Revision ae2802b1
Added by Leszek Koltunski over 7 years ago
| src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java | ||
|---|---|---|
| 158 | 158 |
float h= buffer.getHeight(); |
| 159 | 159 |
float n= 1.0f - buffer.getNear(); |
| 160 | 160 |
|
| 161 |
float corrW = buffer.getWidthCorrection(); |
|
| 162 |
float corrH = buffer.getHeightCorrection(); |
|
| 163 |
float offsetCorrW = corrW/w; |
|
| 164 |
float offsetCorrH = corrH/h; |
|
| 165 |
|
|
| 161 | 166 |
int radius = (int)(uniforms[index]*mQualityScale); |
| 162 | 167 |
if( radius>=MAX_HALO ) radius = MAX_HALO-1; |
| 163 | 168 |
computeGaussianKernel(radius); |
| ... | ... | |
| 167 | 172 |
GLES31.glViewport(0, 0, (int)w, (int)h); |
| 168 | 173 |
|
| 169 | 174 |
// horizontal blur |
| 170 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w;
|
|
| 175 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW;
|
|
| 171 | 176 |
|
| 172 | 177 |
mProgram1.useProgram(); |
| 173 | 178 |
buffer.bindForOutput(1); |
| 174 | 179 |
buffer.setAsInput(0); |
| 175 | 180 |
|
| 176 | 181 |
GLES31.glUniform1f ( mProgram1.mUniform[0] , n ); |
| 177 |
GLES31.glUniform1i ( mProgram1.mUniform[1] , 0 ); |
|
| 178 |
GLES31.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0); |
|
| 179 |
GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset); |
|
| 180 |
GLES31.glUniform1i ( mProgram1.mUniform[4] , radius); |
|
| 182 |
GLES31.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH ); |
|
| 183 |
GLES31.glUniform1i ( mProgram1.mUniform[2] , 0 ); |
|
| 184 |
GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0); |
|
| 185 |
GLES31.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset); |
|
| 186 |
GLES31.glUniform1i ( mProgram1.mUniform[5] , radius); |
|
| 181 | 187 |
GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
| 182 | 188 |
GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture); |
| 183 | 189 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
| 184 | 190 |
|
| 185 | 191 |
// vertical blur |
| 186 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h;
|
|
| 192 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH;
|
|
| 187 | 193 |
|
| 188 | 194 |
mProgram2.useProgram(); |
| 189 | 195 |
buffer.bindForOutput(0); |
| ... | ... | |
| 194 | 200 |
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT); |
| 195 | 201 |
|
| 196 | 202 |
GLES31.glUniform1f ( mProgram2.mUniform[0] , n ); |
| 197 |
GLES31.glUniform1i ( mProgram2.mUniform[1] , 0 ); |
|
| 198 |
GLES31.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0); |
|
| 199 |
GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset); |
|
| 200 |
GLES31.glUniform1i ( mProgram2.mUniform[4] , radius); |
|
| 203 |
GLES31.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH ); |
|
| 204 |
GLES31.glUniform1i ( mProgram2.mUniform[2] , 0 ); |
|
| 205 |
GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0); |
|
| 206 |
GLES31.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset); |
|
| 207 |
GLES31.glUniform1i ( mProgram2.mUniform[5] , radius); |
|
| 201 | 208 |
GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
| 202 | 209 |
GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture); |
| 203 | 210 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
| ... | ... | |
| 223 | 230 |
"in vec2 a_TexCoord; \n"+ |
| 224 | 231 |
"out vec2 v_TexCoord; \n"+ |
| 225 | 232 |
"uniform float u_Depth; \n"+ |
| 233 |
"uniform vec2 u_TexCorr;\n"+ |
|
| 226 | 234 |
|
| 227 | 235 |
"void main() \n"+ |
| 228 | 236 |
" { \n"+
|
| 229 |
" v_TexCoord = a_TexCoord; \n"+
|
|
| 237 |
" v_TexCoord = a_TexCoord * u_TexCorr; \n"+
|
|
| 230 | 238 |
" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+ |
| 231 | 239 |
" }"; |
| 232 | 240 |
|
| src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java | ||
|---|---|---|
| 161 | 161 |
float h= outBuffer.getHeight(); |
| 162 | 162 |
float n= 1.0f - outBuffer.getNear(); |
| 163 | 163 |
|
| 164 |
float corrW = inBuffer.getWidthCorrection(); |
|
| 165 |
float corrH = inBuffer.getHeightCorrection(); |
|
| 166 |
float offsetCorrW = corrW/w; |
|
| 167 |
float offsetCorrH = corrH/h; |
|
| 168 |
|
|
| 164 | 169 |
int radius = (int)(uniforms[index]*mQualityScale); |
| 165 | 170 |
if( radius>=MAX_HALO ) radius = MAX_HALO-1; |
| 166 | 171 |
computeGaussianKernel(radius); |
| ... | ... | |
| 172 | 177 |
GLES31.glViewport(0, 0, (int)w, (int)h); |
| 173 | 178 |
|
| 174 | 179 |
// horizontal glow |
| 175 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w;
|
|
| 180 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW;
|
|
| 176 | 181 |
|
| 177 | 182 |
mProgram1.useProgram(); |
| 178 | 183 |
outBuffer.bindForOutput(1); |
| 179 | 184 |
inBuffer.setAsInput(0); |
| 180 | 185 |
|
| 181 | 186 |
GLES31.glUniform1f ( mProgram1.mUniform[0] , n ); |
| 182 |
GLES31.glUniform1i ( mProgram1.mUniform[1] , 0 ); |
|
| 183 |
GLES31.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0); |
|
| 184 |
GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset); |
|
| 185 |
GLES31.glUniform1i ( mProgram1.mUniform[4] , radius); |
|
| 186 |
GLES31.glUniform4f ( mProgram1.mUniform[5] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]); |
|
| 187 |
GLES31.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH ); |
|
| 188 |
GLES31.glUniform1i ( mProgram1.mUniform[2] , 0 ); |
|
| 189 |
GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0); |
|
| 190 |
GLES31.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset); |
|
| 191 |
GLES31.glUniform1i ( mProgram1.mUniform[5] , radius); |
|
| 192 |
GLES31.glUniform4f ( mProgram1.mUniform[6] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]); |
|
| 187 | 193 |
GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
| 188 | 194 |
GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture); |
| 189 | 195 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
| 190 | 196 |
|
| 191 | 197 |
// vertical glow |
| 192 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h;
|
|
| 198 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH;
|
|
| 193 | 199 |
|
| 194 | 200 |
mProgram2.useProgram(); |
| 195 | 201 |
outBuffer.bindForOutput(0); |
| 196 | 202 |
outBuffer.setAsInput(1); |
| 197 | 203 |
|
| 198 | 204 |
GLES31.glUniform1f ( mProgram2.mUniform[0] , n ); |
| 199 |
GLES31.glUniform1i ( mProgram2.mUniform[1] , 0 ); |
|
| 200 |
GLES31.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0); |
|
| 201 |
GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset); |
|
| 202 |
GLES31.glUniform1i ( mProgram2.mUniform[4] , radius); |
|
| 203 |
GLES31.glUniform4f ( mProgram1.mUniform[5] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]); |
|
| 205 |
GLES31.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH ); |
|
| 206 |
GLES31.glUniform1i ( mProgram2.mUniform[2] , 0 ); |
|
| 207 |
GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0); |
|
| 208 |
GLES31.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset); |
|
| 209 |
GLES31.glUniform1i ( mProgram2.mUniform[5] , radius); |
|
| 210 |
GLES31.glUniform4f ( mProgram1.mUniform[6] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]); |
|
| 204 | 211 |
GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
| 205 | 212 |
GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture); |
| 206 | 213 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
| ... | ... | |
| 235 | 242 |
"in vec2 a_TexCoord; \n"+ |
| 236 | 243 |
"out vec2 v_TexCoord; \n"+ |
| 237 | 244 |
"uniform float u_Depth; \n"+ |
| 245 |
"uniform vec2 u_TexCorr;\n"+ |
|
| 238 | 246 |
|
| 239 | 247 |
"void main() \n"+ |
| 240 | 248 |
" { \n"+
|
| 241 |
" v_TexCoord = a_TexCoord; \n"+
|
|
| 249 |
" v_TexCoord = a_TexCoord * u_TexCorr; \n"+
|
|
| 242 | 250 |
" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+ |
| 243 | 251 |
" }"; |
| 244 | 252 |
|
| src/main/java/org/distorted/library/main/DistortedEffects.java | ||
|---|---|---|
| 73 | 73 |
private static int mBlitDepthTextureH; |
| 74 | 74 |
private static int mBlitDepthDepthTextureH; |
| 75 | 75 |
private static int mBlitDepthDepthH; |
| 76 |
private static int mBlitDepthTexCorrH; |
|
| 76 | 77 |
|
| 77 | 78 |
/// NORMAL PROGRAM ///// |
| 78 | 79 |
private static DistortedProgram mNormalProgram; |
| ... | ... | |
| 162 | 163 |
mBlitDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture"); |
| 163 | 164 |
mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture"); |
| 164 | 165 |
mBlitDepthDepthH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth"); |
| 166 |
mBlitDepthTexCorrH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_TexCorr"); |
|
| 165 | 167 |
|
| 166 | 168 |
// NORMAL PROGRAM ////////////////////////////////////// |
| 167 | 169 |
final InputStream normalVertexStream = resources.openRawResource(R.raw.normal_vertex_shader); |
| ... | ... | |
| 331 | 333 |
|
| 332 | 334 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 333 | 335 |
|
| 334 |
static void blitDepthPriv(DistortedOutputSurface surface) |
|
| 336 |
static void blitDepthPriv(DistortedOutputSurface surface, float corrW, float corrH)
|
|
| 335 | 337 |
{
|
| 336 | 338 |
mBlitDepthProgram.useProgram(); |
| 337 | 339 |
|
| 338 | 340 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
| 339 | 341 |
GLES31.glUniform1i(mBlitDepthTextureH, 0); |
| 340 | 342 |
GLES31.glUniform1i(mBlitDepthDepthTextureH, 1); |
| 343 |
GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH ); |
|
| 341 | 344 |
GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear); |
| 342 | 345 |
GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
| 343 | 346 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
| src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
|---|---|---|
| 331 | 331 |
} |
| 332 | 332 |
|
| 333 | 333 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 334 |
// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static |
|
| 335 |
// set of them) so before we use them for output, we need to adjust the Vieport as if they were |
|
| 336 |
// smaller. That takes care of outputting pixels to them. When we use them as input, we have to |
|
| 337 |
// adjust the texture coords - see the get{Width|Height}Correction functions.
|
|
| 334 | 338 |
|
| 335 | 339 |
private static void cloneViewport(DistortedOutputSurface from) |
| 336 | 340 |
{
|
| ... | ... | |
| 347 | 351 |
|
| 348 | 352 |
surface.mNear = from.mNear; // Near plane is independent of the mipmap level |
| 349 | 353 |
|
| 350 |
android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
|
|
| 354 |
//android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
|
|
| 351 | 355 |
|
| 352 | 356 |
surface.createProjection(); |
| 353 | 357 |
|
| ... | ... | |
| 380 | 384 |
GLES31.glDisable(GLES31.GL_STENCIL_TEST); |
| 381 | 385 |
GLES31.glStencilMask(0x00); |
| 382 | 386 |
|
| 383 |
DistortedEffects.blitDepthPriv(this); |
|
| 387 |
DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
|
|
| 384 | 388 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE0); |
| 385 | 389 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0); |
| 386 | 390 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE1); |
| ... | ... | |
| 476 | 480 |
return mChildren; |
| 477 | 481 |
} |
| 478 | 482 |
|
| 483 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 484 |
/** |
|
| 485 |
* Not part of the Public API. |
|
| 486 |
* |
|
| 487 |
* @y.exclude |
|
| 488 |
*/ |
|
| 489 |
public float getWidthCorrection() |
|
| 490 |
{
|
|
| 491 |
return (float)mWidth/mRealWidth; |
|
| 492 |
} |
|
| 493 |
|
|
| 494 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 495 |
/** |
|
| 496 |
* Not part of the Public API. |
|
| 497 |
* |
|
| 498 |
* @y.exclude |
|
| 499 |
*/ |
|
| 500 |
public float getHeightCorrection() |
|
| 501 |
{
|
|
| 502 |
return (float)mHeight/mRealHeight; |
|
| 503 |
} |
|
| 504 |
|
|
| 479 | 505 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 480 | 506 |
// PUBLIC API |
| 481 | 507 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/res/raw/blit_depth_vertex_shader.glsl | ||
|---|---|---|
| 28 | 28 |
#endif |
| 29 | 29 |
|
| 30 | 30 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
| 31 |
uniform vec2 u_TexCorr; // when we blit from postprocessing buffers, the buffers can be |
|
| 32 |
// larger than necessary (there is just one static set being |
|
| 33 |
// reused!) so we need to compensate here by adjusting the texture |
|
| 34 |
// coords. |
|
| 31 | 35 |
|
| 32 | 36 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 33 | 37 |
|
| 34 | 38 |
void main() |
| 35 | 39 |
{
|
| 36 |
v_TexCoordinate = a_Position + 0.5;
|
|
| 40 |
v_TexCoordinate = (a_Position + 0.5) * u_TexCorr;
|
|
| 37 | 41 |
gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
| 38 | 42 |
} |
Also available in: Unified diff
Postprocessing buffers mBuffer[] are now shared among all postprocessing operations. This saves a lot of memory, but also means that when doing each particular postprocessing, the textures backing up the mBuffer might be too large. We need to fix two things here: when outputting to those too large textures, we need to adjust the Viewport, and when binding those too large textures as input - we need to adjust the TexCoords to compensate.
This commit does just that. Verified as working by the 'PostprocessTree' app.