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library / src / main / java / org / distorted / library / main / DistortedLibrary.java @ b5be333a

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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.main;
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import android.app.ActivityManager;
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import android.content.Context;
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import android.content.pm.ConfigurationInfo;
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import android.content.res.Resources;
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import android.opengl.GLES30;
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import android.opengl.GLES31;
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import android.util.Log;
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import org.distorted.library.R;
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import org.distorted.library.effect.Effect;
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import org.distorted.library.effectqueue.EffectQueue;
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import org.distorted.library.effectqueue.EffectQueuePostprocess;
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import org.distorted.library.effect.EffectType;
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import org.distorted.library.effect.FragmentEffect;
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import org.distorted.library.effect.PostprocessEffect;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.message.EffectMessageSender;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.VertexCompilationException;
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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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import java.nio.IntBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * A singleton class used to control various global dialog_settings.
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 */
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public class DistortedLibrary
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  {
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  private static int mGLSL;
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  private static String mGLSL_VERSION;
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  private static boolean mOITCompilationSuccessful;
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  /**
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   * When creating an instance of a DistortedTexture from another instance, clone the Bitmap that's
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   * backing up our DistortedTexture.
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   * <p>
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   * This way we can have two DistortedTextures, both backed up by the same Bitmap, to which we can
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   * apply different effects. Used in the copy constructor.
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   */
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  public static final int CLONE_SURFACE = 0x1;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Matrix Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the MATRIX queue.
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   */
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  public static final int CLONE_MATRIX = 0x2;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Vertex Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the VERTEX queue.
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   */
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  public static final int CLONE_VERTEX  = 0x4;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Fragment Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the FRAGMENT queue.
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   */
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  public static final int CLONE_FRAGMENT= 0x8;
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   /**
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   * When creating an instance of a DistortedEffects from another instance, clone the PostProcess Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the POSTPROCESS queue.
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   */
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  public static final int CLONE_POSTPROCESS= 0x10;
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  /**
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   * When creating an instance of a DistortedNode from another instance, clone the children Nodes.
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   * <p>
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   * This is mainly useful for creating many similar sub-trees and rendering then at different places
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   * on the screen with (optionally) different Effects.
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   */
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  public static final int CLONE_CHILDREN= 0x20;
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  /**
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   * Work around bugs in ARM Mali driver by, instead to a single FBO, rendering to a circular queue
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   * of FBO_QUEUE_SIZE FBOs. (otherwise we sometimes get a 'full pipeline flush' and the end result
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   * might be missing part of the Objects)
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   *
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   * This bug only exists on Mali driver r12.
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   *
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   * https://community.arm.com/graphics/f/discussions/10285/opengl-es-3-1-on-mali-t880-flashes
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   */
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  static final int FBO_QUEUE_SIZE = 4;
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  private static boolean mInitialized=false;
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  //////////////////////////////////////////////////////////////////////////////////////////////
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  /// MAIN PROGRAM ///
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  private static DistortedProgram mMainProgram;
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  private static int mMainTextureH;
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  /// NORMAL PROGRAM /////
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  private static DistortedProgram mNormalProgram;
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  private static int mNormalMVPMatrixH;
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  /// MAIN OIT PROGRAM ///
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  private static DistortedProgram mMainOITProgram;
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  private static int mMainOITTextureH;
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  private static int mMainOITSizeH;
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  private static int mMainOITNumRecordsH;
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  /// BLIT PROGRAM ///
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  private static DistortedProgram mBlitProgram;
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  private static int mBlitTextureH;
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  private static int mBlitDepthH;
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  private static final FloatBuffer mQuadPositions;
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  /// FULL PROGRAM ///
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  private static DistortedProgram mFullProgram;
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  static
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    {
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    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
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    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    }
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  /// BLIT DEPTH PROGRAM ///
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  private static DistortedProgram mBlitDepthProgram;
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  private static int mBlitDepthTextureH;
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  private static int mBlitDepthDepthTextureH;
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  private static int mBlitDepthDepthH;
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  private static int mBlitDepthTexCorrH;
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  /// OIT SSBO BUFFER ///
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  private static int[] mLinkedListSSBO = new int[1];
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  private static int[] mAtomicCounter = new int[DistortedLibrary.FBO_QUEUE_SIZE];
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  private static int   mCurrBuffer;
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  static
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    {
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    mLinkedListSSBO[0]= -1;
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    mCurrBuffer       =  0;
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    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)  mAtomicCounter[i] = -1;
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    }
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  ///////////////////////////////////////////////////////////////
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  // meaning: allocate 1.0 screenful of places for transparent
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  // fragments in the SSBO backing up the OIT render method.
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  private static float mBufferSize=1.0f;
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  /// OIT CLEAR PROGRAM ///
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  private static DistortedProgram mOITClearProgram;
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  private static int mOITClearDepthH;
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  private static int mOITClearTexCorrH;
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  private static int mOITClearSizeH;
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  /// OIT BUILD PROGRAM ///
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  private static DistortedProgram mOITBuildProgram;
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  private static int mOITBuildTextureH;
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  private static int mOITBuildDepthTextureH;
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  private static int mOITBuildDepthH;
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  private static int mOITBuildTexCorrH;
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  private static int mOITBuildSizeH;
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  private static int mOITBuildNumRecordsH;
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  /// OIT COLLAPSE PROGRAM ///
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  private static DistortedProgram mOITCollapseProgram;
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  private static int mOITCollapseDepthTextureH;
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  private static int mOITCollapseDepthH;
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  private static int mOITCollapseTexCorrH;
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  private static int mOITCollapseSizeH;
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  /// OIT RENDER PROGRAM ///
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  private static DistortedProgram mOITRenderProgram;
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  private static int mOITRenderDepthH;
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  private static int mOITRenderTexCorrH;
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  private static int mOITRenderSizeH;
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  /// END PROGRAMS //////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// private: hide this from Javadoc
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  private DistortedLibrary()
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    {
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPrograms(Resources resources)
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    {
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    // MAIN PROGRAM ////////////////////////////////////
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
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    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
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    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    String[] feedback = { "v_Position", "v_endPosition" };
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    try
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      {
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      mMainProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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                                          enabledEffectV, enabledEffectF, mGLSL, feedback);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int mainProgramH = mMainProgram.getProgramHandle();
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    EffectQueue.getUniforms(mainProgramH,0);
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    mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
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    try
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      {
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      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitProgramH = mBlitProgram.getProgramHandle();
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    mBlitTextureH  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
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    // BLIT DEPTH PROGRAM ////////////////////////////////////
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    final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
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    final InputStream blitDepthFragStream = resources.openRawResource(R.raw.blit_depth_fragment_shader);
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    try
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      {
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      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT DEPTH program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitDepthProgramH   = mBlitDepthProgram.getProgramHandle();
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    mBlitDepthTextureH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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    mBlitDepthDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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    mBlitDepthDepthH        = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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    mBlitDepthTexCorrH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
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    // NORMAL PROGRAM //////////////////////////////////////
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    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
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    final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
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    try
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      {
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      mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile NORMAL program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int normalProgramH = mNormalProgram.getProgramHandle();
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    mNormalMVPMatrixH  = GLES30.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createFullProgram(Resources resources)
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    {
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    final InputStream fullVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream fullFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numV = VertexEffect.getAllEnabled();
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    String fullVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n");
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    String fullFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " +                                         0   + "\n");
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    String enabledEffectV= VertexEffect.getAllGLSL();
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    String enabledEffectF= "{}";
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    String[] feedback = { "v_Position", "v_endPosition" };
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    try
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      {
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      mFullProgram = new DistortedProgram(fullVertStream, fullFragStream, fullVertHeader, fullFragHeader,
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                                          enabledEffectV, enabledEffectF, mGLSL, feedback);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile FULL program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int fullProgramH = mFullProgram.getProgramHandle();
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    EffectQueue.getUniforms(fullProgramH,3);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createProgramsOIT(Resources resources)
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    {
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    // MAIN OIT PROGRAM ////////////////////////////////
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
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    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") + ("#define OIT\n");
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    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") + ("#define OIT\n");
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    try
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      {
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      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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                                             enabledEffectV, enabledEffectF, mGLSL, null);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int mainOITProgramH = mMainOITProgram.getProgramHandle();
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    EffectQueue.getUniforms(mainOITProgramH,1);
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    mMainOITTextureH    = GLES30.glGetUniformLocation( mainOITProgramH, "u_Texture");
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    mMainOITSizeH       = GLES30.glGetUniformLocation( mainOITProgramH, "u_Size");
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    mMainOITNumRecordsH = GLES30.glGetUniformLocation( mainOITProgramH, "u_numRecords");
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    // OIT CLEAR PROGRAM ////////////////////////////////////
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    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
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    try
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      {
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      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
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    mOITClearDepthH        = GLES30.glGetUniformLocation( oitClearProgramH, "u_Depth");
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    mOITClearTexCorrH      = GLES30.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
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    mOITClearSizeH         = GLES30.glGetUniformLocation( oitClearProgramH, "u_Size");
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    // OIT BUILD PROGRAM ////////////////////////////////////
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    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
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    try
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      {
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      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
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    mOITBuildTextureH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Texture");
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    mOITBuildDepthTextureH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
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    mOITBuildDepthH        = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Depth");
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    mOITBuildTexCorrH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
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    mOITBuildSizeH         = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Size");
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    mOITBuildNumRecordsH   = GLES30.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
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    // OIT COLLAPSE PROGRAM ///////////////////////////
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    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
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    try
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      {
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      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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414
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
415 b7074bc6 Leszek Koltunski
    mOITCollapseDepthTextureH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
416
    mOITCollapseDepthH        = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
417
    mOITCollapseTexCorrH      = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
418
    mOITCollapseSizeH         = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Size");
419 bfe45b4a Leszek Koltunski
420
    // OIT RENDER PROGRAM ///////////////////////////
421
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
422
    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
423
424
    try
425
      {
426 b7074bc6 Leszek Koltunski
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
427 bfe45b4a Leszek Koltunski
      }
428
    catch(Exception e)
429
      {
430
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
431
      throw new RuntimeException(e.getMessage());
432
      }
433
434
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
435 b7074bc6 Leszek Koltunski
    mOITRenderDepthH        = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Depth");
436
    mOITRenderTexCorrH      = GLES30.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
437
    mOITRenderSizeH         = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Size");
438 bfe45b4a Leszek Koltunski
    }
439
440
///////////////////////////////////////////////////////////////////////////////////////////////////
441
442
  private static void displayNormals(EffectQueue[] queues, MeshBase mesh)
443
    {
444
    int num = mesh.getNumVertices();
445
    int tfo = mesh.getTFO();
446
447 b7074bc6 Leszek Koltunski
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
448
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
449 7602a827 Leszek Koltunski
    InternalRenderState.switchOffDrawing();
450 b7074bc6 Leszek Koltunski
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
451 7602a827 Leszek Koltunski
    InternalRenderState.restoreDrawing();
452 b7074bc6 Leszek Koltunski
    GLES30.glEndTransformFeedback();
453
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
454 bfe45b4a Leszek Koltunski
455 f046b159 Leszek Koltunski
    mNormalProgram.useProgram();
456
    GLES30.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
457
    mesh.bindTransformAttribs(mNormalProgram);
458 b7074bc6 Leszek Koltunski
    GLES30.glLineWidth(8.0f);
459
    GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*num);
460 bfe45b4a Leszek Koltunski
    }
461
462 f046b159 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
463
// execute all VertexEffects and adjust all vertices
464
465
  public static void adjustVertices(MeshBase mesh)
466
    {
467
    if( mFullProgram!=null )
468
      {
469
      GLES30.glViewport(0, 0, 500, 500 ); // TODO ???
470
471
      int num = mesh.getNumVertices();
472
      int tfo = mesh.getTFO();
473
474
      mFullProgram.useProgram();
475
      mesh.bindVertexAttribs(mFullProgram);
476
      mesh.computeQueue();
477
      mesh.sendQueue();
478
479
      GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
480
      GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
481
      InternalRenderState.switchOffDrawing();
482
      GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
483
      InternalRenderState.restoreDrawing();
484
      GLES30.glEndTransformFeedback();
485
      mesh.copyTransformToVertex();
486 b5be333a Leszek Koltunski
      GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
487 f046b159 Leszek Koltunski
      }
488
    }
489
490 bfe45b4a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
491
492 c90aca24 Leszek Koltunski
  static void drawPrivOIT(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
493 bfe45b4a Leszek Koltunski
    {
494 c90aca24 Leszek Koltunski
    EffectQueue[] queues = effects.getQueues();
495
496 644c21f2 Leszek Koltunski
    EffectQueue.compute(queues, currTime);
497 b7074bc6 Leszek Koltunski
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
498 bfe45b4a Leszek Koltunski
499 7602a827 Leszek Koltunski
    DistortedLibrary.mMainOITProgram.useProgram();
500 b7074bc6 Leszek Koltunski
    GLES30.glUniform1i(DistortedLibrary.mMainOITTextureH, 0);
501
    GLES30.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
502
    GLES30.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
503 7602a827 Leszek Koltunski
    mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram);
504 bfe45b4a Leszek Koltunski
505 809dcae3 Leszek Koltunski
    float inflate     = mesh.getInflate();
506
    float distance    = surface.mDistance;
507
    float mipmap      = surface.mMipmap;
508
    float[] projection= surface.mProjectionMatrix;
509 bfe45b4a Leszek Koltunski
510 23b733db Leszek Koltunski
    EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 1 );
511 b7074bc6 Leszek Koltunski
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
512 bfe45b4a Leszek Koltunski
513
    if( mesh.getShowNormals() )
514
      {
515 7602a827 Leszek Koltunski
      DistortedLibrary.mMainProgram.useProgram();
516 23b733db Leszek Koltunski
      EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
517 bfe45b4a Leszek Koltunski
      displayNormals(queues,mesh);
518
      }
519
    }
520
521
///////////////////////////////////////////////////////////////////////////////////////////////////
522
523 c90aca24 Leszek Koltunski
  static void drawPriv(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
524 bfe45b4a Leszek Koltunski
    {
525 f046b159 Leszek Koltunski
    if( mMainProgram!=null )
526 f482efa3 Leszek Koltunski
      {
527
      EffectQueue[] queues = effects.getQueues();
528 bfe45b4a Leszek Koltunski
529 f482efa3 Leszek Koltunski
      EffectQueue.compute(queues, currTime);
530
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
531 46b572b5 Leszek Koltunski
532 f482efa3 Leszek Koltunski
      mMainProgram.useProgram();
533
      GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0);
534
      mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
535 809dcae3 Leszek Koltunski
536 f482efa3 Leszek Koltunski
      float inflate     = mesh.getInflate();
537
      float distance    = surface.mDistance;
538
      float mipmap      = surface.mMipmap;
539
      float[] projection= surface.mProjectionMatrix;
540 809dcae3 Leszek Koltunski
541 f482efa3 Leszek Koltunski
      EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
542
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
543 bfe45b4a Leszek Koltunski
544 f482efa3 Leszek Koltunski
      if( mesh.getShowNormals() ) displayNormals(queues,mesh);
545
      }
546 bfe45b4a Leszek Koltunski
    }
547
548
///////////////////////////////////////////////////////////////////////////////////////////////////
549
550 7602a827 Leszek Koltunski
  static void blitPriv(InternalOutputSurface surface)
551 bfe45b4a Leszek Koltunski
    {
552 f482efa3 Leszek Koltunski
    if( mBlitProgram!=null )
553
      {
554
      mBlitProgram.useProgram();
555 bfe45b4a Leszek Koltunski
556 f482efa3 Leszek Koltunski
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
557
      GLES30.glUniform1i(mBlitTextureH, 0);
558
      GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
559
      GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
560
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
561
      }
562 bfe45b4a Leszek Koltunski
    }
563
564
///////////////////////////////////////////////////////////////////////////////////////////////////
565
566 7602a827 Leszek Koltunski
  static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
567 bfe45b4a Leszek Koltunski
    {
568 f482efa3 Leszek Koltunski
    if( mBlitDepthProgram!=null )
569
      {
570
      mBlitDepthProgram.useProgram();
571
572
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
573
      GLES30.glUniform1i(mBlitDepthTextureH, 0);
574
      GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
575
      GLES30.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
576
      GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
577
      GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
578
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
579
      }
580 bfe45b4a Leszek Koltunski
    }
581
582
///////////////////////////////////////////////////////////////////////////////////////////////////
583 b7074bc6 Leszek Koltunski
// yes it is safe to be mixing 3.0 and 3.1 like that, senior members of the OpenGL discussions forum assert
584 bfe45b4a Leszek Koltunski
585
  private static int printPreviousBuffer()
586
    {
587
    int counter = 0;
588
589 b7074bc6 Leszek Koltunski
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
590
                                                                GLES30.GL_MAP_READ_BIT);
591 bfe45b4a Leszek Koltunski
    if( atomicBuf!=null )
592
      {
593
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
594
      counter = atomicIntBuf.get(0);
595
      }
596
    else
597
      {
598 b7074bc6 Leszek Koltunski
      Log.e("effects", "print: failed to map atomic buffer");
599 bfe45b4a Leszek Koltunski
      }
600
601 b7074bc6 Leszek Koltunski
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
602 bfe45b4a Leszek Koltunski
603
    return counter;
604
    }
605
606
///////////////////////////////////////////////////////////////////////////////////////////////////
607
608
  private static void zeroBuffer()
609
    {
610 b7074bc6 Leszek Koltunski
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
611
        GLES30.GL_MAP_WRITE_BIT|GLES30.GL_MAP_INVALIDATE_BUFFER_BIT);
612 bfe45b4a Leszek Koltunski
    if( atomicBuf!=null )
613
      {
614
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
615
      atomicIntBuf.put(0,0);
616
      }
617
    else
618
      {
619 b7074bc6 Leszek Koltunski
      Log.e("effects", "zero: failed to map atomic buffer");
620 bfe45b4a Leszek Koltunski
      }
621
622 b7074bc6 Leszek Koltunski
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
623 bfe45b4a Leszek Koltunski
    }
624
625
///////////////////////////////////////////////////////////////////////////////////////////////////
626
// reset atomic counter to 0
627
628
  static int zeroOutAtomic()
629
    {
630
    int counter = 0;
631
632
    if( mAtomicCounter[0]<0 )
633
      {
634 b7074bc6 Leszek Koltunski
      GLES30.glGenBuffers(DistortedLibrary.FBO_QUEUE_SIZE,mAtomicCounter,0);
635 bfe45b4a Leszek Koltunski
636 7602a827 Leszek Koltunski
      for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)
637 bfe45b4a Leszek Koltunski
        {
638 b7074bc6 Leszek Koltunski
        GLES30.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
639
        GLES30.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES30.GL_DYNAMIC_DRAW);
640 bfe45b4a Leszek Koltunski
        zeroBuffer();
641
        }
642
      }
643
644
    // reading the value of the buffer on every frame would slow down rendering by
645 f953bee0 Leszek Koltunski
    // dialog_about 3%; doing it only once every 5 frames affects speed by less than 1%.
646 bfe45b4a Leszek Koltunski
    if( mCurrBuffer==0 )
647
      {
648 b7074bc6 Leszek Koltunski
      GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
649 bfe45b4a Leszek Koltunski
      counter = printPreviousBuffer();
650
      }
651
652 7602a827 Leszek Koltunski
    if( ++mCurrBuffer>= DistortedLibrary.FBO_QUEUE_SIZE ) mCurrBuffer = 0;
653 bfe45b4a Leszek Koltunski
654 b7074bc6 Leszek Koltunski
    GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
655 bfe45b4a Leszek Koltunski
    zeroBuffer();
656
657
    return counter;
658
    }
659
660
///////////////////////////////////////////////////////////////////////////////////////////////////
661 809dcae3 Leszek Koltunski
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
662 bfe45b4a Leszek Koltunski
663 7602a827 Leszek Koltunski
  static void oitClear(InternalOutputSurface surface, int counter)
664 bfe45b4a Leszek Koltunski
    {
665 f482efa3 Leszek Koltunski
    if( mOITClearProgram!=null )
666 bfe45b4a Leszek Koltunski
      {
667 f482efa3 Leszek Koltunski
      if( mLinkedListSSBO[0]<0 )
668
        {
669
        GLES30.glGenBuffers(1,mLinkedListSSBO,0);
670 bfe45b4a Leszek Koltunski
671 f482efa3 Leszek Koltunski
        int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
672
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
673
        GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
674
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
675 bfe45b4a Leszek Koltunski
676 f482efa3 Leszek Koltunski
        GLES30.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
677
        }
678 bfe45b4a Leszek Koltunski
679 f482efa3 Leszek Koltunski
      // See if we have overflown the SSBO in one of the previous frames.
680
      // If yes, assume we need to make the SSBO larger.
681
      float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
682 bfe45b4a Leszek Koltunski
683 f482efa3 Leszek Koltunski
      if( overflow>1.0f )
684
        {
685
        //android.util.Log.e("effects", "previous frame rendered "+counter+
686
        //                   " fragments, but there was only "+(mBufferSize*surface.mWidth*surface.mHeight)+" space");
687
688
        mBufferSize *= (int)(overflow+1.0f);
689
        int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
690
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
691
        GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
692
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
693
        }
694 bfe45b4a Leszek Koltunski
695 f482efa3 Leszek Koltunski
      mOITClearProgram.useProgram();
696 bfe45b4a Leszek Koltunski
697 f482efa3 Leszek Koltunski
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
698
      GLES30.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
699
      GLES30.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
700
      GLES30.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
701
      GLES30.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
702
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
703
      }
704 bfe45b4a Leszek Koltunski
    }
705
706
///////////////////////////////////////////////////////////////////////////////////////////////////
707
// Pass2 of the OIT algorithm - build per-pixel linked lists.
708
709 7602a827 Leszek Koltunski
  static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
710 bfe45b4a Leszek Koltunski
    {
711 f482efa3 Leszek Koltunski
    if( mOITBuildProgram!=null )
712
      {
713
      mOITBuildProgram.useProgram();
714
715
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
716
      GLES30.glUniform1i(mOITBuildTextureH, 0);
717
      GLES30.glUniform1i(mOITBuildDepthTextureH, 1);
718
      GLES30.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
719
      GLES30.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
720
      GLES30.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
721
      GLES30.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
722
      GLES30.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
723
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
724
      }
725 bfe45b4a Leszek Koltunski
    }
726
727
///////////////////////////////////////////////////////////////////////////////////////////////////
728
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
729
730 7602a827 Leszek Koltunski
  static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
731 bfe45b4a Leszek Koltunski
    {
732 f482efa3 Leszek Koltunski
    if( mOITCollapseProgram!=null )
733
      {
734
      mOITCollapseProgram.useProgram();
735
736
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
737
      GLES30.glUniform1i(mOITCollapseDepthTextureH, 1);
738
      GLES30.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
739
      GLES30.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
740
      GLES30.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
741
      GLES30.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
742
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
743
      }
744 bfe45b4a Leszek Koltunski
    }
745
746
///////////////////////////////////////////////////////////////////////////////////////////////////
747
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
748
749 7602a827 Leszek Koltunski
  static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
750 bfe45b4a Leszek Koltunski
    {
751 f482efa3 Leszek Koltunski
    if( mOITRenderProgram!=null )
752
      {
753
      mOITRenderProgram.useProgram();
754
755
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
756
      GLES30.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
757
      GLES30.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
758
      GLES30.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
759
      GLES30.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
760
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
761
      }
762 bfe45b4a Leszek Koltunski
    }
763
764
///////////////////////////////////////////////////////////////////////////////////////////////////
765
766
  static void setSSBOSize(float size)
767
    {
768
    mBufferSize = size;
769
    }
770
771 edea9cf3 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
772
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
773 b7074bc6 Leszek Koltunski
// PowerVR GE8100 / GE8300 compiler fails to compile OIT programs.
774 edea9cf3 Leszek Koltunski
775 c43abe6c Leszek Koltunski
  private static void detectBuggyDrivers()
776 edea9cf3 Leszek Koltunski
    {
777 b7074bc6 Leszek Koltunski
    String vendor  = GLES30.glGetString(GLES30.GL_VENDOR);
778
    String version = GLES30.glGetString(GLES30.GL_VERSION);
779
    String renderer= GLES30.glGetString(GLES30.GL_RENDERER);
780 edea9cf3 Leszek Koltunski
781
    /*
782 b7074bc6 Leszek Koltunski
    android.util.Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
783
    android.util.Log.e("DISTORTED", "GL Version "  +GLES30.glGetString(GLES31.GL_VERSION));
784
    android.util.Log.e("DISTORTED", "GL Vendor "   +GLES30.glGetString(GLES31.GL_VENDOR));
785
    android.util.Log.e("DISTORTED", "GL Renderer " +GLES30.glGetString(GLES31.GL_RENDERER));
786 edea9cf3 Leszek Koltunski
    */
787
788
    if( vendor.contains("ARM") )
789
      {
790
      if( version.contains("r12") )
791
        {
792 b7074bc6 Leszek Koltunski
        Log.e("DISTORTED", "You are running this on a ARM Mali driver r12.\nThis is a buggy driver, please update to r22. Problems with flashing expected.");
793 edea9cf3 Leszek Koltunski
        }
794
      }
795
    else if( vendor.contains("Imagination") )
796
      {
797
      if( renderer.contains("GE8") )
798
        {
799 b7074bc6 Leszek Koltunski
        Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
800 edea9cf3 Leszek Koltunski
        }
801
      }
802
    }
803
804 b7074bc6 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
805
/**
806
 * Return OpenGL ES version supported by the hardware we are running on.
807
 * There are only two possibilities: 300 (OpenGL ES 3.0) or 310 (at least OpenGL ES 3.1)
808
 */
809
  static int getGLSL()
810
    {
811
    return mGLSL;
812
    }
813
814
///////////////////////////////////////////////////////////////////////////////////////////////////
815
/**
816
 * Have we successfully managed to compile the OIT programs?
817
 * Some hardware ( Imagination GE8100 / 8300, driver build 1.8@4490469 present in my HTC phone and,
818
 * sadly, Amazon Fire Stick 4K ) fails to compile the shaders. See relevant thread in Imagination's
819
 * support forum:
820
 *
821
 * https://forums.imgtec.com/t/ge8100-in-htc-desire-12-android-7-1-1-fragment-shader-fails-to-compile/2708
822
 */
823
  public static boolean OITCompilationSuccessful()
824
    {
825
    return mOITCompilationSuccessful;
826
    }
827
828 421c2728 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
829 310e14fb leszek
/**
830
 * Have we called onCreate yet, ie have we initialized the library?
831 1dfc9074 leszek
 * @return <code>true</code> if the library is initialized and ready for action.
832 310e14fb leszek
 */
833
  public static boolean isInitialized()
834 421c2728 Leszek Koltunski
    {
835 55c14a19 Leszek Koltunski
    return mInitialized;
836 421c2728 Leszek Koltunski
    }
837
838 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
839
/**
840 c43abe6c Leszek Koltunski
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
841 432442f9 Leszek Koltunski
 * I.e. best called from GLSurfaceView.onCreate().
842 6a06a912 Leszek Koltunski
 * <p>
843 432442f9 Leszek Koltunski
 * Needs to be called from a thread holding the OpenGL context.
844 6a06a912 Leszek Koltunski
 *   
845 015642fb Leszek Koltunski
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
846 6a06a912 Leszek Koltunski
 */
847 edea9cf3 Leszek Koltunski
  public static void onCreate(final Context context) throws Exception
848 d6e94c84 Leszek Koltunski
    {
849 30beb34f Leszek Koltunski
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
850
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
851 b7074bc6 Leszek Koltunski
852
    int glESversion = configurationInfo.reqGlEsVersion;
853
    int major = glESversion >> 16;
854
    int minor = glESversion & 0xff;
855
856
    if( major< 3 )
857
      {
858
      mGLSL = 100*major + 10*minor;
859
      throw new VertexCompilationException("at least OpenGL ES 3.0 required, this device supports only "+major+"."+minor);
860
      }
861
    else
862
      {
863
      mGLSL = (major==3 && minor==0) ? 300 : 310;
864
      }
865
866
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+major+"."+minor);
867
    mGLSL_VERSION = "#version "+mGLSL+" es\n";
868 edea9cf3 Leszek Koltunski
869
    mInitialized = true;
870 b7074bc6 Leszek Koltunski
    mOITCompilationSuccessful = false;
871 edea9cf3 Leszek Koltunski
872
    detectBuggyDrivers();
873
874 0e924ba5 Leszek Koltunski
    EffectMessageSender.startSending();
875
876 d6e94c84 Leszek Koltunski
    final Resources resources = context.getResources();
877 c90b9e01 Leszek Koltunski
878 edea9cf3 Leszek Koltunski
    Exception exception=null;
879
880
    try
881
      {
882 bfe45b4a Leszek Koltunski
      createPrograms(resources);
883 edea9cf3 Leszek Koltunski
      }
884
    catch(Exception ex)
885
      {
886
      exception = ex;
887
      }
888
889 f046b159 Leszek Koltunski
    try
890
      {
891
      createFullProgram(resources);
892
      }
893
    catch(Exception ex)
894
      {
895
      exception = ex;
896
      }
897
898 b7074bc6 Leszek Koltunski
    if( mGLSL>=310)
899 edea9cf3 Leszek Koltunski
      {
900 b7074bc6 Leszek Koltunski
      try
901
        {
902
        createProgramsOIT(resources);
903
        mOITCompilationSuccessful = true;
904
        }
905
      catch(Exception ex)
906
        {
907
        exception = ex;
908
        }
909 edea9cf3 Leszek Koltunski
      }
910
911 a13dde77 Leszek Koltunski
    try
912
      {
913 b7074bc6 Leszek Koltunski
      EffectQueuePostprocess.createPrograms(resources, mGLSL);
914 a13dde77 Leszek Koltunski
      }
915
    catch(Exception ex)
916
      {
917
      exception = ex;
918
      }
919
920 edea9cf3 Leszek Koltunski
    try
921
      {
922 b7074bc6 Leszek Koltunski
      PostprocessEffect.createPrograms(mGLSL);
923 edea9cf3 Leszek Koltunski
      }
924
    catch(Exception ex)
925
      {
926
      exception = ex;
927
      }
928
929
    if( exception!=null)
930
      {
931
      throw exception;
932
      }
933 6a06a912 Leszek Koltunski
    }
934
935 05ecc6fe Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
936
/**
937 78e89fb5 Leszek Koltunski
 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
938 05ecc6fe Leszek Koltunski
 * Must be called from Activity.onPause().
939
 */
940
  public static void onPause()
941
    {
942 7602a827 Leszek Koltunski
    InternalObject.onPause();
943 bfe45b4a Leszek Koltunski
944
    mLinkedListSSBO[0]= -1;
945
946 7602a827 Leszek Koltunski
    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1;
947 05ecc6fe Leszek Koltunski
    }
948
949 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
950
/**
951
 * Call this so that the Library can release its internal data structures.
952
 * Must be called from Activity.onDestroy(). 
953
 */
954
  public static void onDestroy()
955
    {
956 7602a827 Leszek Koltunski
    InternalObject.onDestroy();
957
    InternalNodeData.onDestroy();
958
    InternalMaster.onDestroy();
959
    InternalOutputSurface.onDestroy();
960 46b572b5 Leszek Koltunski
    DistortedEffects.onDestroy();
961 42571056 Leszek Koltunski
    EffectQueue.onDestroy();
962 26a4e5f6 leszek
    Effect.onDestroy();
963 6a06a912 Leszek Koltunski
    EffectMessageSender.stopSending();
964 f8686932 Leszek Koltunski
965 55c14a19 Leszek Koltunski
    mInitialized = false;
966 6a06a912 Leszek Koltunski
    }
967 bfe45b4a Leszek Koltunski
968
///////////////////////////////////////////////////////////////////////////////////////////////////
969
/**
970
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
971
 * single (InputSurface,MeshBase) combo.
972
 *
973
 * @param type {@link EffectType}
974
 * @return The maximum number of effects of a given type.
975
 */
976
  @SuppressWarnings("unused")
977
  public static int getMax(EffectType type)
978
    {
979
    return EffectQueue.getMax(type.ordinal());
980
    }
981
982
///////////////////////////////////////////////////////////////////////////////////////////////////
983
/**
984
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
985
 * This can fail if:
986
 * <ul>
987
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
988
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
989 7602a827 Leszek Koltunski
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
990 bfe45b4a Leszek Koltunski
 *     time only decreasing the value of 'max' is permitted.
991
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
992
 * </ul>
993
 *
994
 * @param type {@link EffectType}
995
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
996
 *            than Byte.MAX_VALUE
997
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
998
 */
999
  @SuppressWarnings("unused")
1000
  public static boolean setMax(EffectType type, int max)
1001
    {
1002
    return EffectQueue.setMax(type.ordinal(),max);
1003
    }
1004 f8f6d457 leszek
  }