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library / src / main / java / org / distorted / library / effect / PostprocessEffectBlurred.java @ b11171e8

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 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.effect;
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import android.opengl.GLES30;
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import org.distorted.library.main.DistortedFramebuffer;
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import org.distorted.library.main.InternalRenderState;
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import org.distorted.library.program.DistortedProgram;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Postprocessed effect in which postprocessing is a Gaussian blur - i.e. Blur or Glow.
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 */
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abstract public class PostprocessEffectBlurred extends PostprocessEffect
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  {
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  private static final int MAX_RADIUS = 50;
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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 final float[] weightsCache = new float[MAX_RADIUS + MAX_RADIUS*MAX_RADIUS/4];
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  private static final float[] offsetsCache = new float[MAX_RADIUS + MAX_RADIUS*MAX_RADIUS/4];
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  private static final float[] mWeights = new float[MAX_RADIUS];
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  private static final float[] mOffsets = new float[MAX_RADIUS];
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  private static DistortedProgram mProgram1, mProgram2;
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  private static int mIndex1, mIndex2;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void destroyStatics()
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    {
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    mProgram1 = null;
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    mProgram2 = null;
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    mIndex1 = 0;
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    mIndex2 = 0;
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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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/**
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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 postprocess(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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      try
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        {
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        mProgram1 = mPrograms.get(mIndex1);
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        mProgram2 = mPrograms.get(mIndex2);
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        }
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      catch(Exception ex)
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        {
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        return 0;
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        }
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      }
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    InternalRenderState.useStencilMark();
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    buffer.setAsOutput();
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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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    float corrW = buffer.getWidthCorrection();
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    float corrH = buffer.getHeightCorrection();
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    float offsetCorrW = corrW/w;
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    float offsetCorrH = corrH/h;
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    int radius = (int)(uniforms[index+1]*mQualityScale);
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    if( radius>=MAX_RADIUS ) radius = MAX_RADIUS-1;
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    if( radius<=0          ) radius = 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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    GLES30.glViewport(0, 0, (int)w, (int)h);
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    // horizontal blur
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    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW;
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    mProgram1.useProgram();
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    buffer.bindForOutput(1);
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    buffer.setAsInput(0);
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    GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
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    GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
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    GLES30.glColorMask(true,true,true,true);
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    GLES30.glClearColor(1.0f,1.0f,1.0f,0.0f);
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    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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    GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
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    GLES30.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH );
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    GLES30.glUniform1i ( mProgram1.mUniform[2] , 0 );
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    GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0);
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    GLES30.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset);
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    GLES30.glUniform1i ( mProgram1.mUniform[5] , radius);
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    GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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    GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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    mProgram1.stopUsingProgram();
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    // vertical blur
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    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH;
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    mProgram2.useProgram();
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    buffer.bindForOutput(0);
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    buffer.setAsInput(1);
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    GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
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    GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
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    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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    GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
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    GLES30.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH );
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    GLES30.glUniform1i ( mProgram2.mUniform[2] , 0 );
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    GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0);
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    GLES30.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset);
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    GLES30.glUniform1i ( mProgram2.mUniform[5] , radius);
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    GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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    GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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    mProgram1.stopUsingProgram();
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    InternalRenderState.unuseStencilMark();
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    return 2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work.
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 */
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  public static void enable(String prog1, String prog2)
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    {
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    final String vertex =
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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"+
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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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      "  }";
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    final String fragment1 =
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      "#define MAX_BLUR "+MAX_RADIUS+    "\n"+
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      "precision lowp float;              \n"+
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      "in vec2 v_TexCoord;                \n"+
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      "out vec4 fragColor;                \n"+
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      "uniform sampler2D u_ColorTexture;  \n"+
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      "uniform float u_Offsets[MAX_BLUR]; \n"+
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      "uniform float u_Weights[MAX_BLUR]; \n"+
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      "uniform int u_Radius;              \n"+
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      "void main()                                                                                           \n"+
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      "  {                                                                                                   \n"+
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      "  vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0];                                      \n"+
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      "  for (int i=1; i<=u_Radius; i+=1)                                                                    \n"+
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      "    {                                                                                                 \n"+
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      "    pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) +                 \n"+
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      "               texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+
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      "    }                                                                                                 \n"+
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      "  fragColor = pixel;                                                                                  \n"+
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      "  }";
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    final String fragment2 =
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      "#define MAX_BLUR "+MAX_RADIUS+    "\n"+
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      "precision lowp float;              \n"+
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      "in vec2 v_TexCoord;                \n"+
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      "out vec4 fragColor;                \n"+
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      "uniform sampler2D u_ColorTexture;  \n"+
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      "uniform float u_Offsets[MAX_BLUR]; \n"+
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      "uniform float u_Weights[MAX_BLUR]; \n"+
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      "uniform int u_Radius;              \n"+
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      "void main()                                                                                           \n"+
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      "  {                                                                                                   \n"+
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      "  vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0];                                      \n"+
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      "  for (int i=1; i<=u_Radius; i+=1)                                                                    \n"+
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      "    {                                                                                                 \n"+
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      "    pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) +                 \n"+
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      "               texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+
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      "    }                                                                                                 \n"+
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      "  fragColor = pixel;                                                                                  \n"+
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      "  }";
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    mIndex1 = PostprocessEffect.register(prog1, vertex,fragment1);
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    mIndex2 = PostprocessEffect.register(prog2, vertex,fragment2);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Default constructor.
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 */
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  public PostprocessEffectBlurred(EffectName name)
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    {
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    super(name);
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    }
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  }
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