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Revision b11171e8

Added by Leszek Koltunski over 2 years ago

Add DistortedProgram.stopUsingProgram()

View differences:

src/main/java/org/distorted/library/effect/PostprocessEffectBlurred.java
186 186
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
187 187
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
188 188
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
189
    mProgram1.stopUsingProgram();
189 190

  
190 191
    // vertical blur
191 192
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH;
......
208 209
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
209 210
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
210 211
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
212
    mProgram1.stopUsingProgram();
211 213

  
212 214
    InternalRenderState.unuseStencilMark();
213 215

  
src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.java
202 202
      }
203 203

  
204 204
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
205
    mPreProgram.stopUsingProgram();
205 206

  
206 207
    InternalRenderState.restoreBlending();
207 208
    InternalRenderState.unsetUpStencilMark();
src/main/java/org/distorted/library/main/DistortedLibrary.java
529 529
    mesh.bindTransformAttribs(mNormalProgram);
530 530
    GLES30.glLineWidth(8.0f);
531 531
    GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*num);
532
    mNormalProgram.stopUsingProgram();
532 533
    }
533 534

  
534 535
///////////////////////////////////////////////////////////////////////////////////////////////////
......
569 570
    GLES30.glEndTransformFeedback();
570 571
    mesh.copyTransformToVertex();
571 572
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
573
    mFullProgram.stopUsingProgram();
572 574
    }
573 575

  
574 576
///////////////////////////////////////////////////////////////////////////////////////////////////
......
596 598

  
597 599
      EffectQueue.send(queues, mMainOITProgramH, distance, mipmap, projection, inflate, 1 );
598 600
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
601
      mMainOITProgram.stopUsingProgram();
599 602

  
600
      if( mesh.getShowNormals() )
601
        {
602
        mMainProgram.useProgram();
603
        mesh.send(mMainProgramH,0);
604
        EffectQueue.send(queues, mMainProgramH, distance, mipmap, projection, inflate, 0 );
605
        displayNormals(projection,mesh);
606
        }
603
      if( mesh.getShowNormals() ) displayNormals(projection,mesh);
607 604
      }
608 605
    }
609 606

  
......
630 627

  
631 628
      EffectQueue.send(queues, mMainProgramH, distance, mipmap, projection, inflate, 0 );
632 629
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
630
      mMainProgram.stopUsingProgram();
633 631

  
634 632
      if( mesh.getShowNormals() ) displayNormals(projection,mesh);
635 633
      }
......
642 640
    if( mBlitProgram!=null )
643 641
      {
644 642
      mBlitProgram.useProgram();
645

  
646 643
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
647 644
      GLES30.glUniform1i(mBlitTextureH, 0);
648 645
      GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
649 646
      GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
650 647
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
648
      mBlitProgram.stopUsingProgram();
651 649
      }
652 650
    }
653 651

  
......
658 656
    if( mBlitDepthProgram!=null )
659 657
      {
660 658
      mBlitDepthProgram.useProgram();
661

  
662 659
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
663 660
      GLES30.glUniform1i(mBlitDepthTextureH, 0);
664 661
      GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
665 662
      GLES30.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
666 663
      GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
667 664
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
665
      mBlitDepthProgram.stopUsingProgram();
668 666
      }
669 667
    }
670 668

  
......
801 799
      }
802 800

  
803 801
    mOITClearProgram.useProgram();
804

  
805 802
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
806 803
    GLES30.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
807 804
    GLES30.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
808 805
    GLES30.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
809 806
    GLES30.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
810 807
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
808
    mOITClearProgram.stopUsingProgram();
811 809
    }
812 810

  
813 811
///////////////////////////////////////////////////////////////////////////////////////////////////
......
818 816
    if( mOITBuildProgram!=null )
819 817
      {
820 818
      mOITBuildProgram.useProgram();
821

  
822 819
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
823 820
      GLES30.glUniform1i(mOITBuildTextureH, 0);
824 821
      GLES30.glUniform1i(mOITBuildDepthTextureH, 1);
......
828 825
      GLES30.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
829 826
      GLES30.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
830 827
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
828
      mOITBuildProgram.stopUsingProgram();
831 829
      }
832 830
    }
833 831

  
......
839 837
    if( mOITCollapseProgram!=null )
840 838
      {
841 839
      mOITCollapseProgram.useProgram();
842

  
843 840
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
844 841
      GLES30.glUniform1i(mOITCollapseDepthTextureH, 1);
845 842
      GLES30.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
......
847 844
      GLES30.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
848 845
      GLES30.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
849 846
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
847
      mOITCollapseProgram.stopUsingProgram();
850 848
      }
851 849
    }
852 850

  
......
858 856
    if( mOITRenderProgram!=null )
859 857
      {
860 858
      mOITRenderProgram.useProgram();
861

  
862 859
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
863 860
      GLES30.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
864 861
      GLES30.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
865 862
      GLES30.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
866 863
      GLES30.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
867 864
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
865
      mOITRenderProgram.stopUsingProgram();
868 866
      }
869 867
    }
870 868

  
src/main/java/org/distorted/library/program/DistortedProgram.java
43 43
/**
44 44
 * List of Attributes (OpenGL ES 3.0: 'in' variables), in the same order as declared in the shader source.
45 45
 */
46
  public final int[] mAttribute;
46
  public int[] mAttribute;
47 47
/**
48 48
 * List of Uniforms, in the same order as declared in the shader source.
49 49
 */
50
  public final int[] mUniform;
50
  public int[] mUniform;
51 51

  
52 52
///////////////////////////////////////////////////////////////////////////////////////////////////
53 53

  
......
330 330
    }
331 331

  
332 332
///////////////////////////////////////////////////////////////////////////////////////////////////
333
/**
334
 * Only for use by the library itself.
335
 *
336
 * @y.exclude
337
 */
338
  public DistortedProgram(final InputStream vert, final InputStream frag, final String vertHeader, final String fragHeader,
339
                          int glslVersion, final String[] feedback )
340
  throws FragmentCompilationException,VertexCompilationException,LinkingException
341
    {
342
    init(glslVersion);
343

  
344
    final String vertShader = readTextFileFromRawResource(vert, true );
345
    final String fragShader = readTextFileFromRawResource(frag, false);
346

  
347
    final int vertShaderHandle = compileShader(GLES30.GL_VERTEX_SHADER  , vertHeader + vertShader);
348
    final int fragShaderHandle = compileShader(GLES30.GL_FRAGMENT_SHADER, fragHeader + fragShader);
349

  
350
    mProgramHandle = createAndLinkProgram(vertShaderHandle, fragShaderHandle, mAttributeName, glslVersion>= 300 ? feedback:null );
351 333

  
334
  private void setUpAttributes()
335
    {
352 336
    mAttribute = new int[mNumAttributes];
353 337

  
354 338
    for(int i=0; i<mNumAttributes; i++)
......
356 340
      mAttribute[i] = GLES30.glGetAttribLocation( mProgramHandle, mAttributeName[i]);
357 341
      }
358 342

  
343
    int emptyAttrs = 0;
344

  
345
    for(int i=0; i<mNumAttributes; i++)
346
      {
347
      if( mAttribute[i] < 0 )
348
        {
349
        emptyAttrs++;
350

  
351
        for(int j=i; j<mNumAttributes-1; j++)
352
          {
353
          mAttribute[j] = mAttribute[j+1];
354
          mAttributeName[j] = mAttributeName[j+1];
355
          }
356
        }
357
      }
358

  
359
    mNumAttributes -= emptyAttrs;
360
    }
361

  
362
///////////////////////////////////////////////////////////////////////////////////////////////////
363

  
364
  private void setUpUniforms()
365
    {
359 366
    if( mNumUniforms>0 )
360 367
      {
361 368
      mUniform = new int[mNumUniforms];
......
369 376
    else mUniform = null;
370 377
    }
371 378

  
379
///////////////////////////////////////////////////////////////////////////////////////////////////
380
/**
381
 * Only for use by the library itself.
382
 *
383
 * @y.exclude
384
 */
385
  public DistortedProgram(final InputStream vert, final InputStream frag, final String vertHeader, final String fragHeader,
386
                          int glslVersion, final String[] feedback )
387
  throws FragmentCompilationException,VertexCompilationException,LinkingException
388
    {
389
    init(glslVersion);
390

  
391
    final String vertShader = readTextFileFromRawResource(vert, true );
392
    final String fragShader = readTextFileFromRawResource(frag, false);
393

  
394
    final int vertShaderHandle = compileShader(GLES30.GL_VERTEX_SHADER  , vertHeader + vertShader);
395
    final int fragShaderHandle = compileShader(GLES30.GL_FRAGMENT_SHADER, fragHeader + fragShader);
396

  
397
    mProgramHandle = createAndLinkProgram(vertShaderHandle, fragShaderHandle, mAttributeName, glslVersion>= 300 ? feedback:null );
398

  
399
    setUpAttributes();
400
    setUpUniforms();
401
    }
402

  
372 403
///////////////////////////////////////////////////////////////////////////////////////////////////
373 404
/**
374 405
 * Only for use by the library itself.
......
392 423

  
393 424
    mProgramHandle = createAndLinkProgram(vertShaderHandle, fragShaderHandle, mAttributeName, glslVersion>= 300 ? feedback:null );
394 425

  
395
    mAttribute = new int[mNumAttributes];
396

  
397
    for(int i=0; i<mNumAttributes; i++)
398
      {
399
      mAttribute[i] = GLES30.glGetAttribLocation( mProgramHandle, mAttributeName[i]);
400
      }
401

  
402
    if( mNumUniforms>0 )
403
      {
404
      mUniform = new int[mNumUniforms];
405
      mUniformName = mUniList.split(" ");
406

  
407
      for(int i=0; i<mNumUniforms; i++)
408
        {
409
        mUniform[i] = GLES30.glGetUniformLocation( mProgramHandle, mUniformName[i]);
410
        }
411
      }
412
    else mUniform = null;
426
    setUpAttributes();
427
    setUpUniforms();
413 428
    }
414 429

  
415 430
///////////////////////////////////////////////////////////////////////////////////////////////////
......
434 449
 *
435 450
 * @param vertex   Vertex shader code.
436 451
 * @param fragment Fragment shader code.
437
 * @throws FragmentCompilationException
438
 * @throws VertexCompilationException
439
 * @throws LinkingException
452
 * @throws FragmentCompilationException fragment shader failed to compile
453
 * @throws VertexCompilationException vertex shader failed to compile
454
 * @throws LinkingException shaders failed to link
440 455
 */
441 456
  public DistortedProgram(final String vertex, final String fragment)
442 457
  throws FragmentCompilationException,VertexCompilationException,LinkingException
......
451 466

  
452 467
    mProgramHandle = createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle, mAttributeName, null );
453 468

  
454
    mAttribute = new int[mNumAttributes];
455

  
456
    for(int i=0; i<mNumAttributes; i++)
457
      {
458
      mAttribute[i] = GLES30.glGetAttribLocation( mProgramHandle, mAttributeName[i]);
459
      }
460

  
461
    if( mNumUniforms>0 )
462
      {
463
      mUniform = new int[mNumUniforms];
464
      mUniformName = mUniList.split(" ");
465

  
466
      for(int i=0; i<mNumUniforms; i++)
467
        {
468
        mUniform[i] = GLES30.glGetUniformLocation( mProgramHandle, mUniformName[i]);
469
        }
470
      }
471
    else mUniform = null;
469
    setUpAttributes();
470
    setUpUniforms();
472 471
    }
473 472

  
474 473
///////////////////////////////////////////////////////////////////////////////////////////////////
......
491 490
    GLES30.glUseProgram(mProgramHandle);
492 491

  
493 492
    for(int i=0; i<mNumAttributes; i++)
493
      {
494 494
      GLES30.glEnableVertexAttribArray(mAttribute[i]);
495
      }
496
    }
497

  
498
///////////////////////////////////////////////////////////////////////////////////////////////////
499
/**
500
 * Disable all vertex attribute arrays.
501
 *
502
 * Needs to be called from a thread holding the OpenGL context.
503
 */
504
  public void stopUsingProgram()
505
    {
506
    GLES30.glUseProgram(0);
507

  
508
    for(int i=0; i<mNumAttributes; i++)
509
      {
510
      GLES30.glDisableVertexAttribArray(mAttribute[i]);
511
      }
495 512
    }
496 513
  }
497 514

  

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