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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;
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import android.content.res.Resources;
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import android.opengl.GLES30;
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import org.distorted.library.message.EffectMessage;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.FragmentCompilationException;
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import org.distorted.library.program.FragmentUniformsException;
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import org.distorted.library.program.LinkingException;
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import org.distorted.library.program.VertexCompilationException;
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import org.distorted.library.program.VertexUniformsException;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Dynamic1D;
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import org.distorted.library.type.Dynamic4D;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static4D;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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class EffectQueuePostprocess extends EffectQueue
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{
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private static final int MAX_HALO = 50; // Support effects creating up to MAX_HALO pixels wide 'halo' around the object.
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private static final int POS_DATA_SIZE= 2; // Post Program: size of the position data in elements
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private static final int TEX_DATA_SIZE= 2; // Post Program: size of the texture coordinate data in elements.
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private static final int NUM_UNIFORMS = 5;
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private static final int NUM_CACHE = 0;
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private static final int INDEX = EffectTypes.POSTPROCESS.ordinal();
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private static final FloatBuffer mQuadPositions, mQuadTexture, mQuadTextureInv;
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static
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{
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int dataLength = 4;
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int bytes_per_float = 4;
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float[] position = { -0.5f, -0.5f, -0.5f, 0.5f, 0.5f,-0.5f, 0.5f, 0.5f };
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float[] textureNor= { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f };
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float[] textureInv= { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f };
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mQuadPositions = ByteBuffer.allocateDirect(POS_DATA_SIZE*dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadPositions.put(position).position(0);
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mQuadTexture= ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadTexture.put(textureNor).position(0);
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mQuadTextureInv= ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadTextureInv.put(textureInv).position(0);
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}
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int mQualityLevel;
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float mQualityScale;
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/////////////////////////////////////////////////////////////////////////////////
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// BLUR effect
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private static final float GAUSSIAN[] = // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0
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{ // where G(x)= (1/(sqrt(2*PI))) * e^(-(x^2)/2). The last 0 terminates.
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0.398948f, 0.398769f, 0.398231f, 0.397336f, 0.396086f, 0.394485f, 0.392537f, 0.390247f, 0.387622f, 0.384668f,
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0.381393f, 0.377806f, 0.373916f, 0.369733f, 0.365268f, 0.360532f, 0.355538f, 0.350297f, 0.344823f, 0.339129f,
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0.333229f, 0.327138f, 0.320868f, 0.314436f, 0.307856f, 0.301142f, 0.294309f, 0.287373f, 0.280348f, 0.273248f,
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0.266089f, 0.258884f, 0.251648f, 0.244394f, 0.237135f, 0.229886f, 0.222657f, 0.215461f, 0.208311f, 0.201217f,
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0.194189f, 0.187238f, 0.180374f, 0.173605f, 0.166940f, 0.160386f, 0.153951f, 0.147641f, 0.141462f, 0.135420f,
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0.129520f, 0.123765f, 0.118159f, 0.112706f, 0.107408f, 0.102266f, 0.097284f, 0.092461f, 0.087797f, 0.083294f,
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0.078951f, 0.074767f, 0.070741f, 0.066872f, 0.063158f, 0.059596f, 0.056184f, 0.052920f, 0.049801f, 0.046823f,
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0.043984f, 0.041280f, 0.038707f, 0.036262f, 0.033941f, 0.031740f, 0.029655f, 0.027682f, 0.025817f, 0.024056f,
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0.022395f, 0.020830f, 0.019357f, 0.017971f, 0.016670f, 0.015450f, 0.014305f, 0.013234f, 0.012232f, 0.011295f,
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0.010421f, 0.009606f, 0.008847f, 0.008140f, 0.007483f, 0.006873f, 0.006307f, 0.005782f, 0.005296f, 0.004847f,
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0.004432f, 0.000000f
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};
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private static final int NUM_GAUSSIAN = GAUSSIAN.length-2;
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// The (fixed-function-sampled) Gaussian Blur kernels are of the size k0=1, k1=2, k2=2, k3=3, k4=3, k5=4, k6=4,...
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// i.e. k(i)=floor((i+3)/2). (the 'i' in k(i) means 'blur taking into account the present pixel and 'i' pixels
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// in all 4 directions)
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// We need room for MAX_BLUR of them, and sum(i=0...N, floor((i+3)/2)) = N + floor(N*N/4)
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private static float[] weightsCache = new float[MAX_HALO + MAX_HALO*MAX_HALO/4];
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private static float[] offsetsCache = new float[MAX_HALO + MAX_HALO*MAX_HALO/4];
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private static DistortedProgram mBlur1Program, mBlur2Program;
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private static int mRadius1H,mOffsets1H,mWeights1H,mDepth1H, mColorTexture1H;
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private static int mRadius2H,mOffsets2H,mWeights2H,mDepth2H, mColorTexture2H;
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private static float[] mWeights = new float[MAX_HALO];
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private static float[] mOffsets = new float[MAX_HALO];
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/////////////////////////////////////////////////////////////////////////////////
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// GLOW effect
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///////////////////////////////////////////////////////////////////////////////////////////////////
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EffectQueuePostprocess(long id)
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{
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super(id,NUM_UNIFORMS,NUM_CACHE,INDEX );
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mQualityLevel = 0;
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mQualityScale = 1.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void createProgram(Resources resources)
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throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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{
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final InputStream blur1VertexStream = resources.openRawResource(R.raw.blur_vertex_shader);
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final InputStream blur1FragmentStream = resources.openRawResource(R.raw.blur1_fragment_shader);
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try
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{
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mBlur1Program = new DistortedProgram(blur1VertexStream,blur1FragmentStream,
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Distorted.GLSL_VERSION,
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Distorted.GLSL_VERSION + "#define MAX_BLUR "+MAX_HALO, Distorted.GLSL);
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}
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catch(Exception e)
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{
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android.util.Log.e("EFFECTS", "exception trying to compile BLUR1 program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int blur1ProgramH = mBlur1Program.getProgramHandle();
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mRadius1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Radius");
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mOffsets1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Offsets");
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mWeights1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Weights");
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mDepth1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Depth");
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mColorTexture1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_ColorTexture");
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final InputStream blur2VertexStream = resources.openRawResource(R.raw.blur_vertex_shader);
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final InputStream blur2FragmentStream = resources.openRawResource(R.raw.blur2_fragment_shader);
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try
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{
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mBlur2Program = new DistortedProgram(blur2VertexStream,blur2FragmentStream,
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Distorted.GLSL_VERSION,
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Distorted.GLSL_VERSION + "#define MAX_BLUR "+MAX_HALO, Distorted.GLSL);
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}
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catch(Exception e)
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{
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android.util.Log.e("EFFECTS", "exception trying to compile BLUR2 program: "+e.getMessage());
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// run anyway as compiling Blur2 WILL fail on OpenGL 2.0 contexts
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mBlur2Program = mBlur1Program;
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}
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int blur2ProgramH = mBlur2Program.getProgramHandle();
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mRadius2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Radius");
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mOffsets2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Offsets");
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mWeights2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Weights");
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mDepth2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Depth");
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mColorTexture2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_ColorTexture");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean compute(long currTime)
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{
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if( currTime==mTime ) return false;
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if( mTime==0 ) mTime = currTime;
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long step = (currTime-mTime);
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for(int i=0; i<mNumEffects; i++)
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{
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mCurrentDuration[i] += step;
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if( mInter[0][i]!=null && mInter[0][i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) )
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{
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for(int j=0; j<mNumListeners; j++)
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EffectMessageSender.newMessage( mListeners.elementAt(j),
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EffectMessage.EFFECT_FINISHED,
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(mID[i]<<EffectTypes.LENGTH)+EffectTypes.POSTPROCESS.type,
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mName[i],
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mObjectID);
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if( EffectNames.isUnity(mName[i], mUniforms, NUM_UNIFORMS*i) )
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{
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remove(i);
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i--;
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continue;
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}
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else mInter[0][i] = null;
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}
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if( mInter[1][i]!=null ) mInter[1][i].interpolateMain( mUniforms, NUM_UNIFORMS*i+1, mCurrentDuration[i], step);
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}
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mTime = currTime;
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void moveEffect(int index)
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{
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mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ];
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mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1];
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mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2];
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mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3];
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mUniforms[NUM_UNIFORMS*index+4] = mUniforms[NUM_UNIFORMS*(index+1)+4];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// This implements the 'Better separable implementation using GPU fixed function sampling' from
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// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
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private void computeGaussianKernel(int radius)
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{
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int offset = radius + radius*radius/4;
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if( weightsCache[offset]==0.0f )
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{
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float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3);
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mWeights[0] = GAUSSIAN[0];
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float sum = GAUSSIAN[0];
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int j;
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for(int i=1; i<=radius; i++)
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{
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x += P;
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j = (int)x;
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z = x-j;
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mWeights[i] = (1-z)*GAUSSIAN[j] + z*GAUSSIAN[j+1];
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sum += 2*mWeights[i];
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}
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for(int i=0; i<=radius; i++) mWeights[i] /= sum;
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int numloops = radius/2;
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weightsCache[offset] = mWeights[0];
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offsetsCache[offset] = 0.0f;
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for(int i=0; i<numloops; i++)
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{
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offsetsCache[offset+i+1] = mWeights[2*i+1]*(2*i+1) + mWeights[2*i+2]*(2*i+2);
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weightsCache[offset+i+1] = mWeights[2*i+1] + mWeights[2*i+2];
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offsetsCache[offset+i+1]/= weightsCache[offset+i+1];
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}
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if( radius%2 == 1 )
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{
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int index = offset + radius/2 +1;
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offsetsCache[index]=radius;
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weightsCache[index]=mWeights[radius];
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getHalo()
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{
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return mNumEffects>0 ? (int)mUniforms[0] : 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int postprocess(long time, DistortedOutputSurface surface)
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{
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int numRenders = 0;
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if( mNumEffects>0 )
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{
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compute(time);
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for(int i=0; i<mNumEffects; i++)
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{
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if (mName[i] == EffectNames.BLUR.ordinal() )
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{
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blur(NUM_UNIFORMS*i,surface);
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numRenders += 2;
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}
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else if (mName[i] == EffectNames.GLOW.ordinal() )
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{
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glow(NUM_UNIFORMS*i,surface);
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numRenders += 2;
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}
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}
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}
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return numRenders;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void blur(int index, DistortedOutputSurface surface)
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{
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DistortedFramebuffer buffer = surface.mBuffer[mQualityLevel];
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, buffer.mFBOH[0]);
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float w1 = buffer.mWidth;
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float h1 = buffer.mHeight;
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int radius = (int)(mUniforms[index]*mQualityScale);
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if( radius>=MAX_HALO ) radius = MAX_HALO-1;
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computeGaussianKernel(radius);
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int offset = radius + radius*radius/4;
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radius = (radius+1)/2;
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// horizontal blur
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GLES30.glViewport(0, 0, (int)w1, (int)h1);
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mBlur1Program.useProgram();
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[1], 0);
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[0]);
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GLES30.glUniform1fv( mWeights1H, radius+1, weightsCache,offset);
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GLES30.glUniform1i( mRadius1H, radius);
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GLES30.glUniform1f( mDepth1H , 1.0f-surface.mNear);
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GLES30.glUniform1i( mColorTexture1H , 0 );
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h1;
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GLES30.glUniform1fv( mOffsets1H ,radius+1, mOffsets,0);
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GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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DistortedRenderState.useStencilMark();
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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DistortedRenderState.unuseStencilMark();
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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// vertical blur
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mBlur2Program.useProgram();
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[0], 0);
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[1]);
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GLES30.glColorMask(true,true,true,true);
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351
|
GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
|
352
|
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
|
353
|
|
354
|
GLES30.glUniform1fv( mWeights2H, radius+1, weightsCache,offset);
|
355
|
GLES30.glUniform1i( mRadius2H, radius);
|
356
|
GLES30.glUniform1f( mDepth2H , 1.0f-surface.mNear);
|
357
|
GLES30.glUniform1i( mColorTexture2H , 0 );
|
358
|
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w1;
|
359
|
GLES30.glUniform1fv( mOffsets2H ,radius+1, mOffsets,0);
|
360
|
GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
|
361
|
GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
|
362
|
|
363
|
DistortedRenderState.useStencilMark();
|
364
|
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
|
365
|
DistortedRenderState.unuseStencilMark();
|
366
|
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
|
367
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
|
368
|
}
|
369
|
|
370
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
371
|
|
372
|
private void glow(int index, DistortedOutputSurface surface)
|
373
|
{
|
374
|
|
375
|
}
|
376
|
|
377
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
378
|
// blur
|
379
|
|
380
|
synchronized long add(EffectNames eln, Data1D degree)
|
381
|
{
|
382
|
if( mMax[INDEX]>mNumEffects )
|
383
|
{
|
384
|
if( degree instanceof Dynamic1D)
|
385
|
{
|
386
|
mInter[0][mNumEffects] = (Dynamic1D)degree;
|
387
|
}
|
388
|
else if( degree instanceof Static1D)
|
389
|
{
|
390
|
mInter[0][mNumEffects] = null;
|
391
|
mUniforms[NUM_UNIFORMS*mNumEffects] = ((Static1D)degree).getX();
|
392
|
}
|
393
|
else return -1;
|
394
|
|
395
|
mInter[1][mNumEffects] = null;
|
396
|
mInter[2][mNumEffects] = null;
|
397
|
|
398
|
return addBase(eln);
|
399
|
}
|
400
|
|
401
|
return -1;
|
402
|
}
|
403
|
|
404
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
405
|
// glow
|
406
|
|
407
|
synchronized long add(EffectNames eln, Data1D degree, Data4D color)
|
408
|
{
|
409
|
if( mMax[INDEX]>mNumEffects )
|
410
|
{
|
411
|
if( degree instanceof Dynamic1D)
|
412
|
{
|
413
|
mInter[0][mNumEffects] = (Dynamic1D)degree;
|
414
|
}
|
415
|
else if( degree instanceof Static1D)
|
416
|
{
|
417
|
mInter[0][mNumEffects] = null;
|
418
|
mUniforms[NUM_UNIFORMS*mNumEffects] = ((Static1D)degree).getX();
|
419
|
}
|
420
|
else return -1;
|
421
|
|
422
|
if( color instanceof Dynamic4D)
|
423
|
{
|
424
|
mInter[1][mNumEffects] = (Dynamic4D)color;
|
425
|
}
|
426
|
else if( color instanceof Static4D)
|
427
|
{
|
428
|
mInter[1][mNumEffects] = null;
|
429
|
Static4D tmp = (Static4D)color;
|
430
|
mUniforms[NUM_UNIFORMS*mNumEffects+1] = tmp.getW(); //
|
431
|
mUniforms[NUM_UNIFORMS*mNumEffects+2] = tmp.getX(); // Invert: RGBA sent
|
432
|
mUniforms[NUM_UNIFORMS*mNumEffects+3] = tmp.getY(); // in, ARGB inside
|
433
|
mUniforms[NUM_UNIFORMS*mNumEffects+4] = tmp.getZ(); //
|
434
|
}
|
435
|
else return -1;
|
436
|
|
437
|
mInter[2][mNumEffects] = null;
|
438
|
|
439
|
return addBase(eln);
|
440
|
}
|
441
|
|
442
|
return -1;
|
443
|
}
|
444
|
}
|