFER. |
|
| 351 |
* Useful for a subsequent glReadBuffer / glReadPixels. |
|
| 352 |
* |
|
| 353 |
* @param fbo which of the underlying FBOs to bind. |
|
| 354 |
* @return <code>true</code> if successful. |
|
| 355 |
*/ |
|
| 356 |
public boolean setAsReadFramebuffer(int fbo) |
|
| 357 |
{
|
|
| 358 |
if( fbo>=0 && fbo<mNumFBOs ) |
|
| 359 |
{
|
|
| 360 |
GLES30.glBindFramebuffer(GLES30.GL_READ_FRAMEBUFFER, mFBOH[fbo]); |
|
| 361 |
return true; |
|
| 362 |
} |
|
| 363 |
|
|
| 364 |
return false; |
|
| 365 |
} |
|
| 366 |
} |
|
| src/main/java/org/distorted/library/main/DistortedFramebuffer.kt | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
package org.distorted.library.main; |
|
| 22 |
|
|
| 23 |
import android.opengl.GLES30; |
|
| 24 |
|
|
| 25 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 26 |
/** |
|
| 27 |
* Class which represents a OpenGL Framebuffer object. |
|
| 28 |
* <p> |
|
| 29 |
* User is able to create offscreen FBOs and both a) render to them b) use their COLOR0 attachment as |
|
| 30 |
* an input texture. Attaching Depths and/or Stencils is also possible. |
|
| 31 |
*/ |
|
| 32 |
public class DistortedFramebuffer extends InternalOutputSurface |
|
| 33 |
{
|
|
| 34 |
|
|
| 35 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 36 |
// Must be called from a thread holding OpenGL Context |
|
| 37 |
|
|
| 38 |
public void create() |
|
| 39 |
{
|
|
| 40 |
if( mNumFBOs==DistortedLibrary.WAIT_FOR_FBO_QUEUE_SIZE ) |
|
| 41 |
{
|
|
| 42 |
// only now we know how many FBOs there should be |
|
| 43 |
mNumFBOs = DistortedLibrary.getQueueSize(); |
|
| 44 |
allocateColor(); |
|
| 45 |
allocateStuffDependantOnNumFBOS(); |
|
| 46 |
} |
|
| 47 |
|
|
| 48 |
////////////////////////////////////////////////////////////// |
|
| 49 |
// COLOR |
|
| 50 |
|
|
| 51 |
if( mColorCreated==NOT_CREATED_YET ) |
|
| 52 |
{
|
|
| 53 |
GLES30.glGenTextures( mNumFBOs*mNumColors, mColorH, 0); |
|
| 54 |
GLES30.glGenFramebuffers(mNumFBOs, mFBOH, 0); |
|
| 55 |
|
|
| 56 |
for(int i=0; i<mNumFBOs; i++) |
|
| 57 |
{
|
|
| 58 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]); |
|
| 59 |
|
|
| 60 |
for(int j=0; j<mNumColors; j++) |
|
| 61 |
{
|
|
| 62 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors+j]); |
|
| 63 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT); |
|
| 64 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT); |
|
| 65 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST); |
|
| 66 |
GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR); |
|
| 67 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mRealWidth, mRealHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null); |
|
| 68 |
} |
|
| 69 |
|
|
| 70 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors], 0); |
|
| 71 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0); |
|
| 72 |
} |
|
| 73 |
|
|
| 74 |
// TODO |
|
| 75 |
mColorCreated = checkStatus("color");
|
|
| 76 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); |
|
| 77 |
} |
|
| 78 |
|
|
| 79 |
////////////////////////////////////////////////////////////// |
|
| 80 |
// DEPTH / STENCIL |
|
| 81 |
|
|
| 82 |
if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment |
|
| 83 |
{
|
|
| 84 |
GLES30.glGenTextures(mNumFBOs, mDepthStencilH, 0); |
|
| 85 |
|
|
| 86 |
for(int i=0; i<mNumFBOs; i++) |
|
| 87 |
{
|
|
| 88 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[i]); |
|
| 89 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT); |
|
| 90 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT); |
|
| 91 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST); |
|
| 92 |
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST); |
|
| 93 |
|
|
| 94 |
if (mDepthStencil == DEPTH_NO_STENCIL) |
|
| 95 |
{
|
|
| 96 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null); |
|
| 97 |
} |
|
| 98 |
else if (mDepthStencil == BOTH_DEPTH_STENCIL) |
|
| 99 |
{
|
|
| 100 |
GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_INT_24_8, null); |
|
| 101 |
} |
|
| 102 |
} |
|
| 103 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0); |
|
| 104 |
|
|
| 105 |
for(int i=0; i<mNumFBOs; i++) |
|
| 106 |
{
|
|
| 107 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]); |
|
| 108 |
|
|
| 109 |
if (mDepthStencil == DEPTH_NO_STENCIL) |
|
| 110 |
{
|
|
| 111 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0); |
|
| 112 |
} |
|
| 113 |
else if (mDepthStencil == BOTH_DEPTH_STENCIL) |
|
| 114 |
{
|
|
| 115 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0); |
|
| 116 |
} |
|
| 117 |
} |
|
| 118 |
|
|
| 119 |
// TODO |
|
| 120 |
mDepthStencilCreated = checkStatus("depth");
|
|
| 121 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); |
|
| 122 |
} |
|
| 123 |
|
|
| 124 |
////////////////////////////////////////////////////////////// |
|
| 125 |
// DETACH |
|
| 126 |
|
|
| 127 |
// TODO |
|
| 128 |
if( mDepthStencilCreated==DONT_CREATE && mDepthStencilH[0]>0 ) // we need to detach and recreate the DEPTH attachment. |
|
| 129 |
{
|
|
| 130 |
// OpenGL ES 3.0.5 spec, chapter 4.4.2.4 : |
|
| 131 |
// "Note that the texture image is specifically not detached from any other framebuffer objects. |
|
| 132 |
// Detaching the texture image from any other framebuffer objects is the responsibility of the application." |
|
| 133 |
|
|
| 134 |
for(int i=0; i<mNumFBOs; i++) |
|
| 135 |
{
|
|
| 136 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]); |
|
| 137 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0); |
|
| 138 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0); |
|
| 139 |
mDepthStencilH[i]=0; |
|
| 140 |
} |
|
| 141 |
|
|
| 142 |
GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0); |
|
| 143 |
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); |
|
| 144 |
} |
|
| 145 |
} |
|
| 146 |
|
|
| 147 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 148 |
// TODO |
|
| 149 |
|
|
| 150 |
private int checkStatus(String message) |
|
| 151 |
{
|
|
| 152 |
int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER); |
|
| 153 |
|
|
| 154 |
if(status != GLES30.GL_FRAMEBUFFER_COMPLETE) |
|
| 155 |
{
|
|
| 156 |
DistortedLibrary.logMessage("DistortedFramebuffer: FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
|
|
| 157 |
|
|
| 158 |
GLES30.glDeleteTextures(1, mColorH, 0); |
|
| 159 |
GLES30.glDeleteTextures(1, mDepthStencilH, 0); |
|
| 160 |
GLES30.glDeleteFramebuffers(1, mFBOH, 0); |
|
| 161 |
mFBOH[0]= 0; |
|
| 162 |
|
|
| 163 |
return FAILED_TO_CREATE; |
|
| 164 |
} |
|
| 165 |
|
|
| 166 |
return CREATED; |
|
| 167 |
} |
|
| 168 |
|
|
| 169 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 170 |
// Must be called from a thread holding OpenGL Context |
|
| 171 |
|
|
| 172 |
public void delete() |
|
| 173 |
{
|
|
| 174 |
if( mColorH[0]>0 ) |
|
| 175 |
{
|
|
| 176 |
GLES30.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0); |
|
| 177 |
mColorCreated = NOT_CREATED_YET; |
|
| 178 |
|
|
| 179 |
for(int i=0; i<mNumFBOs*mNumColors; i++) mColorH[i] = 0; |
|
| 180 |
} |
|
| 181 |
|
|
| 182 |
if( mDepthStencilH[0]>0 ) |
|
| 183 |
{
|
|
| 184 |
GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0); |
|
| 185 |
mDepthStencilCreated = NOT_CREATED_YET; |
|
| 186 |
|
|
| 187 |
for(int i=0; i<mNumFBOs; i++) mDepthStencilH[i] = 0; |
|
| 188 |
} |
|
| 189 |
|
|
| 190 |
if( mNumFBOs>0 && mFBOH[0]>0 ) |
|
| 191 |
{
|
|
| 192 |
GLES30.glDeleteFramebuffers(mNumFBOs, mFBOH, 0); |
|
| 193 |
} |
|
| 194 |
|
|
| 195 |
for(int i=0; i<mNumFBOs; i++) |
|
| 196 |
{
|
|
| 197 |
mFBOH[i] = 0; |
|
| 198 |
} |
|
| 199 |
} |
|
| 200 |
|
|
| 201 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 202 |
// called from onDestroy(); mark OpenGL assets as 'not created' |
|
| 203 |
|
|
| 204 |
public void recreate() |
|
| 205 |
{
|
|
| 206 |
if( mColorCreated!=DONT_CREATE ) |
|
| 207 |
{
|
|
| 208 |
mColorCreated = NOT_CREATED_YET; |
|
| 209 |
mColorH[0] = 0; |
|
| 210 |
} |
|
| 211 |
if( mDepthStencilCreated!=DONT_CREATE ) |
|
| 212 |
{
|
|
| 213 |
mDepthStencilCreated = NOT_CREATED_YET; |
|
| 214 |
mDepthStencilH[0] = 0; |
|
| 215 |
} |
|
| 216 |
for(int i=0; i<mNumFBOs; i++) |
|
| 217 |
{
|
|
| 218 |
mFBOH[i] = 0; |
|
| 219 |
} |
|
| 220 |
} |
|
| 221 |
|
|
| 222 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 223 |
|
|
| 224 |
boolean setAsInput(int fbo, int texture) |
|
| 225 |
{
|
|
| 226 |
if( texture>=0 && texture<mNumColors && fbo>=0 && fbo<mNumFBOs && mColorH[mNumColors*fbo + texture]>0 ) |
|
| 227 |
{
|
|
| 228 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0); |
|
| 229 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]); |
|
| 230 |
return true; |
|
| 231 |
} |
|
| 232 |
|
|
| 233 |
return false; |
|
| 234 |
} |
|
| 235 |
|
|
| 236 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 237 |
// create a multi-framebuffer (1 object containing multiple FBOs) |
|
| 238 |
|
|
| 239 |
DistortedFramebuffer(int numfbos, int numcolors, int depthStencil, int type, int storage, int width, int height) |
|
| 240 |
{
|
|
| 241 |
super(width,height,NOT_CREATED_YET,numfbos,numcolors,depthStencil,NOT_CREATED_YET, type, storage); |
|
| 242 |
markForCreation(); |
|
| 243 |
} |
|
| 244 |
|
|
| 245 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 246 |
// create SYSTEM or TREE framebuffers (those are just like normal FBOs, just hold information |
|
| 247 |
// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using |
|
| 248 |
// inside a Tree of DistortedNodes (TREE) |
|
| 249 |
// SYSTEM surfaces do not get removed in onDestroy(). |
|
| 250 |
|
|
| 251 |
DistortedFramebuffer(int numcolors, int depthStencil, int type, int width, int height) |
|
| 252 |
{
|
|
| 253 |
this(1,numcolors,depthStencil,type,STORAGE_PRIVATE,width,height); |
|
| 254 |
} |
|
| 255 |
|
|
| 256 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 257 |
// PUBLIC API |
|
| 258 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 259 |
/** |
|
| 260 |
* Create new offscreen Framebuffer with configurable number of COLOR, DEPTH and STENCIL attachments. |
|
| 261 |
* |
|
| 262 |
* @param width Width of all the COLOR attachments. |
|
| 263 |
* @param height Height of all the COLOR attachments. |
|
| 264 |
* @param numcolors How many COLOR attachments to create? |
|
| 265 |
* @param depthStencil Add DEPTH or STENCIL attachment? |
|
| 266 |
* Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL. |
|
| 267 |
*/ |
|
| 268 |
@SuppressWarnings("unused")
|
|
| 269 |
public DistortedFramebuffer(int width, int height, int numcolors, int depthStencil) |
|
| 270 |
{
|
|
| 271 |
this(1,numcolors,depthStencil,TYPE_USER,STORAGE_PRIVATE,width,height); |
|
| 272 |
} |
|
| 273 |
|
|
| 274 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 275 |
/** |
|
| 276 |
* Bind the underlying rectangle of pixels as a OpenGL Texture. |
|
| 277 |
* |
|
| 278 |
* @param texture The Texture number to bind (and thus read from). |
|
| 279 |
* @return <code>true</code> if successful. |
|
| 280 |
*/ |
|
| 281 |
public boolean setAsInput(int texture) |
|
| 282 |
{
|
|
| 283 |
if( texture>=0 && texture<mNumColors && mColorH[texture]>0 ) |
|
| 284 |
{
|
|
| 285 |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0); |
|
| 286 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture]); |
|
| 287 |
return true; |
|
| 288 |
} |
|
| 289 |
|
|
| 290 |
return false; |
|
| 291 |
} |
|
| 292 |
|
|
| 293 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 294 |
/** |
|
| 295 |
* Attach the texture'th Texture to COLOR0 attachment. |
|
| 296 |
* |
|
| 297 |
* @param texture The Texture number to attach (and subsequently use to render to) |
|
| 298 |
*/ |
|
| 299 |
public void bindForOutput(int texture) |
|
| 300 |
{
|
|
| 301 |
if( texture>=0 && texture<mNumColors && mColorH[texture]>0 ) |
|
| 302 |
{
|
|
| 303 |
GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture], 0); |
|
| 304 |
} |
|
| 305 |
} |
|
| 306 |
|
|
| 307 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 308 |
/** |
|
| 309 |
* Enable.disable DEPTH and STENCIL buffers. |
|
| 310 |
* |
|
| 311 |
* @param depthStencil Valid values: NO_DEPTH_NO_STENCIL, DEPTH_NO_STENCIL, BOTH_DEPTH_STENCIL. |
|
| 312 |
*/ |
|
| 313 |
public void enableDepthStencil(int depthStencil) |
|
| 314 |
{
|
|
| 315 |
if( depthStencil != mDepthStencil ) |
|
| 316 |
{
|
|
| 317 |
mDepthStencil = depthStencil; |
|
| 318 |
|
|
| 319 |
if( depthStencil!= NO_DEPTH_NO_STENCIL && mDepthStencilCreated==DONT_CREATE ) |
|
| 320 |
{
|
|
| 321 |
mDepthStencilCreated = NOT_CREATED_YET; |
|
| 322 |
markForCreation(); |
|
| 323 |
} |
|
| 324 |
if( depthStencil== NO_DEPTH_NO_STENCIL && mDepthStencilCreated!=DONT_CREATE ) |
|
| 325 |
{
|
|
| 326 |
mDepthStencilCreated = DONT_CREATE; |
|
| 327 |
markForCreation(); |
|
| 328 |
} |
|
| 329 |
} |
|
| 330 |
} |
|
| 331 |
|
|
| 332 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 333 |
/** |
|
| 334 |
* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO. |
|
| 335 |
* <p> |
|
| 336 |
* Catch: this will only work if the library has had time to actually create the texture. Remember |
|
| 337 |
* that the texture gets created only on first render, thus creating a Texture object and immediately |
|
| 338 |
* calling this method will return an invalid (negative) result. |
|
| 339 |
* |
|
| 340 |
* @return If there was not a single render between creation of the Object and calling this method on |
|
| 341 |
* it, return a negative value. Otherwise, return ID of COLOR attachment 0. |
|
| 342 |
*/ |
|
| 343 |
public int getTextureID() |
|
| 344 |
{
|
|
| 345 |
return mColorH[0]; |
|
| 346 |
} |
|
| 347 |
|
|
| 348 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 349 |
/** |
|
| 350 |
* Bind one of the underlying FBOs to GL_READ_FRAMEBUFFER. |
|
| 351 |
* Useful for a subsequent glReadBuffer / glReadPixels. |
|
| 352 |
* |
|
| 353 |
* @param fbo which of the underlying FBOs to bind. |
|
| 354 |
* @return <code>true</code> if successful. |
|
| 355 |
*/ |
|
| 356 |
public boolean setAsReadFramebuffer(int fbo) |
|
| 357 |
{
|
|
| 358 |
if( fbo>=0 && fbo<mNumFBOs ) |
|
| 359 |
{
|
|
| 360 |
GLES30.glBindFramebuffer(GLES30.GL_READ_FRAMEBUFFER, mFBOH[fbo]); |
|
| 361 |
return true; |
|
| 362 |
} |
|
| 363 |
|
|
| 364 |
return false; |
|
| 365 |
} |
|
| 366 |
} |
|
| src/main/java/org/distorted/library/main/DistortedLibrary.java | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
package org.distorted.library.main; |
|
| 22 |
|
|
| 23 |
import android.opengl.GLES30; |
|
| 24 |
import android.opengl.GLES31; |
|
| 25 |
|
|
| 26 |
import java.io.InputStream; |
|
| 27 |
import java.nio.ByteBuffer; |
|
| 28 |
import java.nio.ByteOrder; |
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import java.nio.FloatBuffer; |
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import java.nio.IntBuffer; |
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import java.util.regex.Matcher; |
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import java.util.regex.Pattern; |
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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.effectqueue.EffectQueueVertex; |
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import org.distorted.library.mesh.DeferredJobs; |
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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 org.distorted.library.type.Dynamic; |
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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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/** |
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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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* When creating a DistortedScreen (which needs to have mFBOQueueSize FBOs attached), pass this |
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* constant for 'numOfFBOs' and the number of backing FBOs will be taken from 'mFBOQueueSize' |
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* (the value of which is most likely unknown at the time of creation of the Screen) |
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*/ |
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public static final int WAIT_FOR_FBO_QUEUE_SIZE = -1; |
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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 mFBOQueueSize 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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* <p> |
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* This bug only exists on Mali driver r12. (or more precisely it's there in r12 but fixed in r22) |
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* <p> |
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* <a href="https://community.arm.com/graphics/f/discussions/10285/opengl-es-3-1-on-mali-t880-flashes">...</a> |
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*/ |
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private static int mFBOQueueSize; |
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private static int mGLSL; |
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private static String mGLSL_VERSION; |
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private static boolean mOITCompilationAttempted, mNeedsTransformFeedback; |
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private static int mMaxTextureSize = Integer.MAX_VALUE; |
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private static int mMaxNumberOfVerUniforms = Integer.MAX_VALUE; |
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private static int mMaxNumberOfFraUniforms = Integer.MAX_VALUE; |
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private static boolean mBuggyUBOs; |
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private static String mVendor, mVersion, mRenderer; |
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private static boolean mFastCompilationTF; |
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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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private static int mTransformFeedbackH; |
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/// NORMAL PROGRAM ///// |
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private static DistortedProgram mNormalProgram; |
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private static int mNormalProjectionH; |
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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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| 145 |
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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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| 155 |
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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 mBlitDepthTexCorrH; |
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| 161 |
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/// Program Handles /// |
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| 163 |
private static int mMainProgramH, mFullProgramH, mMainOITProgramH; |
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| 164 |
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/// OIT SSBO BUFFER /// |
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| 166 |
private static final int[] mLinkedListSSBO = new int[1]; |
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| 167 |
private static int[] mAtomicCounter; |
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| 168 |
private static int mCurrBuffer; |
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| 169 |
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| 170 |
static |
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| 171 |
{
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| 172 |
mLinkedListSSBO[0]= -1; |
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| 173 |
mCurrBuffer = 0; |
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| 174 |
} |
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| 175 |
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/////////////////////////////////////////////////////////////// |
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| 177 |
// meaning: allocate 1.0 screenful of places for transparent |
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| 178 |
// fragments in the SSBO backing up the OIT render method. |
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| 179 |
private static float mBufferSize=1.0f; |
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| 180 |
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/// OIT CLEAR PROGRAM /// |
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| 182 |
private static DistortedProgram mOITClearProgram; |
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| 183 |
private static int mOITClearDepthH; |
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| 184 |
private static int mOITClearTexCorrH; |
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| 185 |
private static int mOITClearSizeH; |
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| 186 |
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| 187 |
/// OIT BUILD PROGRAM /// |
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| 188 |
private static DistortedProgram mOITBuildProgram; |
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| 189 |
private static int mOITBuildTextureH; |
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| 190 |
private static int mOITBuildDepthTextureH; |
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| 191 |
private static int mOITBuildDepthH; |
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| 192 |
private static int mOITBuildTexCorrH; |
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| 193 |
private static int mOITBuildSizeH; |
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| 194 |
private static int mOITBuildNumRecordsH; |
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| 195 |
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| 196 |
/// OIT COLLAPSE PROGRAM /// |
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| 197 |
private static DistortedProgram mOITCollapseProgram; |
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| 198 |
private static int mOITCollapseDepthTextureH; |
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| 199 |
private static int mOITCollapseDepthH; |
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| 200 |
private static int mOITCollapseTexCorrH; |
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| 201 |
private static int mOITCollapseSizeH; |
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| 202 |
|
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| 203 |
/// OIT RENDER PROGRAM /// |
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| 204 |
private static DistortedProgram mOITRenderProgram; |
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| 205 |
private static int mOITRenderDepthH; |
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| 206 |
private static int mOITRenderTexCorrH; |
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| 207 |
private static int mOITRenderSizeH; |
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| 208 |
|
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| 209 |
/// END PROGRAMS ////// |
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| 210 |
|
|
| 211 |
/** |
|
| 212 |
* Every application using the library must implement this interface so that the library can send |
|
| 213 |
* it exceptions that arise. The exceptions may come at any time, for example the library will |
|
| 214 |
* compile its OIT problem only on the first attempt to use the OIT |
|
| 215 |
* Those will mainly be hardware-related: shaders do not compile on particular hardware, the required |
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| 216 |
* OpenGL ES 3.0 is not supported, etc. |
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| 217 |
* <p> |
|
| 218 |
* Additionally, the User must be able to provide version of the OpenGL supported by the underlying |
|
| 219 |
* hardware and InputStreams to given local files. |
|
| 220 |
*/ |
|
| 221 |
public interface LibraryUser |
|
| 222 |
{
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|
| 223 |
void distortedException(Exception ex); |
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| 224 |
InputStream localFile(int fileID); |
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| 225 |
void logMessage(String message); |
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| 226 |
} |
|
| 227 |
|
|
| 228 |
private static LibraryUser mUser; |
|
| 229 |
|
|
| 230 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 231 |
// private: hide this from Javadoc |
|
| 232 |
|
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| 233 |
private DistortedLibrary() |
|
| 234 |
{
|
|
| 235 |
|
|
| 236 |
} |
|
| 237 |
|
|
| 238 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 239 |
|
|
| 240 |
private static void createMainProgram() |
|
| 241 |
{
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|
| 242 |
// MAIN PROGRAM //////////////////////////////////// |
|
| 243 |
final InputStream mainVertStream = mUser.localFile(R.raw.main_vertex_shader); |
|
| 244 |
final InputStream mainFragStream = mUser.localFile(R.raw.main_fragment_shader); |
|
| 245 |
|
|
| 246 |
int numF = FragmentEffect.getNumEnabled(); |
|
| 247 |
int numV = VertexEffect.getNumEnabled(); |
|
| 248 |
|
|
| 249 |
String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX " + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n");
|
|
| 250 |
String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
|
|
| 251 |
|
|
| 252 |
mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n"; |
|
| 253 |
if( MeshBase.getUseCenters() ) mainVertHeader += "#define COMP_CENTERS\n"; |
|
| 254 |
if( mBuggyUBOs ) mainVertHeader += "#define BUGGY_UBOS\n"; |
|
| 255 |
|
|
| 256 |
String enabledEffectV= VertexEffect.getGLSL(); |
|
| 257 |
String enabledEffectF= FragmentEffect.getGLSL(); |
|
| 258 |
|
|
| 259 |
String[] feedback = { "v_Position", "v_endPosition" };
|
|
| 260 |
|
|
| 261 |
try |
|
| 262 |
{
|
|
| 263 |
mMainProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, |
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Also available in: Unified diff
Rename .java to .kt