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Revision 8777ce17

Added by Leszek Koltunski about 6 years ago

Order Independent Transparency. Does not work yet.

View differences:

src/main/java/org/distorted/library/main/DistortedEffects.java
41 41
import java.nio.ByteBuffer;
42 42
import java.nio.ByteOrder;
43 43
import java.nio.FloatBuffer;
44
import java.nio.IntBuffer;
44 45

  
45 46
///////////////////////////////////////////////////////////////////////////////////////////////////
46 47
/**
......
74 75
  private static int mBlitDepthDepthTextureH;
75 76
  private static int mBlitDepthDepthH;
76 77
  private static int mBlitDepthTexCorrH;
78
  private static int mBlitDepthSizeH;
79
  private static int mBlitDepthNumRecordsH;
80

  
81
  private static int[] mLinkedListSSBO = new int[1];
82
  private static int[] mAtomicCounter = new int[1];
83

  
84
  static
85
    {
86
    mLinkedListSSBO[0]= -1;
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    mAtomicCounter[0] = -1;
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    }
89

  
90
  private static int mBufferSize=(0x1<<23);  // 8 million entries
91
  private static IntBuffer mIntBuffer;
92

  
93
  /// BLIT DEPTH RENDER PROGRAM ///
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  private static DistortedProgram mBlitDepthRenderProgram;
95
  private static int mBlitDepthRenderDepthTextureH;
96
  private static int mBlitDepthRenderDepthH;
97
  private static int mBlitDepthRenderTexCorrH;
98
  private static int mBlitDepthRenderSizeH;
77 99

  
78 100
  /// 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");
189
    mBlitDepthSizeH         = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Size");
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    mBlitDepthNumRecordsH   = GLES31.glGetUniformLocation( blitDepthProgramH, "u_numRecords");
191

  
192
    mIntBuffer = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
193
    mIntBuffer.put(0,0);
194

  
195
    if( mLinkedListSSBO[0]<0 )
196
      {
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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);
200
      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
201
      }
202

  
203
    if( mAtomicCounter[0]<0 )
204
      {
205
      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);
208
      GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0);
209
      }
210

  
211
    // BLIT DEPTH RENDER PROGRAM ///////////////////////////
212
    final InputStream blitDepthRenderVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
213
    final InputStream blitDepthRenderFragStream = resources.openRawResource(R.raw.blit_depth_render_fragment_shader);
214

  
215
    try
216
      {
217
      mBlitDepthRenderProgram = new DistortedProgram(blitDepthRenderVertStream,blitDepthRenderFragStream,blitVertHeader,blitFragHeader, Distorted.GLSL);
218
      }
219
    catch(Exception e)
220
      {
221
      Log.e("EFFECTS", "exception trying to compile BLIT DEPTH RENDER program: "+e.getMessage());
222
      throw new RuntimeException(e.getMessage());
223
      }
224

  
225
    int blitDepthRenderProgramH   = mBlitDepthRenderProgram.getProgramHandle();
226
    mBlitDepthRenderDepthTextureH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_DepthTexture");
227
    mBlitDepthRenderDepthH        = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_Depth");
228
    mBlitDepthRenderTexCorrH      = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_TexCorr");
229
    mBlitDepthRenderSizeH         = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_Size");
167 230

  
168 231
    // NORMAL PROGRAM //////////////////////////////////////
169 232
    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
......
287 350
    GLES31.glUniform1i(mMainTextureH, 0);
288 351
    GLES31.glUniform1i(mCountIndexH, surface.getNewCounter() );
289 352

  
290
    if( Distorted.GLSL >= 300 )
291
      {
292
      GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
293
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
294
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1);
295
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2);
296
      GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
297
      }
298
    else
299
      {
300
      mesh.mVertAttribs.position(0);
301
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
302
      mesh.mVertAttribs.position(MeshObject.POS_DATA_SIZE);
303
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
304
      mesh.mVertAttribs.position(MeshObject.POS_DATA_SIZE+MeshObject.NOR_DATA_SIZE);
305
      GLES31.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
306
      }
353
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
354
    GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
355
    GLES31.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1);
356
    GLES31.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2);
357
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
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);
395
    GLES31.glUniform2i(mBlitDepthSizeH, surface.mWidth, surface.mHeight);
396
    GLES31.glUniform1ui(mBlitDepthNumRecordsH, (mBufferSize-surface.mWidth*surface.mHeight)/3 );  // see the fragment shader
397
    GLES31.glUniform1f(mBlitDepthDepthH , 1.0f-surface.mNear);
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

  
401

  
402
    //android.util.Log.e("effects", "bufferSize: "+mBufferSize+" numRecords: "+((mBufferSize-surface.mWidth*surface.mHeight)/3) );
403
    }
404

  
405
///////////////////////////////////////////////////////////////////////////////////////////////////
406
// render all the transparent pixels from the per-pixel linked lists. This is in the 'merge
407
// postprocessing buckets' stage.
408

  
409
  static void blitDepthRenderPriv(DistortedOutputSurface surface, float corrW, float corrH)
410
    {
411
    mBlitDepthRenderProgram.useProgram();
412

  
413
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
414
    GLES31.glUniform1i(mBlitDepthRenderDepthTextureH, 1);
415
    GLES31.glUniform2f(mBlitDepthRenderTexCorrH, corrW, corrH );
416
    GLES31.glUniform2i(mBlitDepthRenderSizeH, surface.mWidth, surface.mHeight);
417
    GLES31.glUniform1f( mBlitDepthRenderDepthH , 1.0f-surface.mNear);
418
    GLES31.glVertexAttribPointer(mBlitDepthRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
419
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
420

  
421
    // reset atomic counter to 0
422
    GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] );
423
    GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, mIntBuffer, GLES31.GL_DYNAMIC_DRAW);
424
    GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0);
347 425
    }
348 426

  
349 427
///////////////////////////////////////////////////////////////////////////////////////////////////
......
365 443

  
366 444
  static void onDestroy()
367 445
    {
368
    mNextID = 0;
446
    mNextID           =  0;
447
    mLinkedListSSBO[0]= -1;
448
    mAtomicCounter[0] = -1;
369 449
    }
370 450

  
371 451
///////////////////////////////////////////////////////////////////////////////////////////////////

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