Revision bfe2c61b
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/DistortedEffects.java | ||
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159 | 159 |
GLES20.glViewport(0, 0, df.mWidth, df.mHeight); |
160 | 160 |
mBufferFBO.setAsInput(); |
161 | 161 |
df.setAsOutput(); |
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mP.send(halfInputW,halfInputH); |
|
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mP.send(df,halfInputW,halfInputH);
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163 | 163 |
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GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mQuadPositions); |
165 | 165 |
GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[1], TEX_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mQuadTexture); |
... | ... | |
176 | 176 |
EffectQueueMatrix.sendZero(df,halfInputW,halfInputH,halfInputW*mesh.zFactor); |
177 | 177 |
EffectQueueVertex.sendZero(); |
178 | 178 |
EffectQueueFragment.sendZero(); |
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EffectQueuePostprocess.sendZero(2*halfInputW,2*halfInputH); |
|
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EffectQueuePostprocess.sendZero(df,2*halfInputW,2*halfInputH);
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181 | 181 |
mesh.draw(); |
182 | 182 |
} |
src/main/java/org/distorted/library/EffectQueuePostprocess.java | ||
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20 | 20 |
package org.distorted.library; |
21 | 21 |
|
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import android.opengl.GLES20; |
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import android.opengl.Matrix; |
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import org.distorted.library.message.EffectMessage; |
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import org.distorted.library.type.Data1D; |
... | ... | |
41 | 42 |
private static int mTypeH; |
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private static int mUniformsH; |
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private static int mObjDH; |
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private static int mMVPMatrixH; |
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private static float[] mMVPMatrix = new float[16]; |
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private static float[] mTmpMatrix = new float[16]; |
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44 | 49 |
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45 | 50 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
46 | 51 |
|
... | ... | |
57 | 62 |
mTypeH = GLES20.glGetUniformLocation( mProgramH, "pType"); |
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mUniformsH = GLES20.glGetUniformLocation( mProgramH, "pUniforms"); |
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mObjDH = GLES20.glGetUniformLocation( mProgramH, "u_objD"); |
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mMVPMatrixH = GLES20.glGetUniformLocation(mProgramH, "u_MVPMatrix"); |
|
60 | 66 |
} |
61 | 67 |
|
62 | 68 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
109 | 115 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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synchronized void send(float halfX, float halfY) |
|
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synchronized void send(DistortedFramebuffer df, float halfX, float halfY)
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113 | 119 |
{ |
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Matrix.setIdentityM(mTmpMatrix, 0); |
|
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Matrix.translateM(mTmpMatrix, 0, halfX-df.mWidth/2, df.mHeight/2-halfY, -df.mDistance); |
|
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Matrix.multiplyMM(mMVPMatrix, 0, df.mProjectionMatrix, 0, mTmpMatrix, 0); |
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114 | 124 |
GLES20.glUniform1i( mNumEffectsH, mNumEffects); |
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GLES20.glUniform2f( mObjDH , halfX, halfY); |
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GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0); |
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116 | 127 |
|
117 | 128 |
if( mNumEffects>0 ) |
118 | 129 |
{ |
... | ... | |
123 | 134 |
|
124 | 135 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
125 | 136 |
|
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synchronized static void sendZero(float halfX, float halfY) |
|
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synchronized static void sendZero(DistortedFramebuffer df, float halfX, float halfY)
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127 | 138 |
{ |
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Matrix.setIdentityM(mTmpMatrix, 0); |
|
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Matrix.translateM(mTmpMatrix, 0, halfX-df.mWidth/2, df.mHeight/2-halfY, -df.mDistance); |
|
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Matrix.multiplyMM(mMVPMatrix, 0, df.mProjectionMatrix, 0, mTmpMatrix, 0); |
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128 | 143 |
GLES20.glUniform1i( mNumEffectsH, 0); |
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GLES20.glUniform2f( mObjDH , halfX, halfY); |
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GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0); |
|
130 | 146 |
} |
131 | 147 |
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132 | 148 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/res/raw/main_vertex_shader.glsl | ||
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25 | 25 |
// .far = f, .diff = f-n so maybe u_Depth is redundant |
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// Update: this struct is only available in fragment shaders |
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|
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uniform mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix.
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uniform mat4 u_MVMatrix; // A constant representing the combined model/view matrix.
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
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uniform mat4 u_MVMatrix; // the combined model/view matrix. |
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attribute vec3 a_Position; // Per-vertex position information we will pass in.
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attribute vec3 a_Normal; // Per-vertex normal information we will pass in.
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attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in.
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attribute vec3 a_Position; // Per-vertex position. |
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attribute vec3 a_Normal; // Per-vertex normal vector.
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attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate. |
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|
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varying vec3 v_Position; // |
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varying vec3 v_Normal; // |
src/main/res/raw/post_vertex_shader.glsl | ||
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19 | 19 |
|
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uniform vec2 u_objD; // half of object width x half of object height. |
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// point (0,0) is the center of the object |
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
|
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|
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attribute vec2 a_Position; // Per-vertex position information we will pass in. |
24 | 25 |
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
... | ... | |
30 | 31 |
void main() |
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{ |
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v_TexCoordinate = a_TexCoordinate; |
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gl_Position = vec4( 2.0*u_objD*a_Position, 0.0, 1.0);
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gl_Position = u_MVPMatrix*vec4( 2.0*u_objD*a_Position, 0.0, 1.0);
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34 | 35 |
} |
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