Revision 8777ce17
Added by Leszek Koltunski over 7 years ago
| 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; |
|
| 87 |
mAtomicCounter[0] = -1; |
|
| 88 |
} |
|
| 89 |
|
|
| 90 |
private static int mBufferSize=(0x1<<23); // 8 million entries |
|
| 91 |
private static IntBuffer mIntBuffer; |
|
| 92 |
|
|
| 93 |
/// BLIT DEPTH RENDER PROGRAM /// |
|
| 94 |
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"); |
|
| 190 |
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 |
{
|
|
| 197 |
GLES31.glGenBuffers(1,mLinkedListSSBO,0); |
|
| 198 |
GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]); |
|
| 199 |
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); |
|
| 206 |
GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] ); |
|
| 207 |
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 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Order Independent Transparency. Does not work yet.