Revision ae2802b1
Added by Leszek Koltunski over 6 years ago
src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java | ||
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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 ); |
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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 | ||
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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 ); |
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189 |
GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0); |
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190 |
GLES31.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset); |
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191 |
GLES31.glUniform1i ( mProgram1.mUniform[5] , radius); |
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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); |
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201 |
GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset); |
|
202 |
GLES31.glUniform1i ( mProgram2.mUniform[4] , radius); |
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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 ); |
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206 |
GLES31.glUniform1i ( mProgram2.mUniform[2] , 0 ); |
|
207 |
GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0); |
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208 |
GLES31.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset); |
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209 |
GLES31.glUniform1i ( mProgram2.mUniform[5] , radius); |
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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 | ||
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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 | ||
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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.