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library / src / main / java / org / distorted / library / main / DistortedLibrary.java @ b7074bc6

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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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  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 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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    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
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    mOITCollapseDepthTextureH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
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    mOITCollapseDepthH        = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
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    mOITCollapseTexCorrH      = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
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    mOITCollapseSizeH         = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Size");
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    // OIT RENDER PROGRAM ///////////////////////////
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    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
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    try
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      {
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      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, 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 RENDER program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
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    mOITRenderDepthH        = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Depth");
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    mOITRenderTexCorrH      = GLES30.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
403
    mOITRenderSizeH         = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Size");
404 bfe45b4a Leszek Koltunski
    }
405
406
///////////////////////////////////////////////////////////////////////////////////////////////////
407
408
  private static void displayNormals(EffectQueue[] queues, MeshBase mesh)
409
    {
410
    int num = mesh.getNumVertices();
411
    int tfo = mesh.getTFO();
412
413 b7074bc6 Leszek Koltunski
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
414
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
415 7602a827 Leszek Koltunski
    InternalRenderState.switchOffDrawing();
416 b7074bc6 Leszek Koltunski
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
417 7602a827 Leszek Koltunski
    InternalRenderState.restoreDrawing();
418 b7074bc6 Leszek Koltunski
    GLES30.glEndTransformFeedback();
419
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
420 bfe45b4a Leszek Koltunski
421 7602a827 Leszek Koltunski
    DistortedLibrary.mNormalProgram.useProgram();
422 b7074bc6 Leszek Koltunski
    GLES30.glUniformMatrix4fv(DistortedLibrary.mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
423 7602a827 Leszek Koltunski
    mesh.bindTransformAttribs(DistortedLibrary.mNormalProgram);
424 b7074bc6 Leszek Koltunski
    GLES30.glLineWidth(8.0f);
425
    GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*num);
426 bfe45b4a Leszek Koltunski
    }
427
428
///////////////////////////////////////////////////////////////////////////////////////////////////
429
430 c90aca24 Leszek Koltunski
  static void drawPrivOIT(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
431 bfe45b4a Leszek Koltunski
    {
432 c90aca24 Leszek Koltunski
    EffectQueue[] queues = effects.getQueues();
433
434 644c21f2 Leszek Koltunski
    EffectQueue.compute(queues, currTime);
435 b7074bc6 Leszek Koltunski
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
436 bfe45b4a Leszek Koltunski
437 7602a827 Leszek Koltunski
    DistortedLibrary.mMainOITProgram.useProgram();
438 b7074bc6 Leszek Koltunski
    GLES30.glUniform1i(DistortedLibrary.mMainOITTextureH, 0);
439
    GLES30.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
440
    GLES30.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
441 7602a827 Leszek Koltunski
    mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram);
442 bfe45b4a Leszek Koltunski
443 809dcae3 Leszek Koltunski
    float inflate     = mesh.getInflate();
444
    float distance    = surface.mDistance;
445
    float mipmap      = surface.mMipmap;
446
    float[] projection= surface.mProjectionMatrix;
447 bfe45b4a Leszek Koltunski
448 23b733db Leszek Koltunski
    EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 1 );
449 b7074bc6 Leszek Koltunski
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
450 bfe45b4a Leszek Koltunski
451
    if( mesh.getShowNormals() )
452
      {
453 7602a827 Leszek Koltunski
      DistortedLibrary.mMainProgram.useProgram();
454 23b733db Leszek Koltunski
      EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
455 bfe45b4a Leszek Koltunski
      displayNormals(queues,mesh);
456
      }
457
    }
458
459
///////////////////////////////////////////////////////////////////////////////////////////////////
460
461 c90aca24 Leszek Koltunski
  static void drawPriv(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
462 bfe45b4a Leszek Koltunski
    {
463 c90aca24 Leszek Koltunski
    EffectQueue[] queues = effects.getQueues();
464 bfe45b4a Leszek Koltunski
465 644c21f2 Leszek Koltunski
    EffectQueue.compute(queues, currTime);
466 b7074bc6 Leszek Koltunski
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
467 46b572b5 Leszek Koltunski
468 7602a827 Leszek Koltunski
    DistortedLibrary.mMainProgram.useProgram();
469 b7074bc6 Leszek Koltunski
    GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0);
470 7602a827 Leszek Koltunski
    mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
471 809dcae3 Leszek Koltunski
472
    float inflate     = mesh.getInflate();
473
    float distance    = surface.mDistance;
474
    float mipmap      = surface.mMipmap;
475
    float[] projection= surface.mProjectionMatrix;
476
477 23b733db Leszek Koltunski
    EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
478 b7074bc6 Leszek Koltunski
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
479 bfe45b4a Leszek Koltunski
480
    if( mesh.getShowNormals() ) displayNormals(queues,mesh);
481
    }
482
483
///////////////////////////////////////////////////////////////////////////////////////////////////
484
485 7602a827 Leszek Koltunski
  static void blitPriv(InternalOutputSurface surface)
486 bfe45b4a Leszek Koltunski
    {
487
    mBlitProgram.useProgram();
488
489 b7074bc6 Leszek Koltunski
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
490
    GLES30.glUniform1i(mBlitTextureH, 0);
491
    GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
492
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
493
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
494 bfe45b4a Leszek Koltunski
    }
495
496
///////////////////////////////////////////////////////////////////////////////////////////////////
497
498 7602a827 Leszek Koltunski
  static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
499 bfe45b4a Leszek Koltunski
    {
500
    mBlitDepthProgram.useProgram();
501
502 b7074bc6 Leszek Koltunski
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
503
    GLES30.glUniform1i(mBlitDepthTextureH, 0);
504
    GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
505
    GLES30.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
506
    GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
507
    GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
508
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
509 bfe45b4a Leszek Koltunski
    }
510
511
///////////////////////////////////////////////////////////////////////////////////////////////////
512 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
513 bfe45b4a Leszek Koltunski
514
  private static int printPreviousBuffer()
515
    {
516
    int counter = 0;
517
518 b7074bc6 Leszek Koltunski
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
519
                                                                GLES30.GL_MAP_READ_BIT);
520 bfe45b4a Leszek Koltunski
    if( atomicBuf!=null )
521
      {
522
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
523
      counter = atomicIntBuf.get(0);
524
      }
525
    else
526
      {
527 b7074bc6 Leszek Koltunski
      Log.e("effects", "print: failed to map atomic buffer");
528 bfe45b4a Leszek Koltunski
      }
529
530 b7074bc6 Leszek Koltunski
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
531 bfe45b4a Leszek Koltunski
532
    return counter;
533
    }
534
535
///////////////////////////////////////////////////////////////////////////////////////////////////
536
537
  private static void zeroBuffer()
538
    {
539 b7074bc6 Leszek Koltunski
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
540
        GLES30.GL_MAP_WRITE_BIT|GLES30.GL_MAP_INVALIDATE_BUFFER_BIT);
541 bfe45b4a Leszek Koltunski
    if( atomicBuf!=null )
542
      {
543
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
544
      atomicIntBuf.put(0,0);
545
      }
546
    else
547
      {
548 b7074bc6 Leszek Koltunski
      Log.e("effects", "zero: failed to map atomic buffer");
549 bfe45b4a Leszek Koltunski
      }
550
551 b7074bc6 Leszek Koltunski
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
552 bfe45b4a Leszek Koltunski
    }
553
554
///////////////////////////////////////////////////////////////////////////////////////////////////
555
// reset atomic counter to 0
556
557
  static int zeroOutAtomic()
558
    {
559
    int counter = 0;
560
561
    if( mAtomicCounter[0]<0 )
562
      {
563 b7074bc6 Leszek Koltunski
      GLES30.glGenBuffers(DistortedLibrary.FBO_QUEUE_SIZE,mAtomicCounter,0);
564 bfe45b4a Leszek Koltunski
565 7602a827 Leszek Koltunski
      for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)
566 bfe45b4a Leszek Koltunski
        {
567 b7074bc6 Leszek Koltunski
        GLES30.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
568
        GLES30.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES30.GL_DYNAMIC_DRAW);
569 bfe45b4a Leszek Koltunski
        zeroBuffer();
570
        }
571
      }
572
573
    // reading the value of the buffer on every frame would slow down rendering by
574 f953bee0 Leszek Koltunski
    // dialog_about 3%; doing it only once every 5 frames affects speed by less than 1%.
575 bfe45b4a Leszek Koltunski
    if( mCurrBuffer==0 )
576
      {
577 b7074bc6 Leszek Koltunski
      GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
578 bfe45b4a Leszek Koltunski
      counter = printPreviousBuffer();
579
      }
580
581 7602a827 Leszek Koltunski
    if( ++mCurrBuffer>= DistortedLibrary.FBO_QUEUE_SIZE ) mCurrBuffer = 0;
582 bfe45b4a Leszek Koltunski
583 b7074bc6 Leszek Koltunski
    GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
584 bfe45b4a Leszek Koltunski
    zeroBuffer();
585
586
    return counter;
587
    }
588
589
///////////////////////////////////////////////////////////////////////////////////////////////////
590 809dcae3 Leszek Koltunski
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
591 bfe45b4a Leszek Koltunski
592 7602a827 Leszek Koltunski
  static void oitClear(InternalOutputSurface surface, int counter)
593 bfe45b4a Leszek Koltunski
    {
594
    if( mLinkedListSSBO[0]<0 )
595
      {
596 b7074bc6 Leszek Koltunski
      GLES30.glGenBuffers(1,mLinkedListSSBO,0);
597 bfe45b4a Leszek Koltunski
598
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
599 b7074bc6 Leszek Koltunski
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
600
      GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
601
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
602 bfe45b4a Leszek Koltunski
603 b7074bc6 Leszek Koltunski
      GLES30.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
604 bfe45b4a Leszek Koltunski
      }
605
606
    // See if we have overflown the SSBO in one of the previous frames.
607
    // If yes, assume we need to make the SSBO larger.
608
    float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
609
610
    if( overflow>1.0f )
611
      {
612
      //android.util.Log.e("effects", "previous frame rendered "+counter+
613
      //                   " fragments, but there was only "+(mBufferSize*surface.mWidth*surface.mHeight)+" space");
614
615
      mBufferSize *= (int)(overflow+1.0f);
616
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
617 b7074bc6 Leszek Koltunski
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
618
      GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
619
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
620 bfe45b4a Leszek Koltunski
      }
621
622
    mOITClearProgram.useProgram();
623
624 b7074bc6 Leszek Koltunski
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
625
    GLES30.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
626
    GLES30.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
627
    GLES30.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
628
    GLES30.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
629
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
630 bfe45b4a Leszek Koltunski
    }
631
632
///////////////////////////////////////////////////////////////////////////////////////////////////
633
// Pass2 of the OIT algorithm - build per-pixel linked lists.
634
635 7602a827 Leszek Koltunski
  static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
636 bfe45b4a Leszek Koltunski
    {
637
    mOITBuildProgram.useProgram();
638
639 b7074bc6 Leszek Koltunski
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
640
    GLES30.glUniform1i(mOITBuildTextureH, 0);
641
    GLES30.glUniform1i(mOITBuildDepthTextureH, 1);
642
    GLES30.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
643
    GLES30.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
644
    GLES30.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
645
    GLES30.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
646
    GLES30.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
647
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
648 bfe45b4a Leszek Koltunski
    }
649
650
///////////////////////////////////////////////////////////////////////////////////////////////////
651
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
652
653 7602a827 Leszek Koltunski
  static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
654 bfe45b4a Leszek Koltunski
    {
655
    mOITCollapseProgram.useProgram();
656
657 b7074bc6 Leszek Koltunski
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
658
    GLES30.glUniform1i(mOITCollapseDepthTextureH, 1);
659
    GLES30.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
660
    GLES30.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
661
    GLES30.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
662
    GLES30.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
663
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
664 bfe45b4a Leszek Koltunski
    }
665
666
///////////////////////////////////////////////////////////////////////////////////////////////////
667
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
668
669 7602a827 Leszek Koltunski
  static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
670 bfe45b4a Leszek Koltunski
    {
671
    mOITRenderProgram.useProgram();
672
673 b7074bc6 Leszek Koltunski
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
674
    GLES30.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
675
    GLES30.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
676
    GLES30.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
677
    GLES30.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
678
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
679 bfe45b4a Leszek Koltunski
    }
680
681
///////////////////////////////////////////////////////////////////////////////////////////////////
682
683
  static void setSSBOSize(float size)
684
    {
685
    mBufferSize = size;
686
    }
687
688 edea9cf3 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
689
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
690 b7074bc6 Leszek Koltunski
// PowerVR GE8100 / GE8300 compiler fails to compile OIT programs.
691 edea9cf3 Leszek Koltunski
692 c43abe6c Leszek Koltunski
  private static void detectBuggyDrivers()
693 edea9cf3 Leszek Koltunski
    {
694 b7074bc6 Leszek Koltunski
    String vendor  = GLES30.glGetString(GLES30.GL_VENDOR);
695
    String version = GLES30.glGetString(GLES30.GL_VERSION);
696
    String renderer= GLES30.glGetString(GLES30.GL_RENDERER);
697 edea9cf3 Leszek Koltunski
698
    /*
699 b7074bc6 Leszek Koltunski
    android.util.Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
700
    android.util.Log.e("DISTORTED", "GL Version "  +GLES30.glGetString(GLES31.GL_VERSION));
701
    android.util.Log.e("DISTORTED", "GL Vendor "   +GLES30.glGetString(GLES31.GL_VENDOR));
702
    android.util.Log.e("DISTORTED", "GL Renderer " +GLES30.glGetString(GLES31.GL_RENDERER));
703 edea9cf3 Leszek Koltunski
    */
704
705
    if( vendor.contains("ARM") )
706
      {
707
      if( version.contains("r12") )
708
        {
709 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.");
710 edea9cf3 Leszek Koltunski
        }
711
      }
712
    else if( vendor.contains("Imagination") )
713
      {
714
      if( renderer.contains("GE8") )
715
        {
716 b7074bc6 Leszek Koltunski
        Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
717 edea9cf3 Leszek Koltunski
        }
718
      }
719
    }
720
721 b7074bc6 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
722
/**
723
 * Return OpenGL ES version supported by the hardware we are running on.
724
 * There are only two possibilities: 300 (OpenGL ES 3.0) or 310 (at least OpenGL ES 3.1)
725
 */
726
  static int getGLSL()
727
    {
728
    return mGLSL;
729
    }
730
731
///////////////////////////////////////////////////////////////////////////////////////////////////
732
/**
733
 * Have we successfully managed to compile the OIT programs?
734
 * Some hardware ( Imagination GE8100 / 8300, driver build 1.8@4490469 present in my HTC phone and,
735
 * sadly, Amazon Fire Stick 4K ) fails to compile the shaders. See relevant thread in Imagination's
736
 * support forum:
737
 *
738
 * https://forums.imgtec.com/t/ge8100-in-htc-desire-12-android-7-1-1-fragment-shader-fails-to-compile/2708
739
 */
740
  public static boolean OITCompilationSuccessful()
741
    {
742
    return mOITCompilationSuccessful;
743
    }
744
745 421c2728 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
746 310e14fb leszek
/**
747
 * Have we called onCreate yet, ie have we initialized the library?
748 1dfc9074 leszek
 * @return <code>true</code> if the library is initialized and ready for action.
749 310e14fb leszek
 */
750
  public static boolean isInitialized()
751 421c2728 Leszek Koltunski
    {
752 55c14a19 Leszek Koltunski
    return mInitialized;
753 421c2728 Leszek Koltunski
    }
754
755 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
756
/**
757 c43abe6c Leszek Koltunski
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
758 432442f9 Leszek Koltunski
 * I.e. best called from GLSurfaceView.onCreate().
759 6a06a912 Leszek Koltunski
 * <p>
760 432442f9 Leszek Koltunski
 * Needs to be called from a thread holding the OpenGL context.
761 6a06a912 Leszek Koltunski
 *   
762 015642fb Leszek Koltunski
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
763 6a06a912 Leszek Koltunski
 */
764 edea9cf3 Leszek Koltunski
  public static void onCreate(final Context context) throws Exception
765 d6e94c84 Leszek Koltunski
    {
766 30beb34f Leszek Koltunski
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
767
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
768 b7074bc6 Leszek Koltunski
769
    int glESversion = configurationInfo.reqGlEsVersion;
770
    int major = glESversion >> 16;
771
    int minor = glESversion & 0xff;
772
773
    if( major< 3 )
774
      {
775
      mGLSL = 100*major + 10*minor;
776
      throw new VertexCompilationException("at least OpenGL ES 3.0 required, this device supports only "+major+"."+minor);
777
      }
778
    else
779
      {
780
      mGLSL = (major==3 && minor==0) ? 300 : 310;
781
      }
782
783
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+major+"."+minor);
784
    mGLSL_VERSION = "#version "+mGLSL+" es\n";
785 edea9cf3 Leszek Koltunski
786
    mInitialized = true;
787 b7074bc6 Leszek Koltunski
    mOITCompilationSuccessful = false;
788 edea9cf3 Leszek Koltunski
789
    detectBuggyDrivers();
790
791 0e924ba5 Leszek Koltunski
    EffectMessageSender.startSending();
792
793 d6e94c84 Leszek Koltunski
    final Resources resources = context.getResources();
794 c90b9e01 Leszek Koltunski
795 edea9cf3 Leszek Koltunski
    Exception exception=null;
796
797
    try
798
      {
799 bfe45b4a Leszek Koltunski
      createPrograms(resources);
800 edea9cf3 Leszek Koltunski
      }
801
    catch(Exception ex)
802
      {
803
      exception = ex;
804
      }
805
806 b7074bc6 Leszek Koltunski
    if( mGLSL>=310)
807 edea9cf3 Leszek Koltunski
      {
808 b7074bc6 Leszek Koltunski
      try
809
        {
810
        createProgramsOIT(resources);
811
        mOITCompilationSuccessful = true;
812
        }
813
      catch(Exception ex)
814
        {
815
        exception = ex;
816
        }
817 edea9cf3 Leszek Koltunski
      }
818
819 a13dde77 Leszek Koltunski
    try
820
      {
821 b7074bc6 Leszek Koltunski
      EffectQueuePostprocess.createPrograms(resources, mGLSL);
822 a13dde77 Leszek Koltunski
      }
823
    catch(Exception ex)
824
      {
825
      exception = ex;
826
      }
827
828 edea9cf3 Leszek Koltunski
    try
829
      {
830 b7074bc6 Leszek Koltunski
      PostprocessEffect.createPrograms(mGLSL);
831 edea9cf3 Leszek Koltunski
      }
832
    catch(Exception ex)
833
      {
834
      exception = ex;
835
      }
836
837
    if( exception!=null)
838
      {
839
      throw exception;
840
      }
841 6a06a912 Leszek Koltunski
    }
842
843 05ecc6fe Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
844
/**
845 78e89fb5 Leszek Koltunski
 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
846 05ecc6fe Leszek Koltunski
 * Must be called from Activity.onPause().
847
 */
848
  public static void onPause()
849
    {
850 7602a827 Leszek Koltunski
    InternalObject.onPause();
851 bfe45b4a Leszek Koltunski
852
    mLinkedListSSBO[0]= -1;
853
854 7602a827 Leszek Koltunski
    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1;
855 05ecc6fe Leszek Koltunski
    }
856
857 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
858
/**
859
 * Call this so that the Library can release its internal data structures.
860
 * Must be called from Activity.onDestroy(). 
861
 */
862
  public static void onDestroy()
863
    {
864 7602a827 Leszek Koltunski
    InternalObject.onDestroy();
865
    InternalNodeData.onDestroy();
866
    InternalMaster.onDestroy();
867
    InternalOutputSurface.onDestroy();
868 46b572b5 Leszek Koltunski
    DistortedEffects.onDestroy();
869 42571056 Leszek Koltunski
    EffectQueue.onDestroy();
870 26a4e5f6 leszek
    Effect.onDestroy();
871 6a06a912 Leszek Koltunski
    EffectMessageSender.stopSending();
872 f8686932 Leszek Koltunski
873 55c14a19 Leszek Koltunski
    mInitialized = false;
874 6a06a912 Leszek Koltunski
    }
875 bfe45b4a Leszek Koltunski
876
///////////////////////////////////////////////////////////////////////////////////////////////////
877
/**
878
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
879
 * single (InputSurface,MeshBase) combo.
880
 *
881
 * @param type {@link EffectType}
882
 * @return The maximum number of effects of a given type.
883
 */
884
  @SuppressWarnings("unused")
885
  public static int getMax(EffectType type)
886
    {
887
    return EffectQueue.getMax(type.ordinal());
888
    }
889
890
///////////////////////////////////////////////////////////////////////////////////////////////////
891
/**
892
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
893
 * This can fail if:
894
 * <ul>
895
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
896
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
897 7602a827 Leszek Koltunski
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
898 bfe45b4a Leszek Koltunski
 *     time only decreasing the value of 'max' is permitted.
899
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
900
 * </ul>
901
 *
902
 * @param type {@link EffectType}
903
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
904
 *            than Byte.MAX_VALUE
905
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
906
 */
907
  @SuppressWarnings("unused")
908
  public static boolean setMax(EffectType type, int max)
909
    {
910
    return EffectQueue.setMax(type.ordinal(),max);
911
    }
912 f8f6d457 leszek
  }