Revision 9e771d06
Added by Leszek Koltunski over 6 years ago
src/main/java/org/distorted/library/effect/PostprocessEffect.java | ||
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package org.distorted.library.effect; |
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import org.distorted.library.main.DistortedFramebuffer; |
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import org.distorted.library.main.DistortedMaster; |
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import org.distorted.library.main.DistortedOutputSurface; |
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import org.distorted.library.program.DistortedProgram; |
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26 | 26 |
import java.nio.ByteBuffer; |
... | ... | |
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* |
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* @y.exclude |
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*/ |
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public abstract int apply(float[] uniforms, int index, DistortedOutputSurface[] buffers);
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public abstract int apply(float[] uniforms, int index, DistortedFramebuffer buffer);
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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* |
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* @y.exclude |
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*/ |
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public abstract int getQuality(); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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* |
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* @y.exclude |
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*/ |
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public int getInternalQuality() |
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{ |
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return mQualityLevel; |
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} |
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/** |
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* Only for use by the library itself. |
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* |
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* @y.exclude |
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*/ |
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public abstract boolean getRender(); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
... | ... | |
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* |
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* @y.exclude |
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*/ |
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public int getWriteColor()
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public int getQuality()
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{ |
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return 0;
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return mQualityLevel;
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java | ||
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125 | 125 |
} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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* |
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* @y.exclude |
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*/ |
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public int getQuality()
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{ |
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return mQualityLevel;
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} |
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public boolean getRender()
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{
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return false;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
... | ... | |
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* |
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* @y.exclude |
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*/ |
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public int apply(float[] uniforms, int index, DistortedOutputSurface[] buffers)
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public int apply(float[] uniforms, int index, DistortedFramebuffer buffer)
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{ |
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if( mProgram1 ==null) |
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{ |
... | ... | |
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DistortedRenderState.useStencilMark(); |
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DistortedFramebuffer buffer = (DistortedFramebuffer)buffers[mQualityLevel]; |
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163 | 161 |
buffer.setAsOutput(); |
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float w= buffer.getWidth(); |
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java | ||
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22 | 22 |
import android.opengl.GLES31; |
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import org.distorted.library.main.Distorted; |
25 |
import org.distorted.library.main.DistortedEffects; |
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import org.distorted.library.main.DistortedFramebuffer; |
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import org.distorted.library.main.DistortedOutputSurface; |
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import org.distorted.library.main.DistortedRenderState; |
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import org.distorted.library.program.DistortedProgram; |
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import org.distorted.library.type.Data1D; |
... | ... | |
129 | 127 |
} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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* |
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* @y.exclude |
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*/ |
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public int getQuality()
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{ |
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return 0;
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} |
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public boolean getRender()
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{
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
143 | 141 |
/** |
... | ... | |
145 | 143 |
* |
146 | 144 |
* @y.exclude |
147 | 145 |
*/ |
148 |
public int apply(float[] uniforms, int index, DistortedOutputSurface[] buffers)
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public int apply(float[] uniforms, int index, DistortedFramebuffer buffer)
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149 | 147 |
{ |
150 | 148 |
if( mProgram1 ==null) |
151 | 149 |
{ |
... | ... | |
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163 | 161 |
DistortedRenderState.useStencilMark(); |
164 | 162 |
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165 |
DistortedFramebuffer inBuffer = (DistortedFramebuffer)buffers[0]; |
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DistortedFramebuffer outBuffer = (DistortedFramebuffer)buffers[mQualityLevel]; |
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buffer.setAsOutput(); |
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168 |
float w= outBuffer.getWidth();
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float h= outBuffer.getHeight();
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float n= 1.0f - outBuffer.getNear();
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float w= buffer.getWidth();
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float h= buffer.getHeight();
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float n= 1.0f - buffer.getNear();
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171 | 168 |
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float corrW = inBuffer.getWidthCorrection();
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float corrH = inBuffer.getHeightCorrection();
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float corrW = buffer.getWidthCorrection();
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float corrH = buffer.getHeightCorrection();
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174 | 171 |
float offsetCorrW = corrW/w; |
175 | 172 |
float offsetCorrH = corrH/h; |
176 | 173 |
|
... | ... | |
180 | 177 |
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181 | 178 |
int offset = radius + radius*radius/4; |
182 | 179 |
radius = (radius+1)/2; |
183 |
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184 | 180 |
GLES31.glViewport(0, 0, (int)w, (int)h); |
185 | 181 |
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186 |
// horizontal glow
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// horizontal blur
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187 | 183 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW; |
188 | 184 |
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189 | 185 |
mProgram1.useProgram(); |
190 |
outBuffer.setAsOutput(); |
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191 |
outBuffer.bindForOutput(1); |
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192 |
inBuffer.setAsInput(0); |
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186 |
buffer.bindForOutput(1); |
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buffer.setAsInput(0); |
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193 | 188 |
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194 | 189 |
GLES31.glColorMask(true,true,true,true); |
195 | 190 |
GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f); |
... | ... | |
201 | 196 |
GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0); |
202 | 197 |
GLES31.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset); |
203 | 198 |
GLES31.glUniform1i ( mProgram1.mUniform[5] , radius); |
204 |
GLES31.glUniform4f ( mProgram1.mUniform[6] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]); |
|
205 | 199 |
GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
206 | 200 |
GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture); |
207 | 201 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
208 | 202 |
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209 |
// vertical glow
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// vertical blur
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210 | 204 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH; |
211 | 205 |
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212 | 206 |
mProgram2.useProgram(); |
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outBuffer.bindForOutput(0);
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outBuffer.setAsInput(1);
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buffer.bindForOutput(0);
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buffer.setAsInput(1);
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215 | 209 |
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if( mQualityLevel==0 ) |
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{ |
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GLES31.glEnable(GLES31.GL_BLEND); |
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} |
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GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT); |
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220 | 211 |
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221 | 212 |
GLES31.glUniform1f ( mProgram2.mUniform[0] , n ); |
222 | 213 |
GLES31.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH ); |
... | ... | |
224 | 215 |
GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0); |
225 | 216 |
GLES31.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset); |
226 | 217 |
GLES31.glUniform1i ( mProgram2.mUniform[5] , radius); |
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GLES31.glUniform4f ( mProgram1.mUniform[6] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]); |
|
228 | 218 |
GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
229 | 219 |
GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture); |
230 | 220 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
231 | 221 |
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232 |
if( mQualityLevel==0 ) |
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{ |
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GLES31.glDisable(GLES31.GL_BLEND); |
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} |
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237 | 222 |
DistortedRenderState.unuseStencilMark(); |
238 | 223 |
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// blit back to inBuffer if we have to |
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if( mQualityLevel>0 ) |
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{ |
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inBuffer.setAsOutput(); |
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inBuffer.bindForOutput(0); |
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outBuffer.setAsInput(0); |
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GLES31.glEnable(GLES31.GL_BLEND); |
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DistortedEffects.blitPriv(inBuffer); |
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GLES31.glDisable(GLES31.GL_BLEND); |
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return 3; |
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} |
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250 |
|
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251 | 224 |
return 2; |
252 | 225 |
} |
253 | 226 |
|
... | ... | |
262 | 235 |
final String glowVertex = |
263 | 236 |
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264 | 237 |
Distorted.GLSL_VERSION + |
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"precision lowp float; \n"+ |
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"in vec2 a_Position; \n"+ |
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"in vec2 a_TexCoord; \n"+ |
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"out vec2 v_TexCoord; \n"+ |
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"uniform float u_Depth; \n"+ |
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"uniform vec2 u_TexCorr;\n"+ |
|
271 |
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"void main() \n"+ |
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" { \n"+ |
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" v_TexCoord = a_TexCoord * u_TexCorr; \n"+ |
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" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+ |
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276 |
" }"; |
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238 |
"precision lowp float; \n"+
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239 |
"in vec2 a_Position; \n"+
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240 |
"in vec2 a_TexCoord; \n"+
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241 |
"out vec2 v_TexCoord; \n"+
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"uniform float u_Depth; \n"+
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"uniform vec2 u_TexCorr;\n"+
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244 |
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"void main() \n"+
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" { \n"+
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" v_TexCoord = a_TexCoord * u_TexCorr; \n"+
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248 |
" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+
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249 |
" }";
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277 | 250 |
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278 | 251 |
final String glowFragment1 = |
279 | 252 |
|
280 | 253 |
Distorted.GLSL_VERSION + |
281 |
"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
|
282 |
"precision lowp float; \n"+ |
|
283 |
"in vec2 v_TexCoord; \n"+ |
|
284 |
"out vec4 fragColor; \n"+ |
|
285 |
"uniform sampler2D u_ColorTexture; \n"+ |
|
286 |
"uniform float u_Offsets[MAX_BLUR]; \n"+ |
|
287 |
"uniform float u_Weights[MAX_BLUR]; \n"+ |
|
288 |
"uniform int u_Radius; \n"+ |
|
289 |
"uniform vec4 u_Color; \n"+ |
|
290 |
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291 |
"void main() \n"+ |
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292 |
" { \n"+ |
|
293 |
" vec4 pixel = texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
|
294 |
" for (int i=1; i<=u_Radius; i+=1) \n"+ |
|
295 |
" { \n"+ |
|
296 |
" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) + \n"+ |
|
297 |
" texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+ |
|
298 |
" } \n"+ |
|
299 |
" fragColor = vec4( 0.5*(pixel.rgb+u_Color.rgb), sqrt(pixel.a*u_Color.a)); \n"+ |
|
300 |
" }"; |
|
254 |
"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
|
255 |
"precision lowp float; \n"+ |
|
256 |
"in vec2 v_TexCoord; \n"+ |
|
257 |
"out vec4 fragColor; \n"+ |
|
258 |
"uniform sampler2D u_ColorTexture; \n"+ |
|
259 |
"uniform float u_Offsets[MAX_BLUR]; \n"+ |
|
260 |
"uniform float u_Weights[MAX_BLUR]; \n"+ |
|
261 |
"uniform int u_Radius; \n"+ |
|
262 |
|
|
263 |
"void main() \n"+ |
|
264 |
" { \n"+ |
|
265 |
" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
|
266 |
" for (int i=1; i<=u_Radius; i+=1) \n"+ |
|
267 |
" { \n"+ |
|
268 |
" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) + \n"+ |
|
269 |
" texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+ |
|
270 |
" } \n"+ |
|
271 |
" fragColor = pixel; \n"+ |
|
272 |
" }"; |
|
301 | 273 |
|
302 | 274 |
final String glowFragment2 = |
303 | 275 |
|
304 | 276 |
Distorted.GLSL_VERSION + |
305 |
"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
|
306 |
"precision lowp float; \n"+ |
|
307 |
"in vec2 v_TexCoord; \n"+ |
|
308 |
"out vec4 fragColor; \n"+ |
|
309 |
"uniform sampler2D u_ColorTexture; \n"+ |
|
310 |
"uniform float u_Offsets[MAX_BLUR]; \n"+ |
|
311 |
"uniform float u_Weights[MAX_BLUR]; \n"+ |
|
312 |
"uniform int u_Radius; \n"+ |
|
313 |
"uniform vec4 u_Color; \n"+ |
|
314 |
|
|
315 |
"void main() \n"+ |
|
316 |
" { \n"+ |
|
317 |
" vec4 pixel = texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
|
318 |
" for (int i=1; i<=u_Radius; i+=1) \n"+ |
|
319 |
" { \n"+ |
|
320 |
" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) + \n"+ |
|
321 |
" texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+ |
|
322 |
" } \n"+ |
|
323 |
" fragColor = vec4( 0.5*(pixel.rgb+u_Color.rgb), sqrt(pixel.a*u_Color.a)); \n"+ |
|
324 |
" }"; |
|
277 |
"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
|
278 |
"precision lowp float; \n"+ |
|
279 |
"in vec2 v_TexCoord; \n"+ |
|
280 |
"out vec4 fragColor; \n"+ |
|
281 |
"uniform sampler2D u_ColorTexture; \n"+ |
|
282 |
"uniform float u_Offsets[MAX_BLUR]; \n"+ |
|
283 |
"uniform float u_Weights[MAX_BLUR]; \n"+ |
|
284 |
"uniform int u_Radius; \n"+ |
|
285 |
|
|
286 |
"void main() \n"+ |
|
287 |
" { \n"+ |
|
288 |
" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
|
289 |
" for (int i=1; i<=u_Radius; i+=1) \n"+ |
|
290 |
" { \n"+ |
|
291 |
" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) + \n"+ |
|
292 |
" texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+ |
|
293 |
" } \n"+ |
|
294 |
" fragColor = pixel; \n"+ |
|
295 |
" }"; |
|
325 | 296 |
|
326 | 297 |
mIndex1 = PostprocessEffect.register("GLOW1", glowVertex,glowFragment1); |
327 | 298 |
mIndex2 = PostprocessEffect.register("GLOW2", glowVertex,glowFragment2); |
src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
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71 | 71 |
private ArrayList<Job> mJobs = new ArrayList<>(); |
72 | 72 |
|
73 | 73 |
// Global buffers used for postprocessing. |
74 |
private static DistortedOutputSurface[] mBuffer=null;
|
|
74 |
private static DistortedFramebuffer[] mBuffer=null;
|
|
75 | 75 |
|
76 | 76 |
private float mFOV; |
77 | 77 |
float mDistance, mNear; |
... | ... | |
181 | 181 |
|
182 | 182 |
private static void createPostprocessingBuffers(int width, int height, float near) |
183 | 183 |
{ |
184 |
mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
|
|
184 |
mBuffer = new DistortedFramebuffer[EffectQuality.LENGTH];
|
|
185 | 185 |
float mipmap=1.0f; |
186 | 186 |
|
187 | 187 |
for (int j=0; j<EffectQuality.LENGTH; j++) |
... | ... | |
404 | 404 |
DistortedNode child; |
405 | 405 |
EffectQueuePostprocess lastQueue=null, currQueue; |
406 | 406 |
long lastBucket=0, currBucket; |
407 |
boolean renderDirectly=false; |
|
407 | 408 |
|
408 | 409 |
setCurrFBO(fbo); |
409 | 410 |
|
410 | 411 |
if( mBuffer!=null ) |
411 | 412 |
{ |
412 |
for (int i=0; i<EffectQuality.LENGTH; i++) |
|
413 |
{ |
|
414 |
mBuffer[i].setCurrFBO(fbo); |
|
415 |
} |
|
413 |
for (int i=0; i<EffectQuality.LENGTH; i++) mBuffer[i].setCurrFBO(fbo); |
|
416 | 414 |
} |
417 | 415 |
|
418 | 416 |
if( oit && numChildren>0 ) |
... | ... | |
445 | 443 |
if( mBuffer==null ) |
446 | 444 |
{ |
447 | 445 |
createPostprocessingBuffers(mWidth,mHeight,mNear); |
448 |
|
|
449 |
for (int j=0; j<EffectQuality.LENGTH; j++) |
|
450 |
{ |
|
451 |
mBuffer[j].setCurrFBO(fbo); |
|
452 |
} |
|
446 |
for (int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].setCurrFBO(fbo); |
|
453 | 447 |
} |
454 | 448 |
|
455 | 449 |
if( lastBucket!=currBucket ) |
... | ... | |
460 | 454 |
} |
461 | 455 |
else |
462 | 456 |
{ |
463 |
for(int j=bucketChange; j<i; j++) numRenders += lastQueue.preprocess( mBuffer,children.get(j) ); |
|
464 |
numRenders += lastQueue.postprocess(mBuffer); |
|
457 |
for(int j=bucketChange; j<i; j++) numRenders += lastQueue.preprocess( mBuffer[quality],children.get(j) );
|
|
458 |
numRenders += lastQueue.postprocess(mBuffer[quality]);
|
|
465 | 459 |
|
466 | 460 |
if( oit ) |
467 | 461 |
{ |
... | ... | |
475 | 469 |
mBuffer[quality].clearBuffer(fbo); |
476 | 470 |
} |
477 | 471 |
|
478 |
quality = currQueue.getQuality();
|
|
472 |
quality= currQueue.getQuality(); |
|
479 | 473 |
bucketChange= i; |
474 |
renderDirectly = currQueue.getRender(); |
|
480 | 475 |
} |
481 | 476 |
|
482 |
mBuffer[quality].setAsOutput(time); |
|
483 |
child.drawNoBlend(time,mBuffer[quality]); |
|
477 |
if( renderDirectly ) |
|
478 |
{ |
|
479 |
setAsOutput(time); |
|
480 |
|
|
481 |
if( oit ) |
|
482 |
{ |
|
483 |
numRenders += child.drawOIT(time, this); |
|
484 |
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT); |
|
485 |
} |
|
486 |
else |
|
487 |
{ |
|
488 |
numRenders += child.draw(time, this); |
|
489 |
} |
|
490 |
} |
|
491 |
else |
|
492 |
{ |
|
493 |
mBuffer[quality].setAsOutput(time); |
|
494 |
child.drawNoBlend(time, mBuffer[quality]); |
|
495 |
} |
|
484 | 496 |
|
485 | 497 |
if( i==numChildren-1 ) |
486 | 498 |
{ |
487 |
for(int j=bucketChange; j<numChildren; j++) numRenders += currQueue.preprocess( mBuffer,children.get(j) ); |
|
488 |
numRenders += currQueue.postprocess(mBuffer); |
|
499 |
for(int j=bucketChange; j<numChildren; j++) numRenders += currQueue.preprocess( mBuffer[quality],children.get(j) );
|
|
500 |
numRenders += currQueue.postprocess(mBuffer[quality]);
|
|
489 | 501 |
|
490 | 502 |
if( oit ) |
491 | 503 |
{ |
... | ... | |
543 | 555 |
|
544 | 556 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
545 | 557 |
|
546 |
private void clearBuffer(int fbo)
|
|
558 |
void clearBuffer(int fbo) |
|
547 | 559 |
{ |
548 | 560 |
DistortedRenderState.colorDepthStencilOn(); |
549 | 561 |
|
src/main/java/org/distorted/library/main/EffectQueuePostprocess.java | ||
---|---|---|
40 | 40 |
private static final int INDEX = EffectType.POSTPROCESS.ordinal(); |
41 | 41 |
|
42 | 42 |
private int mHalo; |
43 |
private float mR, mG, mB, mA; |
|
43 | 44 |
|
44 | 45 |
private static DistortedProgram mPreProgram; |
45 | 46 |
private static int mPreColorH; |
47 |
private static int mPreTextureH; |
|
46 | 48 |
|
47 | 49 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
48 | 50 |
|
... | ... | |
59 | 61 |
if( mTime==0 ) mTime = currTime; |
60 | 62 |
long step = (currTime-mTime); |
61 | 63 |
|
64 |
mR = mG = mB = mA = 0.0f; |
|
62 | 65 |
mHalo = 0; |
63 | 66 |
int halo; |
64 | 67 |
|
... | ... | |
84 | 87 |
if( halo>mHalo ) mHalo = halo; |
85 | 88 |
} |
86 | 89 |
|
90 |
// TODO (now only really works in case of 1 effect!) |
|
91 |
if( mNumEffects>0 ) |
|
92 |
{ |
|
93 |
mR = mUniforms[1]; |
|
94 |
mG = mUniforms[2]; |
|
95 |
mB = mUniforms[3]; |
|
96 |
mA = mUniforms[4]; |
|
97 |
} |
|
98 |
|
|
87 | 99 |
mTime = currTime; |
88 | 100 |
} |
89 | 101 |
|
... | ... | |
115 | 127 |
int preProgramH = mPreProgram.getProgramHandle(); |
116 | 128 |
EffectQueueVertex.getUniforms( preProgramH,2 ); |
117 | 129 |
EffectQueueMatrix.getUniforms( preProgramH,2 ); |
118 |
mPreColorH= GLES31.glGetUniformLocation( preProgramH, "u_Color"); |
|
119 |
} |
|
120 |
|
|
121 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
122 |
// TODO |
|
123 |
|
|
124 |
private int getWriteColor() |
|
125 |
{ |
|
126 |
return mNumEffects>0 ? ((PostprocessEffect)mEffects[0]).getWriteColor() : 0; |
|
127 |
} |
|
128 |
|
|
129 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
130 |
|
|
131 |
private int getHalo() |
|
132 |
{ |
|
133 |
return mNumEffects>0 ? mHalo : 0; |
|
130 |
mPreColorH = GLES31.glGetUniformLocation( preProgramH, "u_Color" ); |
|
131 |
mPreTextureH= GLES31.glGetUniformLocation( preProgramH, "u_Texture"); |
|
134 | 132 |
} |
135 | 133 |
|
136 | 134 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
137 | 135 |
// TODO (now only really works in case of 1 effect!) |
138 | 136 |
|
139 |
private int getInternalQuality()
|
|
137 |
int getQuality()
|
|
140 | 138 |
{ |
141 |
return mNumEffects>0 ? ((PostprocessEffect)mEffects[0]).getInternalQuality() : 0;
|
|
139 |
return mNumEffects>0 ? ((PostprocessEffect)mEffects[0]).getQuality() : 0; |
|
142 | 140 |
} |
143 | 141 |
|
144 | 142 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
145 | 143 |
// TODO (now only really works in case of 1 effect!) |
146 | 144 |
|
147 |
int getQuality()
|
|
145 |
boolean getRender()
|
|
148 | 146 |
{ |
149 |
return mNumEffects>0 ? ((PostprocessEffect)mEffects[0]).getQuality() : 0;
|
|
147 |
return mNumEffects>0 ? ((PostprocessEffect)mEffects[0]).getRender() : false;
|
|
150 | 148 |
} |
151 | 149 |
|
152 | 150 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
153 | 151 |
|
154 |
int preprocess(DistortedOutputSurface[] buffers, DistortedNode node)
|
|
152 |
int preprocess(DistortedOutputSurface buffer, DistortedNode node)
|
|
155 | 153 |
{ |
156 |
int quality = getInternalQuality(); |
|
157 |
DistortedOutputSurface surface = buffers[quality]; |
|
158 |
|
|
159 |
surface.setAsOutput(); |
|
154 |
buffer.setAsOutput(); |
|
160 | 155 |
DistortedSurface input = node.getInternalSurface(); |
161 | 156 |
|
162 | 157 |
if( input.setAsInput() ) |
163 | 158 |
{ |
164 | 159 |
MeshObject mesh = node.getMesh(); |
165 |
int writeColor = getWriteColor(); |
|
166 |
float margin = getHalo()*surface.mMipmap; |
|
160 |
float margin = mHalo*buffer.mMipmap; |
|
167 | 161 |
|
168 | 162 |
float halfW = input.getWidth() / 2.0f; |
169 | 163 |
float halfH = input.getHeight()/ 2.0f; |
170 | 164 |
float halfZ = halfW*mesh.zFactor; |
171 | 165 |
|
172 |
DistortedRenderState.setUpStencilMark(writeColor!=0);
|
|
166 |
DistortedRenderState.setUpStencilMark(mA!=0.0f);
|
|
173 | 167 |
|
174 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
|
|
168 |
GLES31.glViewport(0, 0, buffer.mWidth, buffer.mHeight );
|
|
175 | 169 |
|
176 | 170 |
mPreProgram.useProgram(); |
177 | 171 |
|
... | ... | |
181 | 175 |
GLES31.glVertexAttribPointer(mPreProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2); |
182 | 176 |
GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0); |
183 | 177 |
|
184 |
node.getEffects().send(halfW, halfH, halfZ, margin, surface, 2); |
|
185 |
|
|
186 |
float a = (writeColor&255); |
|
178 |
node.getEffects().send(halfW, halfH, halfZ, margin, buffer, 2); |
|
187 | 179 |
|
188 |
if( a!=0.0f )
|
|
180 |
if( mA!=0.0f )
|
|
189 | 181 |
{ |
190 |
writeColor = (writeColor>>8); |
|
191 |
float b = writeColor&255; |
|
192 |
writeColor = (writeColor>>8); |
|
193 |
float g = writeColor&255; |
|
194 |
writeColor = (writeColor>>8); |
|
195 |
float r = writeColor&255; |
|
196 |
|
|
197 |
GLES31.glUniform4f(mPreColorH, r, g, b, a); |
|
182 |
GLES31.glUniform4f(mPreColorH, mR, mG, mB, mA); |
|
183 |
GLES31.glUniform1i(mPreTextureH, 0); |
|
198 | 184 |
} |
199 | 185 |
|
200 | 186 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.numVertices); |
... | ... | |
208 | 194 |
|
209 | 195 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
210 | 196 |
|
211 |
int postprocess(DistortedOutputSurface[] buffers)
|
|
197 |
int postprocess(DistortedFramebuffer buffer)
|
|
212 | 198 |
{ |
213 | 199 |
int numRenders = 0; |
214 | 200 |
|
... | ... | |
216 | 202 |
|
217 | 203 |
for(int i=0; i<mNumEffects; i++) |
218 | 204 |
{ |
219 |
numRenders += ((PostprocessEffect)mEffects[i]).apply(mUniforms,NUM_UNIFORMS*i, buffers);
|
|
205 |
numRenders += ((PostprocessEffect)mEffects[i]).apply(mUniforms,NUM_UNIFORMS*i, buffer); |
|
220 | 206 |
} |
221 | 207 |
|
222 | 208 |
GLES31.glEnable(GLES31.GL_BLEND); |
src/main/res/raw/preprocess_fragment_shader.glsl | ||
---|---|---|
19 | 19 |
|
20 | 20 |
precision highp float; |
21 | 21 |
|
22 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
22 | 23 |
out vec4 fragColor; |
23 | 24 |
uniform vec4 u_Color; |
25 |
uniform sampler2D u_Texture; // The input texture. |
|
24 | 26 |
|
25 | 27 |
////////////////////////////////////////////////////////////////////////////////////////////// |
26 | 28 |
|
27 | 29 |
void main() |
28 | 30 |
{ |
29 |
fragColor = u_Color; |
|
31 |
vec4 color = texture(u_Texture,v_TexCoordinate); |
|
32 |
|
|
33 |
if( color.a != 0.0 ) |
|
34 |
{ |
|
35 |
fragColor = u_Color; |
|
36 |
} |
|
37 |
else |
|
38 |
{ |
|
39 |
discard; |
|
40 |
} |
|
30 | 41 |
} |
Also available in: Unified diff
Progress with thr Glow effect - moving glow app looks ok now.