Revision 8777ce17
Added by Leszek Koltunski over 6 years ago
src/main/java/org/distorted/library/main/DistortedEffects.java | ||
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41 | 41 |
import java.nio.ByteBuffer; |
42 | 42 |
import java.nio.ByteOrder; |
43 | 43 |
import java.nio.FloatBuffer; |
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import java.nio.IntBuffer; |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
... | ... | |
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private static int mBlitDepthDepthTextureH; |
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private static int mBlitDepthDepthH; |
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private static int mBlitDepthTexCorrH; |
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private static int mBlitDepthSizeH; |
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private static int mBlitDepthNumRecordsH; |
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private static int[] mLinkedListSSBO = new int[1]; |
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private static int[] mAtomicCounter = new int[1]; |
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static |
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{ |
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mLinkedListSSBO[0]= -1; |
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mAtomicCounter[0] = -1; |
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} |
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private static int mBufferSize=(0x1<<23); // 8 million entries |
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private static IntBuffer mIntBuffer; |
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/// BLIT DEPTH RENDER PROGRAM /// |
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private static DistortedProgram mBlitDepthRenderProgram; |
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private static int mBlitDepthRenderDepthTextureH; |
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private static int mBlitDepthRenderDepthH; |
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private static int mBlitDepthRenderTexCorrH; |
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private static int mBlitDepthRenderSizeH; |
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/// NORMAL PROGRAM ///// |
79 | 101 |
private static DistortedProgram mNormalProgram; |
... | ... | |
164 | 186 |
mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture"); |
165 | 187 |
mBlitDepthDepthH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth"); |
166 | 188 |
mBlitDepthTexCorrH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_TexCorr"); |
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mBlitDepthSizeH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Size"); |
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mBlitDepthNumRecordsH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_numRecords"); |
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mIntBuffer = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer(); |
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mIntBuffer.put(0,0); |
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if( mLinkedListSSBO[0]<0 ) |
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{ |
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GLES31.glGenBuffers(1,mLinkedListSSBO,0); |
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GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]); |
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GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ); |
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GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]); |
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} |
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if( mAtomicCounter[0]<0 ) |
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{ |
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GLES31.glGenBuffers(1,mAtomicCounter,0); |
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GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] ); |
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GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, mIntBuffer, GLES31.GL_DYNAMIC_DRAW); |
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GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0); |
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} |
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// BLIT DEPTH RENDER PROGRAM /////////////////////////// |
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final InputStream blitDepthRenderVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader); |
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final InputStream blitDepthRenderFragStream = resources.openRawResource(R.raw.blit_depth_render_fragment_shader); |
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try |
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{ |
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mBlitDepthRenderProgram = new DistortedProgram(blitDepthRenderVertStream,blitDepthRenderFragStream,blitVertHeader,blitFragHeader, Distorted.GLSL); |
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} |
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catch(Exception e) |
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{ |
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Log.e("EFFECTS", "exception trying to compile BLIT DEPTH RENDER program: "+e.getMessage()); |
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throw new RuntimeException(e.getMessage()); |
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} |
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int blitDepthRenderProgramH = mBlitDepthRenderProgram.getProgramHandle(); |
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mBlitDepthRenderDepthTextureH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_DepthTexture"); |
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mBlitDepthRenderDepthH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_Depth"); |
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mBlitDepthRenderTexCorrH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_TexCorr"); |
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mBlitDepthRenderSizeH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_Size"); |
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167 | 230 |
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// NORMAL PROGRAM ////////////////////////////////////// |
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final InputStream normalVertexStream = resources.openRawResource(R.raw.normal_vertex_shader); |
... | ... | |
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GLES31.glUniform1i(mMainTextureH, 0); |
288 | 351 |
GLES31.glUniform1i(mCountIndexH, surface.getNewCounter() ); |
289 | 352 |
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if( Distorted.GLSL >= 300 ) |
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{ |
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttVBO[0]); |
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GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0); |
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GLES31.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1); |
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GLES31.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2); |
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0); |
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} |
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else |
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{ |
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mesh.mVertAttribs.position(0); |
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GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs); |
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mesh.mVertAttribs.position(MeshObject.POS_DATA_SIZE); |
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GLES31.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs); |
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mesh.mVertAttribs.position(MeshObject.POS_DATA_SIZE+MeshObject.NOR_DATA_SIZE); |
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GLES31.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs); |
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} |
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttVBO[0]); |
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GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0); |
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GLES31.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1); |
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GLES31.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2); |
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0); |
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307 | 358 |
|
308 | 359 |
mM.send(surface,halfW,halfH,halfZ,marginInPixels); |
309 | 360 |
mV.send(); |
... | ... | |
341 | 392 |
GLES31.glUniform1i(mBlitDepthTextureH, 0); |
342 | 393 |
GLES31.glUniform1i(mBlitDepthDepthTextureH, 1); |
343 | 394 |
GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH ); |
344 |
GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear); |
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GLES31.glUniform2i(mBlitDepthSizeH, surface.mWidth, surface.mHeight); |
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GLES31.glUniform1ui(mBlitDepthNumRecordsH, (mBufferSize-surface.mWidth*surface.mHeight)/3 ); // see the fragment shader |
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GLES31.glUniform1f(mBlitDepthDepthH , 1.0f-surface.mNear); |
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345 | 398 |
GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
346 | 399 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
400 |
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//android.util.Log.e("effects", "bufferSize: "+mBufferSize+" numRecords: "+((mBufferSize-surface.mWidth*surface.mHeight)/3) ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// render all the transparent pixels from the per-pixel linked lists. This is in the 'merge |
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// postprocessing buckets' stage. |
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static void blitDepthRenderPriv(DistortedOutputSurface surface, float corrW, float corrH) |
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{ |
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411 |
mBlitDepthRenderProgram.useProgram(); |
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GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
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GLES31.glUniform1i(mBlitDepthRenderDepthTextureH, 1); |
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GLES31.glUniform2f(mBlitDepthRenderTexCorrH, corrW, corrH ); |
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GLES31.glUniform2i(mBlitDepthRenderSizeH, surface.mWidth, surface.mHeight); |
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GLES31.glUniform1f( mBlitDepthRenderDepthH , 1.0f-surface.mNear); |
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GLES31.glVertexAttribPointer(mBlitDepthRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
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GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
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420 |
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// reset atomic counter to 0 |
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GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] ); |
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GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, mIntBuffer, GLES31.GL_DYNAMIC_DRAW); |
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GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0); |
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347 | 425 |
} |
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349 | 427 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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366 | 444 |
static void onDestroy() |
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{ |
368 |
mNextID = 0; |
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mNextID = 0; |
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mLinkedListSSBO[0]= -1; |
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mAtomicCounter[0] = -1; |
|
369 | 449 |
} |
370 | 450 |
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371 | 451 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
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390 | 390 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE1); |
391 | 391 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0); |
392 | 392 |
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// clear buffers |
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return 1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int blitWithDepthRender(long currTime, DistortedOutputSurface buffer) |
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{ |
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GLES31.glViewport(0, 0, mWidth, mHeight); |
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setAsOutput(currTime); |
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GLES31.glActiveTexture(GLES31.GL_TEXTURE1); |
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]); |
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DistortedRenderState.enableStencil(); |
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DistortedEffects.blitDepthRenderPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() ); |
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GLES31.glActiveTexture(GLES31.GL_TEXTURE1); |
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0); |
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DistortedRenderState.restoreStencil(); |
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return 1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void clearBuffer(DistortedOutputSurface buffer) |
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{ |
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GLES31.glStencilMask(0xff); |
395 | 421 |
GLES31.glDepthMask(true); |
396 | 422 |
GLES31.glColorMask(true,true,true,true); |
... | ... | |
403 | 429 |
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT); |
404 | 430 |
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0); |
405 | 431 |
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT); |
406 |
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return 1; |
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408 | 432 |
} |
409 | 433 |
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410 | 434 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
442 | 466 |
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443 | 467 |
numRenders += lastQueue.postprocess(mBuffer); |
444 | 468 |
numRenders += blitWithDepth(time, mBuffer[quality]); |
445 |
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mBuffer[quality].setAsOutputAndClear(time); |
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clearBuffer(mBuffer[quality]); |
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447 | 470 |
} |
448 | 471 |
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449 | 472 |
internalQuality = currQueue.getInternalQuality(); |
... | ... | |
465 | 488 |
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466 | 489 |
numRenders += currQueue.postprocess(mBuffer); |
467 | 490 |
numRenders += blitWithDepth(time, mBuffer[quality]); |
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numRenders += blitWithDepthRender(time,mBuffer[quality]); // merge the OIT linked list |
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clearBuffer(mBuffer[quality]); |
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468 | 493 |
} |
469 | 494 |
} |
470 | 495 |
|
... | ... | |
504 | 529 |
return (float)mHeight/mRealHeight; |
505 | 530 |
} |
506 | 531 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Bind this Surface as a Framebuffer we can render to; always clear it's color bit. |
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* |
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* Useful for drawing to the postprocessing buffer, which must sometimes be cleared multiple times |
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* per frame. |
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*/ |
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private void setAsOutputAndClear(long time) |
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{ |
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]); |
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mTime = time; // have to do this otherwise on the next setAsOutput() we would clear |
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DistortedRenderState.colorDepthStencilOn(); |
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GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA); |
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GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT); |
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DistortedRenderState.colorDepthStencilRestore(); |
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} |
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526 | 532 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
527 | 533 |
// PUBLIC API |
528 | 534 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/main/DistortedRenderState.java | ||
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199 | 199 |
GLES31.glDisable(GLES31.GL_SCISSOR_TEST); |
200 | 200 |
} |
201 | 201 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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203 |
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static void enableStencil() |
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{ |
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sState.stencilTest = cState.stencilTest; |
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208 |
if (cState.stencilTest != 1) |
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{ |
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210 |
cState.stencilTest = 1; |
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GLES31.glEnable(GLES31.GL_STENCIL_TEST); |
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} |
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213 |
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sState.stencilFuncFunc = cState.stencilFuncFunc; |
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sState.stencilFuncRef = cState.stencilFuncRef; |
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sState.stencilFuncMask = cState.stencilFuncMask; |
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217 |
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218 |
if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK ) |
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{ |
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cState.stencilFuncFunc = GLES31.GL_EQUAL; |
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cState.stencilFuncRef = 1; |
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cState.stencilFuncMask = STENCIL_MASK; |
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GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask); |
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} |
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225 |
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sState.stencilMask = cState.stencilMask; |
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227 |
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if( cState.stencilMask!= 0x00 ) |
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{ |
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cState.stencilMask = 0x00; |
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GLES31.glStencilMask(cState.stencilMask); |
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} |
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} |
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234 |
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235 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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236 |
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237 |
static void restoreStencil() |
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238 |
{ |
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239 |
if (sState.stencilTest != cState.stencilTest) |
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240 |
{ |
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241 |
cState.stencilTest = sState.stencilTest; |
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242 |
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243 |
if (cState.stencilTest == 0) |
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{ |
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GLES31.glDisable(GLES31.GL_STENCIL_TEST); |
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} |
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else |
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248 |
{ |
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249 |
GLES31.glEnable(GLES31.GL_STENCIL_TEST); |
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} |
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} |
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252 |
if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask ) |
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{ |
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254 |
cState.stencilFuncFunc = sState.stencilFuncFunc; |
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cState.stencilFuncRef = sState.stencilFuncRef ; |
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cState.stencilFuncMask = sState.stencilFuncMask; |
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GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask); |
|
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} |
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if( sState.stencilMask!=cState.stencilMask ) |
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{ |
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261 |
cState.stencilMask = sState.stencilMask; |
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GLES31.glStencilMask(cState.stencilMask); |
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263 |
} |
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264 |
} |
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265 |
|
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202 | 266 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
203 | 267 |
|
204 | 268 |
static void setUpStencilMark() |
src/main/java/org/distorted/library/main/EffectQueuePostprocess.java | ||
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32 | 32 |
private static final int NUM_UNIFORMS = PostprocessEffect.NUM_UNIFORMS; |
33 | 33 |
private static final int INDEX = EffectType.POSTPROCESS.ordinal(); |
34 | 34 |
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35 |
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36 | 35 |
private int mHalo; |
37 | 36 |
|
38 | 37 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/res/raw/blit_depth_fragment_shader.glsl | ||
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1 | 1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
2 |
// Copyright 2016 Leszek Koltunski //
|
|
2 |
// Copyright 2018 Leszek Koltunski //
|
|
3 | 3 |
// // |
4 | 4 |
// This file is part of Distorted. // |
5 | 5 |
// // |
... | ... | |
18 | 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
19 | 19 |
|
20 | 20 |
precision lowp float; |
21 |
precision highp uint; |
|
21 | 22 |
|
22 | 23 |
#if __VERSION__ != 100 |
23 | 24 |
out vec4 fragColor; // The output color |
24 | 25 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
26 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
25 | 27 |
#define TEXTURE texture |
26 | 28 |
#define FRAG_COLOR fragColor |
27 | 29 |
#else |
28 | 30 |
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
31 |
varying vec2 v_Pixel; // location of the current fragment, in pixels |
|
29 | 32 |
#define TEXTURE texture2D |
30 | 33 |
#define FRAG_COLOR gl_FragColor |
31 | 34 |
#endif |
... | ... | |
33 | 36 |
uniform sampler2D u_Texture; |
34 | 37 |
uniform sampler2D u_DepthTexture; |
35 | 38 |
|
39 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
40 |
// per-pixel linked list. Order Independent Transparency. |
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41 |
|
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42 |
uniform ivec2 u_Size; |
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43 |
uniform uint u_numRecords; |
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44 |
|
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45 |
layout (binding=0, offset=0) uniform atomic_uint u_Counter; // initialize to 0 |
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46 |
|
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47 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
48 |
{ // one for each pixel in the Output rectangle. |
|
49 |
uint u_Records[]; // |
|
50 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
51 |
// triplets of (pointer,depth,rgba). |
|
52 |
|
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53 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
54 |
// Concurrent insert to a linked list. Tim Harris, 'pragmatic implementation of non-blocking |
|
55 |
// linked-lists', 2001. |
|
56 |
// This arranges fragments by decreasing 'depth', so one would think - from back to front, but |
|
57 |
// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back. |
|
58 |
|
|
59 |
void insert( vec2 ij, uint depth, uint rgba ) |
|
60 |
{ |
|
61 |
uint ptr = atomicCounterIncrement(u_Counter)-1u; |
|
62 |
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63 |
if( ptr<u_numRecords ) |
|
64 |
{ |
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65 |
ptr = 3u*ptr + uint(u_Size.x*u_Size.y); |
|
66 |
|
|
67 |
u_Records[ptr+1u] = depth; |
|
68 |
u_Records[ptr+2u] = rgba; |
|
69 |
|
|
70 |
memoryBarrier(); |
|
71 |
|
|
72 |
uint prev = uint(ij.x + ij.y * float(u_Size.x)); |
|
73 |
uint curr = u_Records[prev]; |
|
74 |
/* |
|
75 |
while (true) |
|
76 |
{ |
|
77 |
if ( curr==0u || depth > u_Records[curr+1u] ) // need to insert here |
|
78 |
{ |
|
79 |
*/ |
|
80 |
u_Records[ptr] = curr; // next of new record is curr |
|
81 |
memoryBarrier(); |
|
82 |
uint res = atomicCompSwap( u_Records[prev], curr, ptr ); |
|
83 |
/* |
|
84 |
if (res==curr) break; // done! |
|
85 |
else curr = res; // could not insert! retry from same place in list |
|
86 |
} |
|
87 |
else // advance in list |
|
88 |
{ |
|
89 |
prev = curr; |
|
90 |
curr = u_Records[prev]; |
|
91 |
} |
|
92 |
} |
|
93 |
*/ |
|
94 |
} |
|
95 |
} |
|
96 |
|
|
97 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
98 |
|
|
99 |
uint convert(vec4 c) |
|
100 |
{ |
|
101 |
return ((uint(255.0*c.r))<<24u) + ((uint(255.0*c.g))<<16u) + ((uint(255.0*c.b))<<8u) + uint(255.0*c.a); |
|
102 |
} |
|
103 |
|
|
36 | 104 |
////////////////////////////////////////////////////////////////////////////////////////////// |
37 | 105 |
|
38 | 106 |
void main() |
39 | 107 |
{ |
40 |
gl_FragDepth = TEXTURE(u_DepthTexture,v_TexCoordinate).r; |
|
41 |
FRAG_COLOR = TEXTURE(u_Texture ,v_TexCoordinate); |
|
108 |
vec4 frag = TEXTURE(u_Texture , v_TexCoordinate); |
|
109 |
float depth= TEXTURE(u_DepthTexture, v_TexCoordinate).r; |
|
110 |
|
|
111 |
if( frag.a > 0.95 ) |
|
112 |
{ |
|
113 |
gl_FragDepth = depth; |
|
114 |
FRAG_COLOR = frag; |
|
115 |
} |
|
116 |
else if( frag.a > 0.0 ) |
|
117 |
{ |
|
118 |
const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough. |
|
119 |
insert(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) ); |
|
120 |
discard; |
|
121 |
} |
|
42 | 122 |
} |
src/main/res/raw/blit_depth_render_fragment_shader.glsl | ||
---|---|---|
1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2018 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted 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 // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
precision lowp float; |
|
21 |
precision highp uint; |
|
22 |
|
|
23 |
#if __VERSION__ != 100 |
|
24 |
out vec4 fragColor; // The output color |
|
25 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
26 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
27 |
#define TEXTURE texture |
|
28 |
#define FRAG_COLOR fragColor |
|
29 |
#else |
|
30 |
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
31 |
varying vec2 v_Pixel; // location of the current fragment, in pixels |
|
32 |
#define TEXTURE texture2D |
|
33 |
#define FRAG_COLOR gl_FragColor |
|
34 |
#endif |
|
35 |
|
|
36 |
uniform sampler2D u_DepthTexture; |
|
37 |
|
|
38 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
39 |
// per-pixel linked list. Order Independent Transparency. |
|
40 |
|
|
41 |
uniform ivec2 u_Size; |
|
42 |
|
|
43 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
44 |
{ // one for each pixel in the Output rectangle. |
|
45 |
uint u_Records[]; // |
|
46 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
47 |
// triplets of (pointer,depth,rgba). |
|
48 |
|
|
49 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
50 |
|
|
51 |
vec4 convert(uint rgba) |
|
52 |
{ |
|
53 |
return vec4( float((rgba>>24u)&255u),float((rgba>>16u)&255u),float((rgba>>8u)&255u),float(rgba&255u) ) / 255.0; |
|
54 |
} |
|
55 |
|
|
56 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
57 |
// https://en.wikipedia.org/wiki/Alpha_compositing (premultiplied) |
|
58 |
|
|
59 |
vec4 blend(vec4 clr,vec4 srf) |
|
60 |
{ |
|
61 |
return clr + (1.0 - clr.a) * vec4(srf.rgb * srf.a , srf.a); |
|
62 |
} |
|
63 |
|
|
64 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
65 |
|
|
66 |
void main() |
|
67 |
{ |
|
68 |
uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x)); |
|
69 |
uint curr = u_Records[index]; |
|
70 |
|
|
71 |
if (curr == 0u) discard; |
|
72 |
|
|
73 |
vec4 color= vec4(0.0,0.0,0.0,0.0); |
|
74 |
u_Records[index] = 0u; |
|
75 |
|
|
76 |
while (curr > 0u) // keep walking the linked list |
|
77 |
{ // and blending the colors in |
|
78 |
curr = u_Records[curr]; // |
|
79 |
//color= blend( color, convert(u_Records[curr+2u]) ); // |
|
80 |
|
|
81 |
color = convert(u_Records[curr+2u]); |
|
82 |
|
|
83 |
if( color.a == 0.0 ) color = vec4(0.0,1.0,0.0,1.0); |
|
84 |
} |
|
85 |
|
|
86 |
gl_FragDepth = TEXTURE(u_DepthTexture, v_TexCoordinate).r; |
|
87 |
FRAG_COLOR = color; |
|
88 |
|
|
89 |
//else |
|
90 |
// FRAG_COLOR = vec4(1.0,0.0,0.0,1.0); |
|
91 |
} |
src/main/res/raw/blit_depth_vertex_shader.glsl | ||
---|---|---|
18 | 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
19 | 19 |
|
20 | 20 |
precision lowp float; |
21 |
precision highp uint; |
|
21 | 22 |
|
22 | 23 |
#if __VERSION__ != 100 |
23 | 24 |
in vec2 a_Position; // Per-vertex position. |
24 | 25 |
out vec2 v_TexCoordinate; // |
26 |
out vec2 v_Pixel; // |
|
25 | 27 |
#else |
26 | 28 |
attribute vec2 a_Position; // Per-vertex position. |
27 | 29 |
varying vec2 v_TexCoordinate; // |
30 |
varying vec2 v_Pixel; // |
|
28 | 31 |
#endif |
29 | 32 |
|
30 | 33 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
... | ... | |
33 | 36 |
// reused!) so we need to compensate here by adjusting the texture |
34 | 37 |
// coords. |
35 | 38 |
|
39 |
uniform ivec2 u_Size; // size of the output surface, in pixels. |
|
40 |
|
|
36 | 41 |
////////////////////////////////////////////////////////////////////////////////////////////// |
37 | 42 |
|
38 | 43 |
void main() |
39 | 44 |
{ |
40 | 45 |
v_TexCoordinate = (a_Position + 0.5) * u_TexCorr; |
46 |
v_Pixel = v_TexCoordinate * vec2(u_Size); |
|
41 | 47 |
gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
42 | 48 |
} |
Also available in: Unified diff
Order Independent Transparency. Does not work yet.