Revision b7074bc6
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java | ||
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package org.distorted.library.effect; |
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import android.opengl.GLES31;
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import android.opengl.GLES30;
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import org.distorted.library.main.DistortedLibrary; |
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import org.distorted.library.main.DistortedFramebuffer; |
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import org.distorted.library.main.InternalRenderState; |
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import org.distorted.library.program.DistortedProgram; |
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private Data1D mBlurRadius; |
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private static final float GAUSSIAN[] = // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0
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private static final float[] GAUSSIAN = // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0
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{ // where G(x)= (1/(sqrt(2*PI))) * e^(-(x^2)/2). The last 0 terminates. |
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0.398948f, 0.398769f, 0.398231f, 0.397336f, 0.396086f, 0.394485f, 0.392537f, 0.390247f, 0.387622f, 0.384668f, |
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0.381393f, 0.377806f, 0.373916f, 0.369733f, 0.365268f, 0.360532f, 0.355538f, 0.350297f, 0.344823f, 0.339129f, |
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int offset = radius + radius*radius/4; |
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radius = (radius+1)/2; |
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GLES31.glViewport(0, 0, (int)w, (int)h);
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GLES30.glViewport(0, 0, (int)w, (int)h);
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// horizontal blur |
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW; |
... | ... | |
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buffer.bindForOutput(1); |
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buffer.setAsInput(0); |
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GLES31.glColorMask(true,true,true,true);
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GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
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GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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GLES30.glColorMask(true,true,true,true);
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GLES30.glClearColor(1.0f,1.0f,1.0f,0.0f);
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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GLES31.glUniform1f ( mProgram1.mUniform[0] , n );
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GLES31.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH );
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GLES31.glUniform1i ( mProgram1.mUniform[2] , 0 );
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GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0);
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GLES31.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset);
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GLES31.glUniform1i ( mProgram1.mUniform[5] , radius);
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GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
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GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
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GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
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GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
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GLES30.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH );
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GLES30.glUniform1i ( mProgram1.mUniform[2] , 0 );
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GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0);
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GLES30.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset);
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GLES30.glUniform1i ( mProgram1.mUniform[5] , radius);
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GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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// vertical blur |
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH; |
... | ... | |
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buffer.bindForOutput(0); |
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buffer.setAsInput(1); |
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GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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GLES31.glUniform1f ( mProgram2.mUniform[0] , n );
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GLES31.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH );
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GLES31.glUniform1i ( mProgram2.mUniform[2] , 0 );
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GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0);
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GLES31.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset);
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GLES31.glUniform1i ( mProgram2.mUniform[5] , radius);
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GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
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GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
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GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
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GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
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GLES30.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH );
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GLES30.glUniform1i ( mProgram2.mUniform[2] , 0 );
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GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0);
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GLES30.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset);
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GLES30.glUniform1i ( mProgram2.mUniform[5] , radius);
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GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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InternalRenderState.unuseStencilMark(); |
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{ |
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final String blurVertex = |
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DistortedLibrary.GLSL_VERSION + |
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"precision lowp float; \n"+ |
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"in vec2 a_Position; \n"+ |
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"in vec2 a_TexCoord; \n"+ |
... | ... | |
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final String blurFragment1 = |
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DistortedLibrary.GLSL_VERSION + |
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"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
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"precision lowp float; \n"+ |
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"in vec2 v_TexCoord; \n"+ |
... | ... | |
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final String blurFragment2 = |
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DistortedLibrary.GLSL_VERSION + |
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"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
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"precision lowp float; \n"+ |
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"in vec2 v_TexCoord; \n"+ |
Also available in: Unified diff
Lower requirements - now only OpenGL ES 3.0 is required; if running on such platform, OIT part of the API ( which is the only one which actually requires 3.1) is switched off.