Revision bfe45b4a
Added by Leszek Koltunski about 5 years ago
src/main/java/org/distorted/library/main/DistortedEffects.java | ||
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package org.distorted.library.main; |
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import android.content.res.Resources; |
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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.effect.EffectName; |
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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.VertexEffect; |
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import org.distorted.library.mesh.MeshBase; |
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import org.distorted.library.message.EffectListener; |
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import org.distorted.library.program.DistortedProgram; |
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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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*/ |
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public class DistortedEffects |
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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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/// 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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/// NORMAL PROGRAM ///// |
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private static DistortedProgram mNormalProgram; |
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private static int mNormalMVPMatrixH; |
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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[Distorted.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<Distorted.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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/// 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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/// END PROGRAMS ////// |
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private static long mNextID =0; |
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private long mID; |
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private EffectQueue[] mQueues; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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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= Distorted.GLSL_VERSION + ("#define NUM_VERTEX " + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n"); |
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String mainFragHeader= Distorted.GLSL_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, Distorted.GLSL, 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= GLES31.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,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL); |
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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 = GLES31.glGetUniformLocation( blitProgramH, "u_Texture"); |
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mBlitDepthH = GLES31.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,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL); |
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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 = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture"); |
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mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture"); |
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mBlitDepthDepthH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth"); |
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mBlitDepthTexCorrH = GLES31.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, Distorted.GLSL_VERSION, Distorted.GLSL_VERSION, Distorted.GLSL); |
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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 = GLES31.glGetUniformLocation( normalProgramH, "u_MVPMatrix"); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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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= Distorted.GLSL_VERSION + |
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("#define NUM_VERTEX " + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n") + |
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("#define OIT\n"); |
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String mainFragHeader= Distorted.GLSL_VERSION + |
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("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") + |
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("#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, Distorted.GLSL, 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 = GLES31.glGetUniformLocation( mainOITProgramH, "u_Texture"); |
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mMainOITSizeH = GLES31.glGetUniformLocation( mainOITProgramH, "u_Size"); |
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mMainOITNumRecordsH = GLES31.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,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL); |
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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 = GLES31.glGetUniformLocation( oitClearProgramH, "u_Depth"); |
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mOITClearTexCorrH = GLES31.glGetUniformLocation( oitClearProgramH, "u_TexCorr"); |
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mOITClearSizeH = GLES31.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,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL); |
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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 = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Texture"); |
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mOITBuildDepthTextureH = GLES31.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture"); |
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mOITBuildDepthH = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Depth"); |
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mOITBuildTexCorrH = GLES31.glGetUniformLocation( oitBuildProgramH, "u_TexCorr"); |
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mOITBuildSizeH = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Size"); |
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mOITBuildNumRecordsH = GLES31.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,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL); |
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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 = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture"); |
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mOITCollapseDepthH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Depth"); |
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mOITCollapseTexCorrH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr"); |
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mOITCollapseSizeH = GLES31.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,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL); |
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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 = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Depth"); |
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mOITRenderTexCorrH = GLES31.glGetUniformLocation( oitRenderProgramH, "u_TexCorr"); |
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mOITRenderSizeH = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Size"); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
345 | 40 |
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EffectQueue[] getQueues() |
... | ... | |
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EffectQueue.removeNode(mQueues,node); |
363 | 58 |
} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void displayNormals(MeshBase mesh) |
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{ |
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int num = mesh.getNumVertices(); |
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int tfo = mesh.getTFO(); |
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GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo ); |
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GLES31.glBeginTransformFeedback( GLES31.GL_POINTS); |
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DistortedRenderState.switchOffDrawing(); |
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GLES31.glDrawArrays( GLES31.GL_POINTS, 0, num ); |
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DistortedRenderState.restoreDrawing(); |
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GLES31.glEndTransformFeedback(); |
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GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0); |
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mNormalProgram.useProgram(); |
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GLES31.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(mQueues) , 0); |
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mesh.bindTransformAttribs(mNormalProgram); |
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GLES31.glLineWidth(8.0f); |
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GLES31.glDrawArrays(GLES31.GL_LINES, 0, 2*num); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void drawPrivOIT(float halfW, float halfH, MeshBase mesh, DistortedOutputSurface surface, long currTime) |
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{ |
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float halfZ = halfW*mesh.getZFactor(); |
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EffectQueue.compute(mQueues, currTime, halfW, halfH, halfZ ); |
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GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
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mMainOITProgram.useProgram(); |
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GLES31.glUniform1i(mMainOITTextureH, 0); |
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GLES31.glUniform2ui(mMainOITSizeH, surface.mWidth, surface.mHeight); |
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GLES31.glUniform1ui(mMainOITNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) ); |
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mesh.bindVertexAttribs(mMainOITProgram); |
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float inflate = mesh.getInflate(); |
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EffectQueue.send(mQueues, surface, inflate, halfW, halfH, halfZ, 1 ); |
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GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() ); |
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if( mesh.getShowNormals() ) |
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{ |
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mMainProgram.useProgram(); |
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EffectQueue.send(mQueues, surface, inflate, halfW, halfH, halfZ, 0 ); |
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displayNormals(mesh); |
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} |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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void drawPriv(float halfW, float halfH, MeshBase mesh, DistortedOutputSurface surface, long currTime) |
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419 |
{ |
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420 |
float halfZ = halfW*mesh.getZFactor(); |
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421 |
|
|
422 |
EffectQueue.compute(mQueues, currTime, halfW, halfH, halfZ ); |
|
423 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
|
424 |
mMainProgram.useProgram(); |
|
425 |
GLES31.glUniform1i(mMainTextureH, 0); |
|
426 |
mesh.bindVertexAttribs(mMainProgram); |
|
427 |
EffectQueue.send(mQueues, surface, mesh.getInflate(), halfW, halfH, halfZ, 0 ); |
|
428 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() ); |
|
429 |
|
|
430 |
if( mesh.getShowNormals() ) displayNormals(mesh); |
|
431 |
} |
|
432 |
|
|
433 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
434 |
|
|
435 |
static void blitPriv(DistortedOutputSurface surface) |
|
436 |
{ |
|
437 |
mBlitProgram.useProgram(); |
|
438 |
|
|
439 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
|
440 |
GLES31.glUniform1i(mBlitTextureH, 0); |
|
441 |
GLES31.glUniform1f( mBlitDepthH , 1.0f-surface.mNear); |
|
442 |
GLES31.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
|
443 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
|
444 |
} |
|
445 |
|
|
446 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
447 |
|
|
448 |
static void blitDepthPriv(DistortedOutputSurface surface, float corrW, float corrH) |
|
449 |
{ |
|
450 |
mBlitDepthProgram.useProgram(); |
|
451 |
|
|
452 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
|
453 |
GLES31.glUniform1i(mBlitDepthTextureH, 0); |
|
454 |
GLES31.glUniform1i(mBlitDepthDepthTextureH, 1); |
|
455 |
GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH ); |
|
456 |
GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear); |
|
457 |
GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
|
458 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
|
459 |
} |
|
460 |
|
|
461 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
462 |
|
|
463 |
private static int printPreviousBuffer() |
|
464 |
{ |
|
465 |
int counter = 0; |
|
466 |
|
|
467 |
ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4, |
|
468 |
GLES31.GL_MAP_READ_BIT); |
|
469 |
if( atomicBuf!=null ) |
|
470 |
{ |
|
471 |
IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer(); |
|
472 |
counter = atomicIntBuf.get(0); |
|
473 |
} |
|
474 |
else |
|
475 |
{ |
|
476 |
android.util.Log.e("effects", "print: failed to map atomic buffer"); |
|
477 |
} |
|
478 |
|
|
479 |
GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER); |
|
480 |
|
|
481 |
return counter; |
|
482 |
} |
|
483 |
|
|
484 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
485 |
|
|
486 |
private static void zeroBuffer() |
|
487 |
{ |
|
488 |
ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4, |
|
489 |
GLES31.GL_MAP_WRITE_BIT|GLES31.GL_MAP_INVALIDATE_BUFFER_BIT); |
|
490 |
if( atomicBuf!=null ) |
|
491 |
{ |
|
492 |
IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer(); |
|
493 |
atomicIntBuf.put(0,0); |
|
494 |
} |
|
495 |
else |
|
496 |
{ |
|
497 |
android.util.Log.e("effects", "zero: failed to map atomic buffer"); |
|
498 |
} |
|
499 |
|
|
500 |
GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER); |
|
501 |
} |
|
502 |
|
|
503 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
504 |
// reset atomic counter to 0 |
|
505 |
|
|
506 |
static int zeroOutAtomic() |
|
507 |
{ |
|
508 |
int counter = 0; |
|
509 |
|
|
510 |
if( mAtomicCounter[0]<0 ) |
|
511 |
{ |
|
512 |
GLES31.glGenBuffers(Distorted.FBO_QUEUE_SIZE,mAtomicCounter,0); |
|
513 |
|
|
514 |
for(int i=0; i<Distorted.FBO_QUEUE_SIZE; i++) |
|
515 |
{ |
|
516 |
GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]); |
|
517 |
GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES31.GL_DYNAMIC_DRAW); |
|
518 |
zeroBuffer(); |
|
519 |
} |
|
520 |
} |
|
521 |
|
|
522 |
// reading the value of the buffer on every frame would slow down rendering by |
|
523 |
// about 3%; doing it only once every 5 frames affects speed by less than 1%. |
|
524 |
if( mCurrBuffer==0 ) |
|
525 |
{ |
|
526 |
GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]); |
|
527 |
counter = printPreviousBuffer(); |
|
528 |
} |
|
529 |
|
|
530 |
if( ++mCurrBuffer>=Distorted.FBO_QUEUE_SIZE ) mCurrBuffer = 0; |
|
531 |
|
|
532 |
GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]); |
|
533 |
zeroBuffer(); |
|
534 |
|
|
535 |
return counter; |
|
536 |
} |
|
537 |
|
|
538 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
539 |
// Pass1 of the OIT algorithm. Clear per-pixel head-poiners. |
|
540 |
|
|
541 |
static void oitClear(DistortedOutputSurface surface, int counter) |
|
542 |
{ |
|
543 |
if( mLinkedListSSBO[0]<0 ) |
|
544 |
{ |
|
545 |
GLES31.glGenBuffers(1,mLinkedListSSBO,0); |
|
546 |
|
|
547 |
int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4); |
|
548 |
GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]); |
|
549 |
GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW); |
|
550 |
GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0); |
|
551 |
|
|
552 |
GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]); |
|
553 |
} |
|
554 |
|
|
555 |
// See if we have overflown the SSBO in one of the previous frames. |
|
556 |
// If yes, assume we need to make the SSBO larger. |
|
557 |
float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight); |
|
558 |
|
|
559 |
if( overflow>1.0f ) |
|
560 |
{ |
|
561 |
//android.util.Log.e("effects", "previous frame rendered "+counter+ |
|
562 |
// " fragments, but there was only "+(mBufferSize*surface.mWidth*surface.mHeight)+" space"); |
|
563 |
|
|
564 |
mBufferSize *= (int)(overflow+1.0f); |
|
565 |
int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4); |
|
566 |
GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]); |
|
567 |
GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW); |
|
568 |
GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0); |
|
569 |
} |
|
570 |
|
|
571 |
mOITClearProgram.useProgram(); |
|
572 |
|
|
573 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
|
574 |
GLES31.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f ); // corrections do not really matter here - only present because of common vertex shader. |
|
575 |
GLES31.glUniform1f( mOITClearDepthH , 1.0f); // likewise depth |
|
576 |
GLES31.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight); |
|
577 |
GLES31.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
|
578 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
|
579 |
} |
|
580 |
|
|
581 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
582 |
// Pass2 of the OIT algorithm - build per-pixel linked lists. |
|
583 |
|
|
584 |
static void oitBuild(DistortedOutputSurface surface, float corrW, float corrH) |
|
585 |
{ |
|
586 |
mOITBuildProgram.useProgram(); |
|
587 |
|
|
588 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
|
589 |
GLES31.glUniform1i(mOITBuildTextureH, 0); |
|
590 |
GLES31.glUniform1i(mOITBuildDepthTextureH, 1); |
|
591 |
GLES31.glUniform2f(mOITBuildTexCorrH, corrW, corrH ); |
|
592 |
GLES31.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight); |
|
593 |
GLES31.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) ); |
|
594 |
GLES31.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear); |
|
595 |
GLES31.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
|
596 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
|
597 |
} |
|
598 |
|
|
599 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
600 |
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list. |
|
601 |
|
|
602 |
static void oitCollapse(DistortedOutputSurface surface, float corrW, float corrH) |
|
603 |
{ |
|
604 |
mOITCollapseProgram.useProgram(); |
|
605 |
|
|
606 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
|
607 |
GLES31.glUniform1i(mOITCollapseDepthTextureH, 1); |
|
608 |
GLES31.glUniform2f(mOITCollapseTexCorrH, corrW, corrH ); |
|
609 |
GLES31.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight); |
|
610 |
GLES31.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear); |
|
611 |
GLES31.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
|
612 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
|
613 |
} |
|
614 |
|
|
615 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
616 |
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists. |
|
617 |
|
|
618 |
static void oitRender(DistortedOutputSurface surface, float corrW, float corrH) |
|
619 |
{ |
|
620 |
mOITRenderProgram.useProgram(); |
|
621 |
|
|
622 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
|
623 |
GLES31.glUniform2f(mOITRenderTexCorrH, corrW, corrH ); |
|
624 |
GLES31.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight); |
|
625 |
GLES31.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear); |
|
626 |
GLES31.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
|
627 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
|
628 |
} |
|
629 |
|
|
630 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
631 |
|
|
632 |
static void onPause() |
|
633 |
{ |
|
634 |
mLinkedListSSBO[0]= -1; |
|
635 |
|
|
636 |
for(int i=0; i<Distorted.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1; |
|
637 |
} |
|
638 |
|
|
639 | 60 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
640 | 61 |
|
641 | 62 |
static void onDestroy() |
... | ... | |
643 | 64 |
mNextID = 0; |
644 | 65 |
} |
645 | 66 |
|
646 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
647 |
|
|
648 |
static void setSSBOSize(float size) |
|
649 |
{ |
|
650 |
mBufferSize = size; |
|
651 |
} |
|
652 |
|
|
653 | 67 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
654 | 68 |
// PUBLIC API |
655 | 69 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
791 | 205 |
return mQueues[num].removeByName(name); |
792 | 206 |
} |
793 | 207 |
|
794 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
795 |
/** |
|
796 |
* Returns the maximum number of effects of a given type that can be simultaneously applied to a |
|
797 |
* single (InputSurface,MeshBase) combo. |
|
798 |
* |
|
799 |
* @param type {@link EffectType} |
|
800 |
* @return The maximum number of effects of a given type. |
|
801 |
*/ |
|
802 |
@SuppressWarnings("unused") |
|
803 |
public static int getMax(EffectType type) |
|
804 |
{ |
|
805 |
return EffectQueue.getMax(type.ordinal()); |
|
806 |
} |
|
807 |
|
|
808 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
809 |
/** |
|
810 |
* Sets the maximum number of effects that can be stored in a single EffectQueue at one time. |
|
811 |
* This can fail if: |
|
812 |
* <ul> |
|
813 |
* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE) |
|
814 |
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called |
|
815 |
* before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this |
|
816 |
* time only decreasing the value of 'max' is permitted. |
|
817 |
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created. |
|
818 |
* </ul> |
|
819 |
* |
|
820 |
* @param type {@link EffectType} |
|
821 |
* @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater |
|
822 |
* than Byte.MAX_VALUE |
|
823 |
* @return <code>true</code> if operation was successful, <code>false</code> otherwise. |
|
824 |
*/ |
|
825 |
@SuppressWarnings("unused") |
|
826 |
public static boolean setMax(EffectType type, int max) |
|
827 |
{ |
|
828 |
return EffectQueue.setMax(type.ordinal(),max); |
|
829 |
} |
|
830 |
|
|
831 | 208 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
832 | 209 |
/** |
833 | 210 |
* Add a new Effect to our queue. |
Also available in: Unified diff
Move all Program-related stuff to Distorted. Now the DistortedEffects class is very simple.