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library / src / main / java / org / distorted / library / main / DistortedLibrary.java @ 97755c02

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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.AssociationUniformBlock;
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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 org.distorted.library.type.Dynamic;
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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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import java.util.regex.Matcher;
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import java.util.regex.Pattern;
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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 mOITCompilationAttempted;
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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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   * When creating a DistortedScreen (which needs to have mFBOQueueSize FBOs attached), pass this
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   * constant for 'numOfFBOs' and the number of backing FBOs will be taken from 'mFBOQueueSize'
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   * (the value of which is most likely unknown at the time of creation of the Screen)
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   */
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  public static final int WAIT_FOR_FBO_QUEUE_SIZE = -1;
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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 mFBOQueueSize 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. (or more precisely it's there in r12 but fixed in r22)
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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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  private static int mFBOQueueSize;
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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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  private static int mTransformFeedbackH;
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  /// NORMAL PROGRAM /////
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  private static DistortedProgram mNormalProgram;
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  private static int mNormalProjectionH;
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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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  /// Program Handles ///
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  private static int mMainProgramH, mFullProgramH, mMainOITProgramH;
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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;
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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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    }
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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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   * Every application using the library must implement this interface so that the library can send
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   * it exceptions that arise. The exceptions may come at any time, for example the library will
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   * compile its OIT problem only on the first attempt to use the OIT
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   * Those will mainly be hardware-related: shaders do not compile on particular hardware, the required
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   * OpenGL ES 3.0 is not supported, etc.
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   */
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  public interface ExceptionListener
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    {
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    void distortedException(Exception ex);
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    }
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  private static ExceptionListener mListener;
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  private static Resources mResources;
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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 createMainProgram()
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    {
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    // MAIN PROGRAM ////////////////////////////////////
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    final InputStream mainVertStream = mResources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = mResources.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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    mMainProgramH = mMainProgram.getProgramHandle();
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    EffectQueue.getUniforms(mMainProgramH,0);
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    mMainTextureH= GLES30.glGetUniformLocation( mMainProgramH, "u_Texture");
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    mTransformFeedbackH= GLES30.glGetUniformLocation( mMainProgramH, "u_TransformFeedback");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = mResources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = mResources.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 = mResources.openRawResource(R.raw.blit_depth_vertex_shader);
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    final InputStream blitDepthFragStream = mResources.openRawResource(R.raw.blit_depth_fragment_shader);
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    try
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      {
295
      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
297
    catch(Exception e)
298
      {
299
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT DEPTH program: "+e.getMessage());
300
      throw new RuntimeException(e.getMessage());
301
      }
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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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    int[] params = new int[1];
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    int index = GLES30.glGetUniformBlockIndex(mMainProgramH, "meshAssociation");
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    GLES30.glGetActiveUniformBlockiv( mMainProgramH, index, GLES30.GL_UNIFORM_BLOCK_DATA_SIZE, params, 0);
312
    AssociationUniformBlock.setAssociationSize(params[0]);
313
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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317
  private static void createNormalProgram(Resources resources)
318
    {
319
    // NORMAL PROGRAM //////////////////////////////////////
320
    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
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    final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
322

    
323
    try
324
      {
325
      mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
326
      }
327
    catch(Exception e)
328
      {
329
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile NORMAL program: "+e.getMessage());
330
      throw new RuntimeException(e.getMessage());
331
      }
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333
    int normalProgramH = mNormalProgram.getProgramHandle();
334
    mNormalProjectionH = GLES30.glGetUniformLocation( normalProgramH, "u_Projection");
335
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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339
  private static void createFullProgram(Resources resources)
340
    {
341
    final InputStream fullVertStream = resources.openRawResource(R.raw.main_vertex_shader);
342
    final InputStream fullFragStream = resources.openRawResource(R.raw.main_fragment_shader);
343

    
344
    int numV = VertexEffect.getAllEnabled();
345

    
346
    String fullVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n");
347
    String fullFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " +                                         0   + "\n");
348

    
349
    fullVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
350

    
351
    String enabledEffectV= VertexEffect.getAllGLSL();
352
    String enabledEffectF= "{}";
353

    
354
    fullVertHeader += "#define PREAPPLY\n";
355

    
356
    String[] feedback = { "v_Position", "v_endPosition", "v_Inflate" };
357

    
358
    try
359
      {
360
      mFullProgram = new DistortedProgram(fullVertStream, fullFragStream, fullVertHeader, fullFragHeader,
361
                                          enabledEffectV, enabledEffectF, mGLSL, feedback);
362
      }
363
    catch(Exception e)
364
      {
365
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile FULL program: "+e.getMessage());
366
      throw new RuntimeException(e.getMessage());
367
      }
368

    
369
    mFullProgramH = mFullProgram.getProgramHandle();
370
    EffectQueue.getUniforms(mFullProgramH,3);
371
    }
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373
///////////////////////////////////////////////////////////////////////////////////////////////////
374

    
375
  private static void createOITProgram(Resources resources)
376
    {
377
    // MAIN OIT PROGRAM ////////////////////////////////
378
    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
379
    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
380

    
381
    int numF = FragmentEffect.getNumEnabled();
382
    int numV = VertexEffect.getNumEnabled();
383

    
384
    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") + ("#define OIT\n");
385
    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") + ("#define OIT\n");
386

    
387
    mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
388

    
389
    String enabledEffectV= VertexEffect.getGLSL();
390
    String enabledEffectF= FragmentEffect.getGLSL();
391

    
392
    try
393
      {
394
      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
395
                                             enabledEffectV, enabledEffectF, mGLSL, null);
396
      }
397
    catch(Exception e)
398
      {
399
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
400
      throw new RuntimeException(e.getMessage());
401
      }
402

    
403
    mMainOITProgramH = mMainOITProgram.getProgramHandle();
404
    EffectQueue.getUniforms(mMainOITProgramH,1);
405
    mMainOITTextureH    = GLES30.glGetUniformLocation( mMainOITProgramH, "u_Texture");
406
    mMainOITSizeH       = GLES30.glGetUniformLocation( mMainOITProgramH, "u_Size");
407
    mMainOITNumRecordsH = GLES30.glGetUniformLocation( mMainOITProgramH, "u_numRecords");
408

    
409
    // OIT CLEAR PROGRAM ////////////////////////////////////
410
    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
411
    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
412

    
413
    try
414
      {
415
      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
416
      }
417
    catch(Exception e)
418
      {
419
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
420
      throw new RuntimeException(e.getMessage());
421
      }
422

    
423
    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
424
    mOITClearDepthH        = GLES30.glGetUniformLocation( oitClearProgramH, "u_Depth");
425
    mOITClearTexCorrH      = GLES30.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
426
    mOITClearSizeH         = GLES30.glGetUniformLocation( oitClearProgramH, "u_Size");
427

    
428
    // OIT BUILD PROGRAM ////////////////////////////////////
429
    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
430
    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
431

    
432
    try
433
      {
434
      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
435
      }
436
    catch(Exception e)
437
      {
438
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
439
      throw new RuntimeException(e.getMessage());
440
      }
441

    
442
    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
443
    mOITBuildTextureH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Texture");
444
    mOITBuildDepthTextureH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
445
    mOITBuildDepthH        = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Depth");
446
    mOITBuildTexCorrH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
447
    mOITBuildSizeH         = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Size");
448
    mOITBuildNumRecordsH   = GLES30.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
449

    
450
    // OIT COLLAPSE PROGRAM ///////////////////////////
451
    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
452
    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
453

    
454
    try
455
      {
456
      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
457
      }
458
    catch(Exception e)
459
      {
460
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
461
      throw new RuntimeException(e.getMessage());
462
      }
463

    
464
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
465
    mOITCollapseDepthTextureH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
466
    mOITCollapseDepthH        = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
467
    mOITCollapseTexCorrH      = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
468
    mOITCollapseSizeH         = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Size");
469

    
470
    // OIT RENDER PROGRAM ///////////////////////////
471
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
472
    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
473

    
474
    try
475
      {
476
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
477
      }
478
    catch(Exception e)
479
      {
480
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
481
      throw new RuntimeException(e.getMessage());
482
      }
483

    
484
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
485
    mOITRenderDepthH        = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Depth");
486
    mOITRenderTexCorrH      = GLES30.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
487
    mOITRenderSizeH         = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Size");
488
    }
489

    
490
///////////////////////////////////////////////////////////////////////////////////////////////////
491

    
492
  private static void displayNormals(float[] projection, MeshBase mesh)
493
    {
494
    if( mNormalProgram==null )
495
      {
496
      try
497
        {
498
        createNormalProgram(mResources);
499
        }
500
      catch(Exception ex)
501
        {
502
        mListener.distortedException(ex);
503
        return;
504
        }
505
      }
506

    
507
    int num = mesh.getNumVertices();
508
    int tfo = mesh.getTFO();
509

    
510
    GLES30.glUniform1i(DistortedLibrary.mTransformFeedbackH, 1);
511
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
512
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
513
    InternalRenderState.switchOffDrawing();
514
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
515
    InternalRenderState.restoreDrawing();
516
    GLES30.glEndTransformFeedback();
517
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
518

    
519
    mNormalProgram.useProgram();
520
    GLES30.glUniformMatrix4fv(mNormalProjectionH, 1, false, projection, 0);
521
    mesh.bindTransformAttribs(mNormalProgram);
522
    GLES30.glLineWidth(8.0f);
523
    GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*num);
524
    }
525

    
526
///////////////////////////////////////////////////////////////////////////////////////////////////
527
/**
528
 * Execute all VertexEffects and adjust all vertices
529
 *
530
 * @y.exclude
531
 */
532
  public static void adjustVertices(MeshBase mesh, EffectQueueVertex queue)
533
    {
534
    if( mFullProgram==null )
535
      {
536
      try
537
        {
538
        createFullProgram(mResources);
539
        }
540
      catch(Exception ex)
541
        {
542
        mListener.distortedException(ex);
543
        return;
544
        }
545
      }
546

    
547
    int num = mesh.getNumVertices();
548
    int tfo = mesh.getTFO();
549

    
550
    mFullProgram.useProgram();
551
    mesh.bindVertexAttribs(mFullProgram);
552
    queue.compute(1);
553
    queue.send(0.0f,3);
554
    mesh.send(mFullProgramH);
555

    
556
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
557
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
558
    InternalRenderState.switchOffDrawing();
559
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
560
    InternalRenderState.restoreDrawing();
561
    GLES30.glEndTransformFeedback();
562
    mesh.copyTransformToVertex();
563
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
564
    }
565

    
566
///////////////////////////////////////////////////////////////////////////////////////////////////
567

    
568
  static void drawPrivOIT(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
569
    {
570
    if( mMainOITProgram!=null )
571
      {
572
      EffectQueue[] queues = effects.getQueues();
573

    
574
      EffectQueue.compute(queues, currTime);
575
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
576

    
577
      mMainOITProgram.useProgram();
578
      GLES30.glUniform1i(mMainOITTextureH, 0);
579
      GLES30.glUniform2ui(mMainOITSizeH, surface.mWidth, surface.mHeight);
580
      GLES30.glUniform1ui(mMainOITNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
581
      mesh.bindVertexAttribs(mMainOITProgram);
582
      mesh.send(mMainOITProgramH);
583

    
584
      float inflate     = mesh.getInflate();
585
      float distance    = surface.mDistance;
586
      float mipmap      = surface.mMipmap;
587
      float[] projection= surface.mProjectionMatrix;
588

    
589
      EffectQueue.send(queues, distance, mipmap, projection, inflate, 1 );
590
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
591

    
592
      if( mesh.getShowNormals() )
593
        {
594
        mMainProgram.useProgram();
595
        mesh.send(mMainProgramH);
596
        EffectQueue.send(queues, distance, mipmap, projection, inflate, 0 );
597
        displayNormals(projection,mesh);
598
        }
599
      }
600
    }
601

    
602
///////////////////////////////////////////////////////////////////////////////////////////////////
603

    
604
  static void drawPriv(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
605
    {
606
    if( mMainProgram!=null )
607
      {
608
      EffectQueue[] queues = effects.getQueues();
609

    
610
      EffectQueue.compute(queues, currTime);
611
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
612

    
613
      mMainProgram.useProgram();
614
      GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0);
615
      mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
616
      mesh.send(mMainProgramH);
617

    
618
      float inflate     = mesh.getInflate();
619
      float distance    = surface.mDistance;
620
      float mipmap      = surface.mMipmap;
621
      float[] projection= surface.mProjectionMatrix;
622

    
623
      EffectQueue.send(queues, distance, mipmap, projection, inflate, 0 );
624
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
625

    
626
      if( mesh.getShowNormals() ) displayNormals(projection,mesh);
627
      }
628
    }
629

    
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631

    
632
  static void blitPriv(InternalOutputSurface surface)
633
    {
634
    if( mBlitProgram!=null )
635
      {
636
      mBlitProgram.useProgram();
637

    
638
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
639
      GLES30.glUniform1i(mBlitTextureH, 0);
640
      GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
641
      GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
642
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
643
      }
644
    }
645

    
646
///////////////////////////////////////////////////////////////////////////////////////////////////
647

    
648
  static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
649
    {
650
    if( mBlitDepthProgram!=null )
651
      {
652
      mBlitDepthProgram.useProgram();
653

    
654
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
655
      GLES30.glUniform1i(mBlitDepthTextureH, 0);
656
      GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
657
      GLES30.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
658
      GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
659
      GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
660
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
661
      }
662
    }
663

    
664
///////////////////////////////////////////////////////////////////////////////////////////////////
665
// yes it is safe to be mixing 3.0 and 3.1 like that, senior members of the OpenGL discussions forum assert
666

    
667
  private static int printPreviousBuffer()
668
    {
669
    int counter = 0;
670

    
671
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
672
                                                                GLES30.GL_MAP_READ_BIT);
673
    if( atomicBuf!=null )
674
      {
675
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
676
      counter = atomicIntBuf.get(0);
677
      }
678
    else
679
      {
680
      Log.e("effects", "print: failed to map atomic buffer");
681
      }
682

    
683
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
684

    
685
    return counter;
686
    }
687

    
688
///////////////////////////////////////////////////////////////////////////////////////////////////
689

    
690
  private static void zeroBuffer()
691
    {
692
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
693
                                                                GLES30.GL_MAP_WRITE_BIT|GLES30.GL_MAP_INVALIDATE_BUFFER_BIT);
694
    if( atomicBuf!=null )
695
      {
696
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
697
      atomicIntBuf.put(0,0);
698
      }
699
    else
700
      {
701
      Log.e("effects", "zero: failed to map atomic buffer");
702
      }
703

    
704
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
705
    }
706

    
707
///////////////////////////////////////////////////////////////////////////////////////////////////
708
// reset atomic counter to 0
709

    
710
  static int zeroOutAtomic()
711
    {
712
    int counter = 0;
713

    
714
    if( mAtomicCounter==null )
715
      {
716
      mAtomicCounter = new int[mFBOQueueSize];
717

    
718
      GLES30.glGenBuffers(mFBOQueueSize,mAtomicCounter,0);
719

    
720
      for(int i=0; i<mFBOQueueSize; i++)
721
        {
722
        GLES30.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
723
        GLES30.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES30.GL_DYNAMIC_DRAW);
724
        zeroBuffer();
725
        }
726
      }
727

    
728
    // reading the value of the buffer on every frame would slow down rendering by
729
    // about 3%; doing it only once every 5 frames affects speed by less than 1%.
730
    if( mCurrBuffer==0 )
731
      {
732
      GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
733
      counter = printPreviousBuffer();
734
      }
735

    
736
    if( ++mCurrBuffer>=mFBOQueueSize ) mCurrBuffer = 0;
737

    
738
    GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
739
    zeroBuffer();
740

    
741
    return counter;
742
    }
743

    
744
///////////////////////////////////////////////////////////////////////////////////////////////////
745
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
746

    
747
  static void oitClear(InternalOutputSurface surface, int counter)
748
    {
749
    if( mOITClearProgram==null )
750
      {
751
      if( mGLSL>=310 && !mOITCompilationAttempted )
752
        {
753
        mOITCompilationAttempted = true;
754

    
755
        try
756
          {
757
          createOITProgram(mResources);
758
          }
759
        catch(Exception ex)
760
          {
761
          mListener.distortedException(ex);
762
          return;
763
          }
764
        }
765
      else
766
        {
767
        return;
768
        }
769
      }
770

    
771
    if( mLinkedListSSBO[0]<0 )
772
      {
773
      GLES30.glGenBuffers(1,mLinkedListSSBO,0);
774

    
775
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
776
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
777
      GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
778
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
779

    
780
      GLES30.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
781
      }
782

    
783
    // See if we have overflown the SSBO in one of the previous frames.
784
    // If yes, assume we need to make the SSBO larger.
785
    float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
786

    
787
    if( overflow>1.0f )
788
      {
789
      mBufferSize *= (int)(overflow+1.0f);
790
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
791
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
792
      GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
793
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
794
      }
795

    
796
    mOITClearProgram.useProgram();
797

    
798
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
799
    GLES30.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
800
    GLES30.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
801
    GLES30.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
802
    GLES30.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
803
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
804
    }
805

    
806
///////////////////////////////////////////////////////////////////////////////////////////////////
807
// Pass2 of the OIT algorithm - build per-pixel linked lists.
808

    
809
  static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
810
    {
811
    if( mOITBuildProgram!=null )
812
      {
813
      mOITBuildProgram.useProgram();
814

    
815
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
816
      GLES30.glUniform1i(mOITBuildTextureH, 0);
817
      GLES30.glUniform1i(mOITBuildDepthTextureH, 1);
818
      GLES30.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
819
      GLES30.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
820
      GLES30.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
821
      GLES30.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
822
      GLES30.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
823
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
824
      }
825
    }
826

    
827
///////////////////////////////////////////////////////////////////////////////////////////////////
828
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
829

    
830
  static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
831
    {
832
    if( mOITCollapseProgram!=null )
833
      {
834
      mOITCollapseProgram.useProgram();
835

    
836
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
837
      GLES30.glUniform1i(mOITCollapseDepthTextureH, 1);
838
      GLES30.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
839
      GLES30.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
840
      GLES30.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
841
      GLES30.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
842
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
843
      }
844
    }
845

    
846
///////////////////////////////////////////////////////////////////////////////////////////////////
847
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
848

    
849
  static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
850
    {
851
    if( mOITRenderProgram!=null )
852
      {
853
      mOITRenderProgram.useProgram();
854

    
855
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
856
      GLES30.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
857
      GLES30.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
858
      GLES30.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
859
      GLES30.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
860
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
861
      }
862
    }
863

    
864
///////////////////////////////////////////////////////////////////////////////////////////////////
865

    
866
  static void setSSBOSize(float size)
867
    {
868
    mBufferSize = size;
869
    }
870

    
871
///////////////////////////////////////////////////////////////////////////////////////////////////
872

    
873
  static int getQueueSize()
874
    {
875
    return mFBOQueueSize;
876
    }
877

    
878
///////////////////////////////////////////////////////////////////////////////////////////////////
879
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
880
// PowerVR GE8100 / GE8300 compiler fails to compile OIT programs.
881

    
882
  private static void detectBuggyDriversAndSetQueueSize(int queueSize)
883
    {
884
    String vendor  = GLES30.glGetString(GLES30.GL_VENDOR);
885
    String version = GLES30.glGetString(GLES30.GL_VERSION);
886
    String renderer= GLES30.glGetString(GLES30.GL_RENDERER);
887

    
888
    mFBOQueueSize = 1;
889

    
890
    if( vendor.contains("ARM") )
891
      {
892
      try
893
        {
894
        String regex = ".*r(\\d+)p\\d.*";
895
        Pattern pattern = Pattern.compile(regex);
896
        Matcher matcher = pattern.matcher(version);
897

    
898
        if( matcher.find() )
899
          {
900
          String driverVersion = matcher.group(1);
901

    
902
          if( driverVersion!=null )
903
            {
904
            int drvVersion = Integer.parseInt(driverVersion);
905

    
906
            if( drvVersion<22 )
907
              {
908
              Log.e("DISTORTED", "You are running this on a ARM Mali driver r"+driverVersion+".\n" +
909
                    "This is a buggy driver, please update to r22. Inserting workaround which uses a lot of memory.");
910

    
911
              mFBOQueueSize = queueSize;
912
              }
913
            }
914
          }
915
        }
916
      catch(Exception ex)
917
        {
918
        android.util.Log.e("library", "exception trying to pattern match version: "+ex.toString());
919
        }
920
      }
921
    else if( vendor.contains("Imagination") )
922
      {
923
      if( renderer.contains("GE8") )
924
        {
925
        Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
926
        Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
927
        }
928
      }
929
    }
930

    
931
///////////////////////////////////////////////////////////////////////////////////////////////////
932
/**
933
 * Return OpenGL ES version supported by the hardware we are running on.
934
 * There are only three possibilities: 300 (OpenGL ES 3.0) or 310 (at least OpenGL ES 3.1)
935
 * or 200 (OpenGL ES 2.0)
936
 */
937
  public static int getGLSL()
938
    {
939
    return mGLSL;
940
    }
941

    
942
///////////////////////////////////////////////////////////////////////////////////////////////////
943
/**
944
 * Have we called onCreate yet, ie have we initialized the library?
945
 * @return <code>true</code> if the library is initialized and ready for action.
946
 */
947
  public static boolean isInitialized()
948
    {
949
    return mInitialized;
950
    }
951

    
952
///////////////////////////////////////////////////////////////////////////////////////////////////
953
/**
954
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
955
 * I.e. best called from GLSurfaceView.onCreate().
956
 * <p>
957
 * Needs to be called from a thread holding the OpenGL context.
958
 *
959
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
960
 * @param listener The library will send all (asynchronous!) exceptions there.
961
 */
962
  public static void onCreate(final Context context, final ExceptionListener listener)
963
    {
964
    onCreate(context,listener,4);
965
    }
966

    
967
///////////////////////////////////////////////////////////////////////////////////////////////////
968
/**
969
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
970
 * I.e. best called from GLSurfaceView.onCreate().
971
 * <p>
972
 * Needs to be called from a thread holding the OpenGL context.
973
 *   
974
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
975
 * @param listener The library will send all (asynchronous!) exceptions there.
976
 * @param queueSize the size of the FBO queue, a workaround for the bug on Mali drivers.
977
 */
978
  public static void onCreate(final Context context, final ExceptionListener listener, int queueSize)
979
    {
980
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
981
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
982

    
983
    int glESversion = configurationInfo.reqGlEsVersion;
984
    int major = glESversion >> 16;
985
    int minor = glESversion & 0xff;
986

    
987
    mListener = listener;
988

    
989
    if( major< 3 )
990
      {
991
      mGLSL = 100*major + 10*minor;
992
      VertexCompilationException ex = new VertexCompilationException("at least OpenGL ES 3.0 required, this device supports only "+major+"."+minor);
993
      mListener.distortedException(ex);
994
      }
995
    else
996
      {
997
      mGLSL = (major==3 && minor==0) ? 300 : 310;
998
      }
999

    
1000
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+major+"."+minor);
1001
    mGLSL_VERSION = "#version "+mGLSL+" es\n";
1002

    
1003
    mInitialized = true;
1004
    mOITCompilationAttempted = false;
1005

    
1006
    detectBuggyDriversAndSetQueueSize(queueSize);
1007

    
1008
    EffectMessageSender.startSending();
1009

    
1010
    mResources = context.getResources();
1011

    
1012
    try
1013
      {
1014
      createMainProgram();
1015
      }
1016
    catch(Exception ex)
1017
      {
1018
      mListener.distortedException(ex);
1019
      }
1020

    
1021
    try
1022
      {
1023
      EffectQueuePostprocess.createPrograms(mResources, mGLSL);
1024
      }
1025
    catch(Exception ex)
1026
      {
1027
      mListener.distortedException(ex);
1028
      }
1029

    
1030
    try
1031
      {
1032
      PostprocessEffect.createPrograms(mGLSL);
1033
      }
1034
    catch(Exception ex)
1035
      {
1036
      mListener.distortedException(ex);
1037
      }
1038
    }
1039

    
1040
///////////////////////////////////////////////////////////////////////////////////////////////////
1041
/**
1042
 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
1043
 * Must be called from Activity.onPause().
1044
 */
1045
  public static void onPause()
1046
    {
1047
    InternalObject.onPause();
1048
    Dynamic.onPause();
1049
    mLinkedListSSBO[0]= -1;
1050
    mAtomicCounter = null;
1051

    
1052
    mFullProgram        = null;
1053
    mNormalProgram      = null;
1054
    mOITRenderProgram   = null;
1055
    mOITCollapseProgram = null;
1056
    mOITBuildProgram    = null;
1057
    mOITClearProgram    = null;
1058
    }
1059

    
1060
///////////////////////////////////////////////////////////////////////////////////////////////////
1061
/**
1062
 * Call this so that the Library can release its internal data structures.
1063
 * Must be called from Activity.onDestroy(). 
1064
 */
1065
  public static void onDestroy()
1066
    {
1067
    InternalObject.onDestroy();
1068
    InternalNodeData.onDestroy();
1069
    InternalMaster.onDestroy();
1070
    InternalOutputSurface.onDestroy();
1071
    DistortedEffects.onDestroy();
1072
    EffectQueue.onDestroy();
1073
    Effect.onDestroy();
1074
    DeferredJobs.onDestroy();
1075
    EffectMessageSender.stopSending();
1076

    
1077
    mInitialized = false;
1078
    mOITCompilationAttempted = false;
1079

    
1080
    mNormalProgram     = null;
1081
    mMainOITProgram    = null;
1082
    mMainProgram       = null;
1083
    mFullProgram       = null;
1084
    mOITClearProgram   = null;
1085
    mOITBuildProgram   = null;
1086
    mOITCollapseProgram= null;
1087
    mOITRenderProgram  = null;
1088
    mBlitDepthProgram  = null;
1089
    mBlitProgram       = null;
1090
    }
1091

    
1092
///////////////////////////////////////////////////////////////////////////////////////////////////
1093
/**
1094
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
1095
 * single (InputSurface,MeshBase) combo.
1096
 *
1097
 * @param type {@link EffectType}
1098
 * @return The maximum number of effects of a given type.
1099
 */
1100
  @SuppressWarnings("unused")
1101
  public static int getMax(EffectType type)
1102
    {
1103
    return EffectQueue.getMax(type.ordinal());
1104
    }
1105

    
1106
///////////////////////////////////////////////////////////////////////////////////////////////////
1107
/**
1108
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
1109
 * This can fail if:
1110
 * <ul>
1111
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
1112
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
1113
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
1114
 *     time only decreasing the value of 'max' is permitted.
1115
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
1116
 * </ul>
1117
 *
1118
 * @param type {@link EffectType}
1119
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
1120
 *            than Byte.MAX_VALUE
1121
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
1122
 */
1123
  @SuppressWarnings("unused")
1124
  public static boolean setMax(EffectType type, int max)
1125
    {
1126
    return EffectQueue.setMax(type.ordinal(),max);
1127
    }
1128
  }
(3-3/14)