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Revision bfe45b4a

Added by Leszek Koltunski about 5 years ago

Move all Program-related stuff to Distorted. Now the DistortedEffects class is very simple.

View differences:

src/main/java/org/distorted/library/main/Distorted.java
24 24
import android.content.pm.ConfigurationInfo;
25 25
import android.content.res.Resources;
26 26
import android.opengl.GLES31;
27
import android.util.Log;
27 28

  
29
import org.distorted.library.R;
28 30
import org.distorted.library.effect.Effect;
31
import org.distorted.library.effect.EffectType;
32
import org.distorted.library.effect.FragmentEffect;
29 33
import org.distorted.library.effect.PostprocessEffect;
34
import org.distorted.library.effect.VertexEffect;
35
import org.distorted.library.mesh.MeshBase;
30 36
import org.distorted.library.message.EffectMessageSender;
37
import org.distorted.library.program.DistortedProgram;
38

  
39
import java.io.InputStream;
40
import java.nio.ByteBuffer;
41
import java.nio.ByteOrder;
42
import java.nio.FloatBuffer;
43
import java.nio.IntBuffer;
31 44

  
32 45
///////////////////////////////////////////////////////////////////////////////////////////////////
33 46
/**
......
94 107

  
95 108
  private static boolean mInitialized=false;
96 109

  
110
  //////////////////////////////////////////////////////////////////////////////////////////////
111
  /// MAIN PROGRAM ///
112
  private static DistortedProgram mMainProgram;
113
  private static int mMainTextureH;
114

  
115
  /// NORMAL PROGRAM /////
116
  private static DistortedProgram mNormalProgram;
117
  private static int mNormalMVPMatrixH;
118

  
119
  /// MAIN OIT PROGRAM ///
120
  private static DistortedProgram mMainOITProgram;
121
  private static int mMainOITTextureH;
122
  private static int mMainOITSizeH;
123
  private static int mMainOITNumRecordsH;
124

  
125
  /// BLIT PROGRAM ///
126
  private static DistortedProgram mBlitProgram;
127
  private static int mBlitTextureH;
128
  private static int mBlitDepthH;
129
  private static final FloatBuffer mQuadPositions;
130

  
131
  static
132
    {
133
    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
134
    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
135
    mQuadPositions.put(positionData).position(0);
136
    }
137

  
138
  /// BLIT DEPTH PROGRAM ///
139
  private static DistortedProgram mBlitDepthProgram;
140
  private static int mBlitDepthTextureH;
141
  private static int mBlitDepthDepthTextureH;
142
  private static int mBlitDepthDepthH;
143
  private static int mBlitDepthTexCorrH;
144

  
145
  /// OIT SSBO BUFFER ///
146
  private static int[] mLinkedListSSBO = new int[1];
147
  private static int[] mAtomicCounter = new int[Distorted.FBO_QUEUE_SIZE];
148
  private static int   mCurrBuffer;
149

  
150
  static
151
    {
152
    mLinkedListSSBO[0]= -1;
153
    mCurrBuffer       =  0;
154

  
155
    for(int i=0; i<Distorted.FBO_QUEUE_SIZE; i++)  mAtomicCounter[i] = -1;
156
    }
157

  
158
  ///////////////////////////////////////////////////////////////
159
  // meaning: allocate 1.0 screenful of places for transparent
160
  // fragments in the SSBO backing up the OIT render method.
161
  private static float mBufferSize=1.0f;
162

  
163
  /// OIT CLEAR PROGRAM ///
164
  private static DistortedProgram mOITClearProgram;
165
  private static int mOITClearDepthH;
166
  private static int mOITClearTexCorrH;
167
  private static int mOITClearSizeH;
168

  
169
  /// OIT BUILD PROGRAM ///
170
  private static DistortedProgram mOITBuildProgram;
171
  private static int mOITBuildTextureH;
172
  private static int mOITBuildDepthTextureH;
173
  private static int mOITBuildDepthH;
174
  private static int mOITBuildTexCorrH;
175
  private static int mOITBuildSizeH;
176
  private static int mOITBuildNumRecordsH;
177

  
178
  /// OIT COLLAPSE PROGRAM ///
179
  private static DistortedProgram mOITCollapseProgram;
180
  private static int mOITCollapseDepthTextureH;
181
  private static int mOITCollapseDepthH;
182
  private static int mOITCollapseTexCorrH;
183
  private static int mOITCollapseSizeH;
184

  
185
  /// OIT RENDER PROGRAM ///
186
  private static DistortedProgram mOITRenderProgram;
187
  private static int mOITRenderDepthH;
188
  private static int mOITRenderTexCorrH;
189
  private static int mOITRenderSizeH;
190

  
191
  /// END PROGRAMS //////
192

  
97 193
///////////////////////////////////////////////////////////////////////////////////////////////////
98 194
// private: hide this from Javadoc
99 195

  
......
102 198

  
103 199
    }
104 200

  
201
///////////////////////////////////////////////////////////////////////////////////////////////////
202

  
203
  static void createPrograms(Resources resources)
204
    {
205
    // MAIN PROGRAM ////////////////////////////////////
206
    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
207
    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
208

  
209
    int numF = FragmentEffect.getNumEnabled();
210
    int numV = VertexEffect.getNumEnabled();
211

  
212
    String mainVertHeader= Distorted.GLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
213
    String mainFragHeader= Distorted.GLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
214
    String enabledEffectV= VertexEffect.getGLSL();
215
    String enabledEffectF= FragmentEffect.getGLSL();
216

  
217
    String[] feedback = { "v_Position", "v_endPosition" };
218

  
219
    try
220
      {
221
      mMainProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
222
                                          enabledEffectV, enabledEffectF, Distorted.GLSL, feedback);
223
      }
224
    catch(Exception e)
225
      {
226
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN program: "+e.getMessage());
227
      throw new RuntimeException(e.getMessage());
228
      }
229

  
230
    int mainProgramH = mMainProgram.getProgramHandle();
231
    EffectQueue.getUniforms(mainProgramH,0);
232
    mMainTextureH= GLES31.glGetUniformLocation( mainProgramH, "u_Texture");
233

  
234
    // BLIT PROGRAM ////////////////////////////////////
235
    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
236
    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
237

  
238
    try
239
      {
240
      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
241
      }
242
    catch(Exception e)
243
      {
244
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT program: "+e.getMessage());
245
      throw new RuntimeException(e.getMessage());
246
      }
247

  
248
    int blitProgramH = mBlitProgram.getProgramHandle();
249
    mBlitTextureH  = GLES31.glGetUniformLocation( blitProgramH, "u_Texture");
250
    mBlitDepthH    = GLES31.glGetUniformLocation( blitProgramH, "u_Depth");
251

  
252
    // BLIT DEPTH PROGRAM ////////////////////////////////////
253
    final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
254
    final InputStream blitDepthFragStream = resources.openRawResource(R.raw.blit_depth_fragment_shader);
255

  
256
    try
257
      {
258
      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
259
      }
260
    catch(Exception e)
261
      {
262
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT DEPTH program: "+e.getMessage());
263
      throw new RuntimeException(e.getMessage());
264
      }
265

  
266
    int blitDepthProgramH   = mBlitDepthProgram.getProgramHandle();
267
    mBlitDepthTextureH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture");
268
    mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
269
    mBlitDepthDepthH        = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth");
270
    mBlitDepthTexCorrH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
271

  
272
    // NORMAL PROGRAM //////////////////////////////////////
273
    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
274
    final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
275

  
276
    try
277
      {
278
      mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, Distorted.GLSL_VERSION, Distorted.GLSL_VERSION, Distorted.GLSL);
279
      }
280
    catch(Exception e)
281
      {
282
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile NORMAL program: "+e.getMessage());
283
      throw new RuntimeException(e.getMessage());
284
      }
285

  
286
    int normalProgramH = mNormalProgram.getProgramHandle();
287
    mNormalMVPMatrixH  = GLES31.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
288
    }
289

  
290
///////////////////////////////////////////////////////////////////////////////////////////////////
291

  
292
  static void createProgramsOIT(Resources resources)
293
    {
294
    // MAIN OIT PROGRAM ////////////////////////////////
295
    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
296
    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
297

  
298
    int numF = FragmentEffect.getNumEnabled();
299
    int numV = VertexEffect.getNumEnabled();
300

  
301
    String mainVertHeader= Distorted.GLSL_VERSION +
302
                           ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") +
303
                           ("#define OIT\n");
304
    String mainFragHeader= Distorted.GLSL_VERSION +
305
                           ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") +
306
                           ("#define OIT\n");
307

  
308
    String enabledEffectV= VertexEffect.getGLSL();
309
    String enabledEffectF= FragmentEffect.getGLSL();
310

  
311
    try
312
      {
313
      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
314
                                             enabledEffectV, enabledEffectF, Distorted.GLSL, null);
315
      }
316
    catch(Exception e)
317
      {
318
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
319
      throw new RuntimeException(e.getMessage());
320
      }
321

  
322
    int mainOITProgramH = mMainOITProgram.getProgramHandle();
323
    EffectQueue.getUniforms(mainOITProgramH,1);
324
    mMainOITTextureH    = GLES31.glGetUniformLocation( mainOITProgramH, "u_Texture");
325
    mMainOITSizeH       = GLES31.glGetUniformLocation( mainOITProgramH, "u_Size");
326
    mMainOITNumRecordsH = GLES31.glGetUniformLocation( mainOITProgramH, "u_numRecords");
327

  
328
    // OIT CLEAR PROGRAM ////////////////////////////////////
329
    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
330
    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
331

  
332
    try
333
      {
334
      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
335
      }
336
    catch(Exception e)
337
      {
338
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
339
      throw new RuntimeException(e.getMessage());
340
      }
341

  
342
    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
343
    mOITClearDepthH        = GLES31.glGetUniformLocation( oitClearProgramH, "u_Depth");
344
    mOITClearTexCorrH      = GLES31.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
345
    mOITClearSizeH         = GLES31.glGetUniformLocation( oitClearProgramH, "u_Size");
346

  
347
    // OIT BUILD PROGRAM ////////////////////////////////////
348
    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
349
    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
350

  
351
    try
352
      {
353
      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
354
      }
355
    catch(Exception e)
356
      {
357
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
358
      throw new RuntimeException(e.getMessage());
359
      }
360

  
361
    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
362
    mOITBuildTextureH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Texture");
363
    mOITBuildDepthTextureH = GLES31.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
364
    mOITBuildDepthH        = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Depth");
365
    mOITBuildTexCorrH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
366
    mOITBuildSizeH         = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Size");
367
    mOITBuildNumRecordsH   = GLES31.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
368

  
369
    // OIT COLLAPSE PROGRAM ///////////////////////////
370
    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
371
    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
372

  
373
    try
374
      {
375
      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
376
      }
377
    catch(Exception e)
378
      {
379
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
380
      throw new RuntimeException(e.getMessage());
381
      }
382

  
383
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
384
    mOITCollapseDepthTextureH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
385
    mOITCollapseDepthH        = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
386
    mOITCollapseTexCorrH      = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
387
    mOITCollapseSizeH         = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Size");
388

  
389
    // OIT RENDER PROGRAM ///////////////////////////
390
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
391
    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
392

  
393
    try
394
      {
395
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
396
      }
397
    catch(Exception e)
398
      {
399
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
400
      throw new RuntimeException(e.getMessage());
401
      }
402

  
403
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
404
    mOITRenderDepthH        = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Depth");
405
    mOITRenderTexCorrH      = GLES31.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
406
    mOITRenderSizeH         = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Size");
407
    }
408

  
409

  
410
///////////////////////////////////////////////////////////////////////////////////////////////////
411

  
412
  private static void displayNormals(EffectQueue[] queues, MeshBase mesh)
413
    {
414
    int num = mesh.getNumVertices();
415
    int tfo = mesh.getTFO();
416

  
417
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
418
    GLES31.glBeginTransformFeedback( GLES31.GL_POINTS);
419
    DistortedRenderState.switchOffDrawing();
420
    GLES31.glDrawArrays( GLES31.GL_POINTS, 0, num );
421
    DistortedRenderState.restoreDrawing();
422
    GLES31.glEndTransformFeedback();
423
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
424

  
425
    Distorted.mNormalProgram.useProgram();
426
    GLES31.glUniformMatrix4fv(Distorted.mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
427
    mesh.bindTransformAttribs(Distorted.mNormalProgram);
428
    GLES31.glLineWidth(8.0f);
429
    GLES31.glDrawArrays(GLES31.GL_LINES, 0, 2*num);
430
    }
431

  
432
///////////////////////////////////////////////////////////////////////////////////////////////////
433

  
434
  static void drawPrivOIT(EffectQueue[] queues, float halfW, float halfH, MeshBase mesh, DistortedOutputSurface surface, long currTime)
435
    {
436
    float halfZ = halfW*mesh.getZFactor();
437

  
438
    EffectQueue.compute(queues, currTime, halfW, halfH, halfZ );
439
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
440

  
441
    Distorted.mMainOITProgram.useProgram();
442
    GLES31.glUniform1i(Distorted.mMainOITTextureH, 0);
443
    GLES31.glUniform2ui(Distorted.mMainOITSizeH, surface.mWidth, surface.mHeight);
444
    GLES31.glUniform1ui(Distorted.mMainOITNumRecordsH, (int)(Distorted.mBufferSize*surface.mWidth*surface.mHeight) );
445

  
446
    mesh.bindVertexAttribs(Distorted.mMainOITProgram);
447

  
448
    float inflate = mesh.getInflate();
449

  
450
    EffectQueue.send(queues, surface, inflate, halfW, halfH, halfZ, 1 );
451
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
452

  
453
    if( mesh.getShowNormals() )
454
      {
455
      Distorted.mMainProgram.useProgram();
456
      EffectQueue.send(queues, surface, inflate, halfW, halfH, halfZ, 0 );
457
      displayNormals(queues,mesh);
458
      }
459
    }
460

  
461
///////////////////////////////////////////////////////////////////////////////////////////////////
462

  
463
  static void drawPriv(EffectQueue[] queues, float halfW, float halfH, MeshBase mesh, DistortedOutputSurface surface, long currTime)
464
    {
465
    float halfZ = halfW*mesh.getZFactor();
466

  
467
    EffectQueue.compute(queues, currTime, halfW, halfH, halfZ );
468
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
469
    Distorted.mMainProgram.useProgram();
470
    GLES31.glUniform1i(Distorted.mMainTextureH, 0);
471
    mesh.bindVertexAttribs(Distorted.mMainProgram);
472
    EffectQueue.send(queues, surface, mesh.getInflate(), halfW, halfH, halfZ, 0 );
473
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
474

  
475
    if( mesh.getShowNormals() ) displayNormals(queues,mesh);
476
    }
477

  
478
///////////////////////////////////////////////////////////////////////////////////////////////////
479

  
480
  static void blitPriv(DistortedOutputSurface surface)
481
    {
482
    mBlitProgram.useProgram();
483

  
484
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
485
    GLES31.glUniform1i(mBlitTextureH, 0);
486
    GLES31.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
487
    GLES31.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
488
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
489
    }
490

  
491
///////////////////////////////////////////////////////////////////////////////////////////////////
492

  
493
  static void blitDepthPriv(DistortedOutputSurface surface, float corrW, float corrH)
494
    {
495
    mBlitDepthProgram.useProgram();
496

  
497
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
498
    GLES31.glUniform1i(mBlitDepthTextureH, 0);
499
    GLES31.glUniform1i(mBlitDepthDepthTextureH, 1);
500
    GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
501
    GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
502
    GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
503
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
504
    }
505

  
506
///////////////////////////////////////////////////////////////////////////////////////////////////
507

  
508
  private static int printPreviousBuffer()
509
    {
510
    int counter = 0;
511

  
512
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
513
                                                                GLES31.GL_MAP_READ_BIT);
514
    if( atomicBuf!=null )
515
      {
516
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
517
      counter = atomicIntBuf.get(0);
518
      }
519
    else
520
      {
521
      android.util.Log.e("effects", "print: failed to map atomic buffer");
522
      }
523

  
524
    GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
525

  
526
    return counter;
527
    }
528

  
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530

  
531
  private static void zeroBuffer()
532
    {
533
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
534
        GLES31.GL_MAP_WRITE_BIT|GLES31.GL_MAP_INVALIDATE_BUFFER_BIT);
535
    if( atomicBuf!=null )
536
      {
537
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
538
      atomicIntBuf.put(0,0);
539
      }
540
    else
541
      {
542
      android.util.Log.e("effects", "zero: failed to map atomic buffer");
543
      }
544

  
545
    GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
546
    }
547

  
548
///////////////////////////////////////////////////////////////////////////////////////////////////
549
// reset atomic counter to 0
550

  
551
  static int zeroOutAtomic()
552
    {
553
    int counter = 0;
554

  
555
    if( mAtomicCounter[0]<0 )
556
      {
557
      GLES31.glGenBuffers(Distorted.FBO_QUEUE_SIZE,mAtomicCounter,0);
558

  
559
      for(int i=0; i<Distorted.FBO_QUEUE_SIZE; i++)
560
        {
561
        GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
562
        GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES31.GL_DYNAMIC_DRAW);
563
        zeroBuffer();
564
        }
565
      }
566

  
567
    // reading the value of the buffer on every frame would slow down rendering by
568
    // about 3%; doing it only once every 5 frames affects speed by less than 1%.
569
    if( mCurrBuffer==0 )
570
      {
571
      GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
572
      counter = printPreviousBuffer();
573
      }
574

  
575
    if( ++mCurrBuffer>=Distorted.FBO_QUEUE_SIZE ) mCurrBuffer = 0;
576

  
577
    GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
578
    zeroBuffer();
579

  
580
    return counter;
581
    }
582

  
583
///////////////////////////////////////////////////////////////////////////////////////////////////
584
// Pass1 of the OIT algorithm. Clear per-pixel head-poiners.
585

  
586
  static void oitClear(DistortedOutputSurface surface, int counter)
587
    {
588
    if( mLinkedListSSBO[0]<0 )
589
      {
590
      GLES31.glGenBuffers(1,mLinkedListSSBO,0);
591

  
592
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
593
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
594
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
595
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
596

  
597
      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
598
      }
599

  
600
    // See if we have overflown the SSBO in one of the previous frames.
601
    // If yes, assume we need to make the SSBO larger.
602
    float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
603

  
604
    if( overflow>1.0f )
605
      {
606
      //android.util.Log.e("effects", "previous frame rendered "+counter+
607
      //                   " fragments, but there was only "+(mBufferSize*surface.mWidth*surface.mHeight)+" space");
608

  
609
      mBufferSize *= (int)(overflow+1.0f);
610
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
611
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
612
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
613
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
614
      }
615

  
616
    mOITClearProgram.useProgram();
617

  
618
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
619
    GLES31.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
620
    GLES31.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
621
    GLES31.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
622
    GLES31.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
623
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
624
    }
625

  
626
///////////////////////////////////////////////////////////////////////////////////////////////////
627
// Pass2 of the OIT algorithm - build per-pixel linked lists.
628

  
629
  static void oitBuild(DistortedOutputSurface surface, float corrW, float corrH)
630
    {
631
    mOITBuildProgram.useProgram();
632

  
633
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
634
    GLES31.glUniform1i(mOITBuildTextureH, 0);
635
    GLES31.glUniform1i(mOITBuildDepthTextureH, 1);
636
    GLES31.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
637
    GLES31.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
638
    GLES31.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
639
    GLES31.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
640
    GLES31.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
641
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
642
    }
643

  
644
///////////////////////////////////////////////////////////////////////////////////////////////////
645
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
646

  
647
  static void oitCollapse(DistortedOutputSurface surface, float corrW, float corrH)
648
    {
649
    mOITCollapseProgram.useProgram();
650

  
651
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
652
    GLES31.glUniform1i(mOITCollapseDepthTextureH, 1);
653
    GLES31.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
654
    GLES31.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
655
    GLES31.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
656
    GLES31.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
657
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
658
    }
659

  
660
///////////////////////////////////////////////////////////////////////////////////////////////////
661
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
662

  
663
  static void oitRender(DistortedOutputSurface surface, float corrW, float corrH)
664
    {
665
    mOITRenderProgram.useProgram();
666

  
667
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
668
    GLES31.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
669
    GLES31.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
670
    GLES31.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
671
    GLES31.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
672
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
673
    }
674

  
675
///////////////////////////////////////////////////////////////////////////////////////////////////
676

  
677
  static void setSSBOSize(float size)
678
    {
679
    mBufferSize = size;
680
    }
681

  
105 682
///////////////////////////////////////////////////////////////////////////////////////////////////
106 683
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
107 684
// PowerVR GE8100 compiler fails to compile OIT programs.
......
172 749

  
173 750
    try
174 751
      {
175
      DistortedEffects.createPrograms(resources);
752
      createPrograms(resources);
176 753
      }
177 754
    catch(Exception ex)
178 755
      {
......
181 758

  
182 759
    try
183 760
      {
184
      DistortedEffects.createProgramsOIT(resources);
761
      createProgramsOIT(resources);
185 762
      }
186 763
    catch(Exception ex)
187 764
      {
......
220 797
  public static void onPause()
221 798
    {
222 799
    DistortedObject.onPause();
223
    DistortedEffects.onPause();
800

  
801
    mLinkedListSSBO[0]= -1;
802

  
803
    for(int i=0; i<Distorted.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1;
224 804
    }
225 805

  
226 806
///////////////////////////////////////////////////////////////////////////////////////////////////
......
241 821

  
242 822
    mInitialized = false;
243 823
    }
824

  
825
///////////////////////////////////////////////////////////////////////////////////////////////////
826
/**
827
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
828
 * single (InputSurface,MeshBase) combo.
829
 *
830
 * @param type {@link EffectType}
831
 * @return The maximum number of effects of a given type.
832
 */
833
  @SuppressWarnings("unused")
834
  public static int getMax(EffectType type)
835
    {
836
    return EffectQueue.getMax(type.ordinal());
837
    }
838

  
839
///////////////////////////////////////////////////////////////////////////////////////////////////
840
/**
841
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
842
 * This can fail if:
843
 * <ul>
844
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
845
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
846
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
847
 *     time only decreasing the value of 'max' is permitted.
848
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
849
 * </ul>
850
 *
851
 * @param type {@link EffectType}
852
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
853
 *            than Byte.MAX_VALUE
854
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
855
 */
856
  @SuppressWarnings("unused")
857
  public static boolean setMax(EffectType type, int max)
858
    {
859
    return EffectQueue.setMax(type.ordinal(),max);
860
    }
244 861
  }

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