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Revision 97020807

Added by Leszek Koltunski almost 6 years ago

Start merging master and OIT.

View differences:

src/main/java/org/distorted/library/main/DistortedEffects.java
63 63
    mQuadPositions.put(positionData).position(0);
64 64
    }
65 65

  
66
  /// BLIT DEPTH PROGRAM ///
67
  private static DistortedProgram mBlitDepthProgram;
68
  private static int mBlitDepthTextureH;
69
  private static int mBlitDepthDepthTextureH;
70
  private static int mBlitDepthDepthH;
71
  private static int mBlitDepthTexCorrH;
72

  
66 73
  /// OIT SSBO BUFFER ///
67 74
  private static int[] mLinkedListSSBO = new int[1];
68 75
  private static int[] mAtomicCounter = new int[1];
......
179 186
    mBlitTextureH  = GLES31.glGetUniformLocation( blitProgramH, "u_Texture");
180 187
    mBlitDepthH    = GLES31.glGetUniformLocation( blitProgramH, "u_Depth");
181 188

  
189
    // BLIT DEPTH PROGRAM ////////////////////////////////////
190
    final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
191
    final InputStream blitDepthFragStream = resources.openRawResource(R.raw.blit_depth_fragment_shader);
192

  
193
    try
194
      {
195
      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
196
      }
197
    catch(Exception e)
198
      {
199
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT DEPTH program: "+e.getMessage());
200
      throw new RuntimeException(e.getMessage());
201
      }
202

  
203
    int blitDepthProgramH   = mBlitDepthProgram.getProgramHandle();
204
    mBlitDepthTextureH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture");
205
    mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
206
    mBlitDepthDepthH        = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth");
207
    mBlitDepthTexCorrH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
208

  
182 209
    // OIT CLEAR PROGRAM ////////////////////////////////////
183 210
    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
184 211
    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
......
430 457
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
431 458
    }
432 459

  
460
///////////////////////////////////////////////////////////////////////////////////////////////////
461

  
462
  static void blitDepthPriv(DistortedOutputSurface surface, float corrW, float corrH)
463
    {
464
    mBlitDepthProgram.useProgram();
465

  
466
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
467
    GLES31.glUniform1i(mBlitDepthTextureH, 0);
468
    GLES31.glUniform1i(mBlitDepthDepthTextureH, 1);
469
    GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
470
    GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
471
    GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
472
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
473
    }
474

  
433 475
///////////////////////////////////////////////////////////////////////////////////////////////////
434 476
// reset atomic counter to 0
435 477

  
src/main/java/org/distorted/library/main/DistortedOutputSurface.java
261 261
      }
262 262
    }
263 263

  
264
///////////////////////////////////////////////////////////////////////////////////////////////////
265

  
266
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
267
    {
268
    GLES31.glViewport(0, 0, mWidth, mHeight);
269
    setAsOutputFBO(currTime,fbo);
270
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
271
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
272
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
273
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
274

  
275
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
276
    GLES31.glStencilMask(0x00);
277

  
278
    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
279
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
280
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
281
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
282
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
283

  
284
    // clear buffers
285
    GLES31.glStencilMask(0xff);
286
    GLES31.glDepthMask(true);
287
    GLES31.glColorMask(true,true,true,true);
288
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
289
    GLES31.glClearDepthf(1.0f);
290
    GLES31.glClearStencil(0);
291

  
292
    buffer.setAsOutputFBO(fbo);
293
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
294
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
295
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo  ], 0);
296
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
297

  
298
    return 1;
299
    }
300

  
264 301
///////////////////////////////////////////////////////////////////////////////////////////////////
265 302

  
266 303
  private static void oitClear(DistortedOutputSurface buffer)
src/main/res/raw/blit_depth_fragment_shader.glsl
1
//////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 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 highp float;
21

  
22
out vec4 fragColor;           // The output color
23
in vec2 v_TexCoordinate;      // Interpolated texture coordinate per fragment.
24

  
25
uniform sampler2D u_Texture;
26
uniform sampler2D u_DepthTexture;
27

  
28
//////////////////////////////////////////////////////////////////////////////////////////////
29

  
30
void main()                    		
31
  {
32
  gl_FragDepth = texture(u_DepthTexture,v_TexCoordinate).r;
33
  fragColor    = texture(u_Texture     ,v_TexCoordinate);
34
  }
src/main/res/raw/blit_depth_vertex_shader.glsl
1
//////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 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 highp float;
21

  
22
in vec2 a_Position;           // Per-vertex position.
23
out vec2 v_TexCoordinate;     //
24

  
25
uniform float u_Depth;        // distance from the near plane to render plane, in clip coords
26
uniform vec2  u_TexCorr;      // when we blit from postprocessing buffers, the buffers can be
27
                              // larger than necessary (there is just one static set being
28
                              // reused!) so we need to compensate here by adjusting the texture
29
                              // coords.
30

  
31
//////////////////////////////////////////////////////////////////////////////////////////////
32

  
33
void main()
34
  {
35
  v_TexCoordinate = (a_Position + 0.5) * u_TexCorr;
36
  gl_Position     = vec4(2.0*a_Position,u_Depth,1.0);
37
  }

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