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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted 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 //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.app.ActivityManager;
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import android.content.Context;
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import android.content.pm.ConfigurationInfo;
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import android.content.res.Resources;
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import android.opengl.GLES30;
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import android.opengl.GLES31;
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import android.util.Log;
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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 java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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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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private static int mGLSL;
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private static String mGLSL_VERSION;
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private static boolean mOITCompilationSuccessful;
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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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* Work around bugs in ARM Mali driver by, instead to a single FBO, rendering to a circular queue
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* of FBO_QUEUE_SIZE 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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*
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* This bug only exists on Mali driver r12.
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*
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* https://community.arm.com/graphics/f/discussions/10285/opengl-es-3-1-on-mali-t880-flashes
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*/
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static final int FBO_QUEUE_SIZE = 4;
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private static boolean mInitialized=false;
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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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/// NORMAL PROGRAM /////
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private static DistortedProgram mNormalProgram;
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private static int mNormalMVPMatrixH;
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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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/// 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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/// 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 mBlitDepthDepthH;
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private static int mBlitDepthTexCorrH;
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/// OIT SSBO BUFFER ///
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private static int[] mLinkedListSSBO = new int[1];
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private static int[] mAtomicCounter = new int[DistortedLibrary.FBO_QUEUE_SIZE];
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private static int mCurrBuffer;
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static
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{
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mLinkedListSSBO[0]= -1;
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mCurrBuffer = 0;
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for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1;
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}
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///////////////////////////////////////////////////////////////
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// meaning: allocate 1.0 screenful of places for transparent
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// fragments in the SSBO backing up the OIT render method.
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private static float mBufferSize=1.0f;
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/// OIT CLEAR PROGRAM ///
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private static DistortedProgram mOITClearProgram;
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private static int mOITClearDepthH;
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private static int mOITClearTexCorrH;
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private static int mOITClearSizeH;
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/// OIT BUILD PROGRAM ///
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private static DistortedProgram mOITBuildProgram;
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private static int mOITBuildTextureH;
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private static int mOITBuildDepthTextureH;
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private static int mOITBuildDepthH;
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private static int mOITBuildTexCorrH;
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private static int mOITBuildSizeH;
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private static int mOITBuildNumRecordsH;
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/// OIT COLLAPSE PROGRAM ///
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private static DistortedProgram mOITCollapseProgram;
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private static int mOITCollapseDepthTextureH;
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private static int mOITCollapseDepthH;
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private static int mOITCollapseTexCorrH;
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private static int mOITCollapseSizeH;
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/// OIT RENDER PROGRAM ///
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private static DistortedProgram mOITRenderProgram;
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private static int mOITRenderDepthH;
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private static int mOITRenderTexCorrH;
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private static int mOITRenderSizeH;
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/// END PROGRAMS //////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// private: hide this from Javadoc
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private DistortedLibrary()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void createPrograms(Resources resources)
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{
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// MAIN PROGRAM ////////////////////////////////////
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final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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int numF = FragmentEffect.getNumEnabled();
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int numV = VertexEffect.getNumEnabled();
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String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX " + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n");
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String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
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mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
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String enabledEffectV= VertexEffect.getGLSL();
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String enabledEffectF= FragmentEffect.getGLSL();
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String[] feedback = { "v_Position", "v_endPosition" };
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try
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{
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mMainProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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enabledEffectV, enabledEffectF, mGLSL, feedback);
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}
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catch(Exception e)
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{
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Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int mainProgramH = mMainProgram.getProgramHandle();
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EffectQueue.getUniforms(mainProgramH,0);
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MeshBase.getUniforms(mainProgramH,0);
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mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
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// BLIT PROGRAM ////////////////////////////////////
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final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
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final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
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try
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{
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mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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}
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catch(Exception e)
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{
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Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int blitProgramH = mBlitProgram.getProgramHandle();
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mBlitTextureH = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
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mBlitDepthH = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
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// BLIT DEPTH PROGRAM ////////////////////////////////////
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final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
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final InputStream blitDepthFragStream = resources.openRawResource(R.raw.blit_depth_fragment_shader);
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try
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{
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mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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}
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catch(Exception e)
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{
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Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT DEPTH program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int blitDepthProgramH = mBlitDepthProgram.getProgramHandle();
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mBlitDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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mBlitDepthDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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mBlitDepthDepthH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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mBlitDepthTexCorrH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
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// NORMAL PROGRAM //////////////////////////////////////
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final InputStream normalVertexStream = resources.openRawResource(R.raw.normal_vertex_shader);
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final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
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try
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{
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mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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}
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catch(Exception e)
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{
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Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile NORMAL program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int normalProgramH = mNormalProgram.getProgramHandle();
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mNormalMVPMatrixH = GLES30.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void createFullProgram(Resources resources)
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{
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final InputStream fullVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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final InputStream fullFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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int numV = VertexEffect.getAllEnabled();
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String fullVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX " + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n");
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String fullFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + 0 + "\n");
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fullVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
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String enabledEffectV= VertexEffect.getAllGLSL();
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String enabledEffectF= "{}";
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fullVertHeader += "#define PREAPPLY\n";
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String[] feedback = { "v_Position", "v_endPosition", "v_Inflate" };
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try
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{
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mFullProgram = new DistortedProgram(fullVertStream, fullFragStream, fullVertHeader, fullFragHeader,
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enabledEffectV, enabledEffectF, mGLSL, feedback);
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}
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catch(Exception e)
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{
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Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile FULL program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int fullProgramH = mFullProgram.getProgramHandle();
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EffectQueue.getUniforms(fullProgramH,3);
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MeshBase.getUniforms(fullProgramH,3);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void createProgramsOIT(Resources resources)
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{
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// MAIN OIT PROGRAM ////////////////////////////////
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final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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int numF = FragmentEffect.getNumEnabled();
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int numV = VertexEffect.getNumEnabled();
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String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX " + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n") + ("#define OIT\n");
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String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") + ("#define OIT\n");
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mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
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String enabledEffectV= VertexEffect.getGLSL();
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String enabledEffectF= FragmentEffect.getGLSL();
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try
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{
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mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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enabledEffectV, enabledEffectF, mGLSL, null);
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}
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catch(Exception e)
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{
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Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int mainOITProgramH = mMainOITProgram.getProgramHandle();
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EffectQueue.getUniforms(mainOITProgramH,1);
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MeshBase.getUniforms(mainOITProgramH,1);
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mMainOITTextureH = GLES30.glGetUniformLocation( mainOITProgramH, "u_Texture");
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mMainOITSizeH = GLES30.glGetUniformLocation( mainOITProgramH, "u_Size");
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mMainOITNumRecordsH = GLES30.glGetUniformLocation( mainOITProgramH, "u_numRecords");
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// OIT CLEAR PROGRAM ////////////////////////////////////
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final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
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try
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{
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mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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}
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catch(Exception e)
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{
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Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int oitClearProgramH = mOITClearProgram.getProgramHandle();
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mOITClearDepthH = GLES30.glGetUniformLocation( oitClearProgramH, "u_Depth");
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mOITClearTexCorrH = GLES30.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
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mOITClearSizeH = GLES30.glGetUniformLocation( oitClearProgramH, "u_Size");
|
392
|
|
393
|
// OIT BUILD PROGRAM ////////////////////////////////////
|
394
|
final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
|
395
|
final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
|
396
|
|
397
|
try
|
398
|
{
|
399
|
mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
|
400
|
}
|
401
|
catch(Exception e)
|
402
|
{
|
403
|
Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
|
404
|
throw new RuntimeException(e.getMessage());
|
405
|
}
|
406
|
|
407
|
int oitBuildProgramH = mOITBuildProgram.getProgramHandle();
|
408
|
mOITBuildTextureH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Texture");
|
409
|
mOITBuildDepthTextureH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
|
410
|
mOITBuildDepthH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Depth");
|
411
|
mOITBuildTexCorrH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
|
412
|
mOITBuildSizeH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Size");
|
413
|
mOITBuildNumRecordsH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
|
414
|
|
415
|
// OIT COLLAPSE PROGRAM ///////////////////////////
|
416
|
final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
|
417
|
final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
|
418
|
|
419
|
try
|
420
|
{
|
421
|
mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
|
422
|
}
|
423
|
catch(Exception e)
|
424
|
{
|
425
|
Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
|
426
|
throw new RuntimeException(e.getMessage());
|
427
|
}
|
428
|
|
429
|
int oitCollapseProgramH = mOITCollapseProgram.getProgramHandle();
|
430
|
mOITCollapseDepthTextureH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
|
431
|
mOITCollapseDepthH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
|
432
|
mOITCollapseTexCorrH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
|
433
|
mOITCollapseSizeH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Size");
|
434
|
|
435
|
// OIT RENDER PROGRAM ///////////////////////////
|
436
|
final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
|
437
|
final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
|
438
|
|
439
|
try
|
440
|
{
|
441
|
mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
|
442
|
}
|
443
|
catch(Exception e)
|
444
|
{
|
445
|
Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
|
446
|
throw new RuntimeException(e.getMessage());
|
447
|
}
|
448
|
|
449
|
int oitRenderProgramH = mOITRenderProgram.getProgramHandle();
|
450
|
mOITRenderDepthH = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Depth");
|
451
|
mOITRenderTexCorrH = GLES30.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
|
452
|
mOITRenderSizeH = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Size");
|
453
|
}
|
454
|
|
455
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
456
|
|
457
|
private static void displayNormals(EffectQueue[] queues, MeshBase mesh)
|
458
|
{
|
459
|
int num = mesh.getNumVertices();
|
460
|
int tfo = mesh.getTFO();
|
461
|
|
462
|
GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
|
463
|
GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
|
464
|
InternalRenderState.switchOffDrawing();
|
465
|
GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
|
466
|
InternalRenderState.restoreDrawing();
|
467
|
GLES30.glEndTransformFeedback();
|
468
|
GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
|
469
|
|
470
|
mNormalProgram.useProgram();
|
471
|
GLES30.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
|
472
|
mesh.bindTransformAttribs(mNormalProgram);
|
473
|
GLES30.glLineWidth(8.0f);
|
474
|
GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*num);
|
475
|
}
|
476
|
|
477
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
478
|
// execute all VertexEffects and adjust all vertices
|
479
|
|
480
|
public static void adjustVertices(MeshBase mesh, EffectQueueVertex queue)
|
481
|
{
|
482
|
if( mFullProgram!=null )
|
483
|
{
|
484
|
int num = mesh.getNumVertices();
|
485
|
int tfo = mesh.getTFO();
|
486
|
|
487
|
mFullProgram.useProgram();
|
488
|
mesh.bindVertexAttribs(mFullProgram);
|
489
|
queue.compute(1);
|
490
|
queue.send(0.0f,3);
|
491
|
mesh.send(3);
|
492
|
|
493
|
GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
|
494
|
GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
|
495
|
InternalRenderState.switchOffDrawing();
|
496
|
GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
|
497
|
InternalRenderState.restoreDrawing();
|
498
|
GLES30.glEndTransformFeedback();
|
499
|
mesh.copyTransformToVertex();
|
500
|
GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
|
501
|
}
|
502
|
}
|
503
|
|
504
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
505
|
|
506
|
static void drawPrivOIT(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
|
507
|
{
|
508
|
EffectQueue[] queues = effects.getQueues();
|
509
|
|
510
|
EffectQueue.compute(queues, currTime);
|
511
|
GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
512
|
|
513
|
DistortedLibrary.mMainOITProgram.useProgram();
|
514
|
GLES30.glUniform1i(DistortedLibrary.mMainOITTextureH, 0);
|
515
|
GLES30.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
|
516
|
GLES30.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
|
517
|
mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram);
|
518
|
mesh.send(1);
|
519
|
|
520
|
float inflate = mesh.getInflate();
|
521
|
float distance = surface.mDistance;
|
522
|
float mipmap = surface.mMipmap;
|
523
|
float[] projection= surface.mProjectionMatrix;
|
524
|
|
525
|
EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 1 );
|
526
|
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
|
527
|
|
528
|
if( mesh.getShowNormals() )
|
529
|
{
|
530
|
DistortedLibrary.mMainProgram.useProgram();
|
531
|
mesh.send(0);
|
532
|
EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
|
533
|
displayNormals(queues,mesh);
|
534
|
}
|
535
|
}
|
536
|
|
537
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
538
|
|
539
|
static void drawPriv(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
|
540
|
{
|
541
|
if( mMainProgram!=null )
|
542
|
{
|
543
|
EffectQueue[] queues = effects.getQueues();
|
544
|
|
545
|
EffectQueue.compute(queues, currTime);
|
546
|
GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
547
|
|
548
|
mMainProgram.useProgram();
|
549
|
GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0);
|
550
|
mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
|
551
|
mesh.send(0);
|
552
|
|
553
|
float inflate = mesh.getInflate();
|
554
|
float distance = surface.mDistance;
|
555
|
float mipmap = surface.mMipmap;
|
556
|
float[] projection= surface.mProjectionMatrix;
|
557
|
|
558
|
EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
|
559
|
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
|
560
|
|
561
|
if( mesh.getShowNormals() ) displayNormals(queues,mesh);
|
562
|
}
|
563
|
}
|
564
|
|
565
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
566
|
|
567
|
static void blitPriv(InternalOutputSurface surface)
|
568
|
{
|
569
|
if( mBlitProgram!=null )
|
570
|
{
|
571
|
mBlitProgram.useProgram();
|
572
|
|
573
|
GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
574
|
GLES30.glUniform1i(mBlitTextureH, 0);
|
575
|
GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
|
576
|
GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
|
577
|
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
|
578
|
}
|
579
|
}
|
580
|
|
581
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
582
|
|
583
|
static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
|
584
|
{
|
585
|
if( mBlitDepthProgram!=null )
|
586
|
{
|
587
|
mBlitDepthProgram.useProgram();
|
588
|
|
589
|
GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
590
|
GLES30.glUniform1i(mBlitDepthTextureH, 0);
|
591
|
GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
|
592
|
GLES30.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
|
593
|
GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
|
594
|
GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
|
595
|
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
|
596
|
}
|
597
|
}
|
598
|
|
599
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
600
|
// yes it is safe to be mixing 3.0 and 3.1 like that, senior members of the OpenGL discussions forum assert
|
601
|
|
602
|
private static int printPreviousBuffer()
|
603
|
{
|
604
|
int counter = 0;
|
605
|
|
606
|
ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
|
607
|
GLES30.GL_MAP_READ_BIT);
|
608
|
if( atomicBuf!=null )
|
609
|
{
|
610
|
IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
|
611
|
counter = atomicIntBuf.get(0);
|
612
|
}
|
613
|
else
|
614
|
{
|
615
|
Log.e("effects", "print: failed to map atomic buffer");
|
616
|
}
|
617
|
|
618
|
GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
|
619
|
|
620
|
return counter;
|
621
|
}
|
622
|
|
623
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
624
|
|
625
|
private static void zeroBuffer()
|
626
|
{
|
627
|
ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
|
628
|
GLES30.GL_MAP_WRITE_BIT|GLES30.GL_MAP_INVALIDATE_BUFFER_BIT);
|
629
|
if( atomicBuf!=null )
|
630
|
{
|
631
|
IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
|
632
|
atomicIntBuf.put(0,0);
|
633
|
}
|
634
|
else
|
635
|
{
|
636
|
Log.e("effects", "zero: failed to map atomic buffer");
|
637
|
}
|
638
|
|
639
|
GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
|
640
|
}
|
641
|
|
642
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
643
|
// reset atomic counter to 0
|
644
|
|
645
|
static int zeroOutAtomic()
|
646
|
{
|
647
|
int counter = 0;
|
648
|
|
649
|
if( mAtomicCounter[0]<0 )
|
650
|
{
|
651
|
GLES30.glGenBuffers(DistortedLibrary.FBO_QUEUE_SIZE,mAtomicCounter,0);
|
652
|
|
653
|
for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)
|
654
|
{
|
655
|
GLES30.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
|
656
|
GLES30.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES30.GL_DYNAMIC_DRAW);
|
657
|
zeroBuffer();
|
658
|
}
|
659
|
}
|
660
|
|
661
|
// reading the value of the buffer on every frame would slow down rendering by
|
662
|
// dialog_about 3%; doing it only once every 5 frames affects speed by less than 1%.
|
663
|
if( mCurrBuffer==0 )
|
664
|
{
|
665
|
GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
|
666
|
counter = printPreviousBuffer();
|
667
|
}
|
668
|
|
669
|
if( ++mCurrBuffer>= DistortedLibrary.FBO_QUEUE_SIZE ) mCurrBuffer = 0;
|
670
|
|
671
|
GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
|
672
|
zeroBuffer();
|
673
|
|
674
|
return counter;
|
675
|
}
|
676
|
|
677
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
678
|
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
|
679
|
|
680
|
static void oitClear(InternalOutputSurface surface, int counter)
|
681
|
{
|
682
|
if( mOITClearProgram!=null )
|
683
|
{
|
684
|
if( mLinkedListSSBO[0]<0 )
|
685
|
{
|
686
|
GLES30.glGenBuffers(1,mLinkedListSSBO,0);
|
687
|
|
688
|
int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
|
689
|
GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
|
690
|
GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
|
691
|
GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
|
692
|
|
693
|
GLES30.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
|
694
|
}
|
695
|
|
696
|
// See if we have overflown the SSBO in one of the previous frames.
|
697
|
// If yes, assume we need to make the SSBO larger.
|
698
|
float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
|
699
|
|
700
|
if( overflow>1.0f )
|
701
|
{
|
702
|
//android.util.Log.e("effects", "previous frame rendered "+counter+
|
703
|
// " fragments, but there was only "+(mBufferSize*surface.mWidth*surface.mHeight)+" space");
|
704
|
|
705
|
mBufferSize *= (int)(overflow+1.0f);
|
706
|
int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
|
707
|
GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
|
708
|
GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
|
709
|
GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
|
710
|
}
|
711
|
|
712
|
mOITClearProgram.useProgram();
|
713
|
|
714
|
GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
715
|
GLES30.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f ); // corrections do not really matter here - only present because of common vertex shader.
|
716
|
GLES30.glUniform1f( mOITClearDepthH , 1.0f); // likewise depth
|
717
|
GLES30.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
|
718
|
GLES30.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
|
719
|
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
|
720
|
}
|
721
|
}
|
722
|
|
723
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
724
|
// Pass2 of the OIT algorithm - build per-pixel linked lists.
|
725
|
|
726
|
static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
|
727
|
{
|
728
|
if( mOITBuildProgram!=null )
|
729
|
{
|
730
|
mOITBuildProgram.useProgram();
|
731
|
|
732
|
GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
733
|
GLES30.glUniform1i(mOITBuildTextureH, 0);
|
734
|
GLES30.glUniform1i(mOITBuildDepthTextureH, 1);
|
735
|
GLES30.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
|
736
|
GLES30.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
|
737
|
GLES30.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
|
738
|
GLES30.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
|
739
|
GLES30.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
|
740
|
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
|
741
|
}
|
742
|
}
|
743
|
|
744
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
745
|
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
|
746
|
|
747
|
static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
|
748
|
{
|
749
|
if( mOITCollapseProgram!=null )
|
750
|
{
|
751
|
mOITCollapseProgram.useProgram();
|
752
|
|
753
|
GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
754
|
GLES30.glUniform1i(mOITCollapseDepthTextureH, 1);
|
755
|
GLES30.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
|
756
|
GLES30.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
|
757
|
GLES30.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
|
758
|
GLES30.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
|
759
|
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
|
760
|
}
|
761
|
}
|
762
|
|
763
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
764
|
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
|
765
|
|
766
|
static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
|
767
|
{
|
768
|
if( mOITRenderProgram!=null )
|
769
|
{
|
770
|
mOITRenderProgram.useProgram();
|
771
|
|
772
|
GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
773
|
GLES30.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
|
774
|
GLES30.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
|
775
|
GLES30.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
|
776
|
GLES30.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
|
777
|
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
|
778
|
}
|
779
|
}
|
780
|
|
781
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
782
|
|
783
|
static void setSSBOSize(float size)
|
784
|
{
|
785
|
mBufferSize = size;
|
786
|
}
|
787
|
|
788
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
789
|
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
|
790
|
// PowerVR GE8100 / GE8300 compiler fails to compile OIT programs.
|
791
|
|
792
|
private static void detectBuggyDrivers()
|
793
|
{
|
794
|
String vendor = GLES30.glGetString(GLES30.GL_VENDOR);
|
795
|
String version = GLES30.glGetString(GLES30.GL_VERSION);
|
796
|
String renderer= GLES30.glGetString(GLES30.GL_RENDERER);
|
797
|
|
798
|
/*
|
799
|
android.util.Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
|
800
|
android.util.Log.e("DISTORTED", "GL Version " +GLES30.glGetString(GLES31.GL_VERSION));
|
801
|
android.util.Log.e("DISTORTED", "GL Vendor " +GLES30.glGetString(GLES31.GL_VENDOR));
|
802
|
android.util.Log.e("DISTORTED", "GL Renderer " +GLES30.glGetString(GLES31.GL_RENDERER));
|
803
|
*/
|
804
|
|
805
|
if( vendor.contains("ARM") )
|
806
|
{
|
807
|
if( version.contains("r12") )
|
808
|
{
|
809
|
Log.e("DISTORTED", "You are running this on a ARM Mali driver r12.\nThis is a buggy driver, please update to r22. Problems with flashing expected.");
|
810
|
}
|
811
|
}
|
812
|
else if( vendor.contains("Imagination") )
|
813
|
{
|
814
|
if( renderer.contains("GE8") )
|
815
|
{
|
816
|
Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
|
817
|
Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
|
818
|
}
|
819
|
}
|
820
|
}
|
821
|
|
822
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
823
|
/**
|
824
|
* Return OpenGL ES version supported by the hardware we are running on.
|
825
|
* There are only three possibilities: 300 (OpenGL ES 3.0) or 310 (at least OpenGL ES 3.1)
|
826
|
* or 200 (OpenGL ES 2.0)
|
827
|
*/
|
828
|
public static int getGLSL()
|
829
|
{
|
830
|
return mGLSL;
|
831
|
}
|
832
|
|
833
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
834
|
/**
|
835
|
* Have we successfully managed to compile the OIT programs?
|
836
|
* Some hardware ( Imagination GE8100 / 8300, driver build 1.8@4490469 present in my HTC phone and,
|
837
|
* sadly, Amazon Fire Stick 4K ) fails to compile the shaders. See relevant thread in Imagination's
|
838
|
* support forum:
|
839
|
*
|
840
|
* https://forums.imgtec.com/t/ge8100-in-htc-desire-12-android-7-1-1-fragment-shader-fails-to-compile/2708
|
841
|
*/
|
842
|
public static boolean OITCompilationSuccessful()
|
843
|
{
|
844
|
return mOITCompilationSuccessful;
|
845
|
}
|
846
|
|
847
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
848
|
/**
|
849
|
* Have we called onCreate yet, ie have we initialized the library?
|
850
|
* @return <code>true</code> if the library is initialized and ready for action.
|
851
|
*/
|
852
|
public static boolean isInitialized()
|
853
|
{
|
854
|
return mInitialized;
|
855
|
}
|
856
|
|
857
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
858
|
/**
|
859
|
* When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
|
860
|
* I.e. best called from GLSurfaceView.onCreate().
|
861
|
* <p>
|
862
|
* Needs to be called from a thread holding the OpenGL context.
|
863
|
*
|
864
|
* @param context Context of the App using the library - used to open up Resources and read Shader code.
|
865
|
*/
|
866
|
public static void onCreate(final Context context) throws Exception
|
867
|
{
|
868
|
final ActivityManager activityManager = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
|
869
|
final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
|
870
|
|
871
|
int glESversion = configurationInfo.reqGlEsVersion;
|
872
|
int major = glESversion >> 16;
|
873
|
int minor = glESversion & 0xff;
|
874
|
|
875
|
if( major< 3 )
|
876
|
{
|
877
|
mGLSL = 100*major + 10*minor;
|
878
|
throw new VertexCompilationException("at least OpenGL ES 3.0 required, this device supports only "+major+"."+minor);
|
879
|
}
|
880
|
else
|
881
|
{
|
882
|
mGLSL = (major==3 && minor==0) ? 300 : 310;
|
883
|
}
|
884
|
|
885
|
android.util.Log.e("DISTORTED", "Using OpenGL ES "+major+"."+minor);
|
886
|
mGLSL_VERSION = "#version "+mGLSL+" es\n";
|
887
|
|
888
|
mInitialized = true;
|
889
|
mOITCompilationSuccessful = false;
|
890
|
|
891
|
detectBuggyDrivers();
|
892
|
|
893
|
EffectMessageSender.startSending();
|
894
|
|
895
|
final Resources resources = context.getResources();
|
896
|
|
897
|
Exception exception=null;
|
898
|
|
899
|
try
|
900
|
{
|
901
|
createPrograms(resources);
|
902
|
}
|
903
|
catch(Exception ex)
|
904
|
{
|
905
|
exception = ex;
|
906
|
}
|
907
|
|
908
|
try
|
909
|
{
|
910
|
createFullProgram(resources);
|
911
|
}
|
912
|
catch(Exception ex)
|
913
|
{
|
914
|
exception = ex;
|
915
|
}
|
916
|
|
917
|
if( mGLSL>=310)
|
918
|
{
|
919
|
try
|
920
|
{
|
921
|
createProgramsOIT(resources);
|
922
|
mOITCompilationSuccessful = true;
|
923
|
}
|
924
|
catch(Exception ex)
|
925
|
{
|
926
|
exception = ex;
|
927
|
}
|
928
|
}
|
929
|
|
930
|
try
|
931
|
{
|
932
|
EffectQueuePostprocess.createPrograms(resources, mGLSL);
|
933
|
}
|
934
|
catch(Exception ex)
|
935
|
{
|
936
|
exception = ex;
|
937
|
}
|
938
|
|
939
|
try
|
940
|
{
|
941
|
PostprocessEffect.createPrograms(mGLSL);
|
942
|
}
|
943
|
catch(Exception ex)
|
944
|
{
|
945
|
exception = ex;
|
946
|
}
|
947
|
|
948
|
if( exception!=null)
|
949
|
{
|
950
|
throw exception;
|
951
|
}
|
952
|
}
|
953
|
|
954
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
955
|
/**
|
956
|
* Call this so that the Library can release the OpenGL related data that needs to be recreated.
|
957
|
* Must be called from Activity.onPause().
|
958
|
*/
|
959
|
public static void onPause()
|
960
|
{
|
961
|
InternalObject.onPause();
|
962
|
|
963
|
mLinkedListSSBO[0]= -1;
|
964
|
|
965
|
for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1;
|
966
|
}
|
967
|
|
968
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
969
|
/**
|
970
|
* Call this so that the Library can release its internal data structures.
|
971
|
* Must be called from Activity.onDestroy().
|
972
|
*/
|
973
|
public static void onDestroy()
|
974
|
{
|
975
|
InternalObject.onDestroy();
|
976
|
InternalNodeData.onDestroy();
|
977
|
InternalMaster.onDestroy();
|
978
|
InternalOutputSurface.onDestroy();
|
979
|
DistortedEffects.onDestroy();
|
980
|
EffectQueue.onDestroy();
|
981
|
Effect.onDestroy();
|
982
|
DeferredJobs.onDestroy();
|
983
|
EffectMessageSender.stopSending();
|
984
|
|
985
|
mInitialized = false;
|
986
|
}
|
987
|
|
988
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
989
|
/**
|
990
|
* Returns the maximum number of effects of a given type that can be simultaneously applied to a
|
991
|
* single (InputSurface,MeshBase) combo.
|
992
|
*
|
993
|
* @param type {@link EffectType}
|
994
|
* @return The maximum number of effects of a given type.
|
995
|
*/
|
996
|
@SuppressWarnings("unused")
|
997
|
public static int getMax(EffectType type)
|
998
|
{
|
999
|
return EffectQueue.getMax(type.ordinal());
|
1000
|
}
|
1001
|
|
1002
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1003
|
/**
|
1004
|
* Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
|
1005
|
* This can fail if:
|
1006
|
* <ul>
|
1007
|
* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE)
|
1008
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
1009
|
* before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
|
1010
|
* time only decreasing the value of 'max' is permitted.
|
1011
|
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
|
1012
|
* </ul>
|
1013
|
*
|
1014
|
* @param type {@link EffectType}
|
1015
|
* @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
|
1016
|
* than Byte.MAX_VALUE
|
1017
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
1018
|
*/
|
1019
|
@SuppressWarnings("unused")
|
1020
|
public static boolean setMax(EffectType type, int max)
|
1021
|
{
|
1022
|
return EffectQueue.setMax(type.ordinal(),max);
|
1023
|
}
|
1024
|
}
|