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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/DistortedEffects.java
19 19

  
20 20
package org.distorted.library.main;
21 21

  
22
import android.content.res.Resources;
23
import android.opengl.GLES31;
24
import android.util.Log;
25

  
26
import org.distorted.library.R;
27 22
import org.distorted.library.effect.Effect;
28 23
import org.distorted.library.effect.EffectName;
29 24
import org.distorted.library.effect.EffectType;
30
import org.distorted.library.effect.FragmentEffect;
31
import org.distorted.library.effect.VertexEffect;
32
import org.distorted.library.mesh.MeshBase;
33 25
import org.distorted.library.message.EffectListener;
34
import org.distorted.library.program.DistortedProgram;
35

  
36
import java.io.InputStream;
37
import java.nio.ByteBuffer;
38
import java.nio.ByteOrder;
39
import java.nio.FloatBuffer;
40
import java.nio.IntBuffer;
41 26

  
42 27
///////////////////////////////////////////////////////////////////////////////////////////////////
43 28
/**
......
47 32
 */
48 33
public class DistortedEffects
49 34
  {
50
  /// MAIN PROGRAM ///
51
  private static DistortedProgram mMainProgram;
52
  private static int mMainTextureH;
53

  
54
  /// BLIT PROGRAM ///
55
  private static DistortedProgram mBlitProgram;
56
  private static int mBlitTextureH;
57
  private static int mBlitDepthH;
58
  private static final FloatBuffer mQuadPositions;
59

  
60
  static
61
    {
62
    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
63
    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
64
    mQuadPositions.put(positionData).position(0);
65
    }
66

  
67
  /// BLIT DEPTH PROGRAM ///
68
  private static DistortedProgram mBlitDepthProgram;
69
  private static int mBlitDepthTextureH;
70
  private static int mBlitDepthDepthTextureH;
71
  private static int mBlitDepthDepthH;
72
  private static int mBlitDepthTexCorrH;
73

  
74
  /// NORMAL PROGRAM /////
75
  private static DistortedProgram mNormalProgram;
76
  private static int mNormalMVPMatrixH;
77

  
78
  /// OIT SSBO BUFFER ///
79
  private static int[] mLinkedListSSBO = new int[1];
80
  private static int[] mAtomicCounter = new int[Distorted.FBO_QUEUE_SIZE];
81
  private static int   mCurrBuffer;
82

  
83
  static
84
    {
85
    mLinkedListSSBO[0]= -1;
86
    mCurrBuffer       =  0;
87

  
88
    for(int i=0; i<Distorted.FBO_QUEUE_SIZE; i++)  mAtomicCounter[i] = -1;
89
    }
90

  
91
  ///////////////////////////////////////////////////////////////
92
  // meaning: allocate 1.0 screenful of places for transparent
93
  // fragments in the SSBO backing up the OIT render method.
94
  private static float mBufferSize=1.0f;
95

  
96
  /// OIT CLEAR PROGRAM ///
97
  private static DistortedProgram mOITClearProgram;
98
  private static int mOITClearDepthH;
99
  private static int mOITClearTexCorrH;
100
  private static int mOITClearSizeH;
101

  
102
  /// OIT BUILD PROGRAM ///
103
  private static DistortedProgram mOITBuildProgram;
104
  private static int mOITBuildTextureH;
105
  private static int mOITBuildDepthTextureH;
106
  private static int mOITBuildDepthH;
107
  private static int mOITBuildTexCorrH;
108
  private static int mOITBuildSizeH;
109
  private static int mOITBuildNumRecordsH;
110

  
111
  /// OIT COLLAPSE PROGRAM ///
112
  private static DistortedProgram mOITCollapseProgram;
113
  private static int mOITCollapseDepthTextureH;
114
  private static int mOITCollapseDepthH;
115
  private static int mOITCollapseTexCorrH;
116
  private static int mOITCollapseSizeH;
117

  
118
  /// OIT RENDER PROGRAM ///
119
  private static DistortedProgram mOITRenderProgram;
120
  private static int mOITRenderDepthH;
121
  private static int mOITRenderTexCorrH;
122
  private static int mOITRenderSizeH;
123

  
124
  /// MAIN OIT PROGRAM ///
125
  private static DistortedProgram mMainOITProgram;
126
  private static int mMainOITTextureH;
127
  private static int mMainOITSizeH;
128
  private static int mMainOITNumRecordsH;
129
  /// END PROGRAMS //////
130

  
131 35
  private static long mNextID =0;
132 36
  private long mID;
133

  
134 37
  private EffectQueue[] mQueues;
135 38

  
136
///////////////////////////////////////////////////////////////////////////////////////////////////
137

  
138
  static void createPrograms(Resources resources)
139
    {
140
    // MAIN PROGRAM ////////////////////////////////////
141
    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
142
    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
143

  
144
    int numF = FragmentEffect.getNumEnabled();
145
    int numV = VertexEffect.getNumEnabled();
146

  
147
    String mainVertHeader= Distorted.GLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
148
    String mainFragHeader= Distorted.GLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
149
    String enabledEffectV= VertexEffect.getGLSL();
150
    String enabledEffectF= FragmentEffect.getGLSL();
151

  
152
    String[] feedback = { "v_Position", "v_endPosition" };
153

  
154
    try
155
      {
156
      mMainProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
157
                                          enabledEffectV, enabledEffectF, Distorted.GLSL, feedback);
158
      }
159
    catch(Exception e)
160
      {
161
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN program: "+e.getMessage());
162
      throw new RuntimeException(e.getMessage());
163
      }
164

  
165
    int mainProgramH = mMainProgram.getProgramHandle();
166
    EffectQueue.getUniforms(mainProgramH,0);
167
    mMainTextureH= GLES31.glGetUniformLocation( mainProgramH, "u_Texture");
168

  
169
    // BLIT PROGRAM ////////////////////////////////////
170
    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
171
    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
172

  
173
    try
174
      {
175
      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
176
      }
177
    catch(Exception e)
178
      {
179
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT program: "+e.getMessage());
180
      throw new RuntimeException(e.getMessage());
181
      }
182

  
183
    int blitProgramH = mBlitProgram.getProgramHandle();
184
    mBlitTextureH  = GLES31.glGetUniformLocation( blitProgramH, "u_Texture");
185
    mBlitDepthH    = GLES31.glGetUniformLocation( blitProgramH, "u_Depth");
186

  
187
    // BLIT DEPTH PROGRAM ////////////////////////////////////
188
    final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
189
    final InputStream blitDepthFragStream = resources.openRawResource(R.raw.blit_depth_fragment_shader);
190

  
191
    try
192
      {
193
      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
194
      }
195
    catch(Exception e)
196
      {
197
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT DEPTH program: "+e.getMessage());
198
      throw new RuntimeException(e.getMessage());
199
      }
200

  
201
    int blitDepthProgramH   = mBlitDepthProgram.getProgramHandle();
202
    mBlitDepthTextureH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture");
203
    mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
204
    mBlitDepthDepthH        = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth");
205
    mBlitDepthTexCorrH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
206

  
207
    // NORMAL PROGRAM //////////////////////////////////////
208
    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
209
    final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
210

  
211
    try
212
      {
213
      mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, Distorted.GLSL_VERSION, Distorted.GLSL_VERSION, Distorted.GLSL);
214
      }
215
    catch(Exception e)
216
      {
217
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile NORMAL program: "+e.getMessage());
218
      throw new RuntimeException(e.getMessage());
219
      }
220

  
221
    int normalProgramH = mNormalProgram.getProgramHandle();
222
    mNormalMVPMatrixH  = GLES31.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
223
    }
224

  
225
///////////////////////////////////////////////////////////////////////////////////////////////////
226

  
227
  static void createProgramsOIT(Resources resources)
228
    {
229
    // MAIN OIT PROGRAM ////////////////////////////////
230
    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
231
    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
232

  
233
    int numF = FragmentEffect.getNumEnabled();
234
    int numV = VertexEffect.getNumEnabled();
235

  
236
    String mainVertHeader= Distorted.GLSL_VERSION +
237
                           ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") +
238
                           ("#define OIT\n");
239
    String mainFragHeader= Distorted.GLSL_VERSION +
240
                           ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") +
241
                           ("#define OIT\n");
242

  
243
    String enabledEffectV= VertexEffect.getGLSL();
244
    String enabledEffectF= FragmentEffect.getGLSL();
245

  
246
    try
247
      {
248
      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
249
                                             enabledEffectV, enabledEffectF, Distorted.GLSL, null);
250
      }
251
    catch(Exception e)
252
      {
253
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
254
      throw new RuntimeException(e.getMessage());
255
      }
256

  
257
    int mainOITProgramH = mMainOITProgram.getProgramHandle();
258
    EffectQueue.getUniforms(mainOITProgramH,1);
259
    mMainOITTextureH    = GLES31.glGetUniformLocation( mainOITProgramH, "u_Texture");
260
    mMainOITSizeH       = GLES31.glGetUniformLocation( mainOITProgramH, "u_Size");
261
    mMainOITNumRecordsH = GLES31.glGetUniformLocation( mainOITProgramH, "u_numRecords");
262

  
263
    // OIT CLEAR PROGRAM ////////////////////////////////////
264
    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
265
    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
266

  
267
    try
268
      {
269
      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
270
      }
271
    catch(Exception e)
272
      {
273
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
274
      throw new RuntimeException(e.getMessage());
275
      }
276

  
277
    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
278
    mOITClearDepthH        = GLES31.glGetUniformLocation( oitClearProgramH, "u_Depth");
279
    mOITClearTexCorrH      = GLES31.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
280
    mOITClearSizeH         = GLES31.glGetUniformLocation( oitClearProgramH, "u_Size");
281

  
282
    // OIT BUILD PROGRAM ////////////////////////////////////
283
    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
284
    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
285

  
286
    try
287
      {
288
      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
289
      }
290
    catch(Exception e)
291
      {
292
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
293
      throw new RuntimeException(e.getMessage());
294
      }
295

  
296
    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
297
    mOITBuildTextureH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Texture");
298
    mOITBuildDepthTextureH = GLES31.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
299
    mOITBuildDepthH        = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Depth");
300
    mOITBuildTexCorrH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
301
    mOITBuildSizeH         = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Size");
302
    mOITBuildNumRecordsH   = GLES31.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
303

  
304
    // OIT COLLAPSE PROGRAM ///////////////////////////
305
    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
306
    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
307

  
308
    try
309
      {
310
      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
311
      }
312
    catch(Exception e)
313
      {
314
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
315
      throw new RuntimeException(e.getMessage());
316
      }
317

  
318
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
319
    mOITCollapseDepthTextureH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
320
    mOITCollapseDepthH        = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
321
    mOITCollapseTexCorrH      = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
322
    mOITCollapseSizeH         = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Size");
323

  
324
    // OIT RENDER PROGRAM ///////////////////////////
325
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
326
    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
327

  
328
    try
329
      {
330
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
331
      }
332
    catch(Exception e)
333
      {
334
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
335
      throw new RuntimeException(e.getMessage());
336
      }
337

  
338
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
339
    mOITRenderDepthH        = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Depth");
340
    mOITRenderTexCorrH      = GLES31.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
341
    mOITRenderSizeH         = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Size");
342
    }
343

  
344 39
///////////////////////////////////////////////////////////////////////////////////////////////////
345 40

  
346 41
  EffectQueue[] getQueues()
......
362 57
    EffectQueue.removeNode(mQueues,node);
363 58
    }
364 59

  
365
///////////////////////////////////////////////////////////////////////////////////////////////////
366

  
367
  private void displayNormals(MeshBase mesh)
368
    {
369
    int num = mesh.getNumVertices();
370
    int tfo = mesh.getTFO();
371

  
372
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
373
    GLES31.glBeginTransformFeedback( GLES31.GL_POINTS);
374
    DistortedRenderState.switchOffDrawing();
375
    GLES31.glDrawArrays( GLES31.GL_POINTS, 0, num );
376
    DistortedRenderState.restoreDrawing();
377
    GLES31.glEndTransformFeedback();
378
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
379

  
380
    mNormalProgram.useProgram();
381
    GLES31.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(mQueues) , 0);
382
    mesh.bindTransformAttribs(mNormalProgram);
383
    GLES31.glLineWidth(8.0f);
384
    GLES31.glDrawArrays(GLES31.GL_LINES, 0, 2*num);
385
    }
386

  
387
///////////////////////////////////////////////////////////////////////////////////////////////////
388

  
389
  void drawPrivOIT(float halfW, float halfH, MeshBase mesh, DistortedOutputSurface surface, long currTime)
390
    {
391
    float halfZ = halfW*mesh.getZFactor();
392

  
393
    EffectQueue.compute(mQueues, currTime, halfW, halfH, halfZ );
394
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
395

  
396
    mMainOITProgram.useProgram();
397
    GLES31.glUniform1i(mMainOITTextureH, 0);
398
    GLES31.glUniform2ui(mMainOITSizeH, surface.mWidth, surface.mHeight);
399
    GLES31.glUniform1ui(mMainOITNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
400

  
401
    mesh.bindVertexAttribs(mMainOITProgram);
402

  
403
    float inflate = mesh.getInflate();
404

  
405
    EffectQueue.send(mQueues, surface, inflate, halfW, halfH, halfZ, 1 );
406
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
407

  
408
    if( mesh.getShowNormals() )
409
      {
410
      mMainProgram.useProgram();
411
      EffectQueue.send(mQueues, surface, inflate, halfW, halfH, halfZ, 0 );
412
      displayNormals(mesh);
413
      }
414
    }
415

  
416
///////////////////////////////////////////////////////////////////////////////////////////////////
417

  
418
  void drawPriv(float halfW, float halfH, MeshBase mesh, DistortedOutputSurface surface, long currTime)
419
    {
420
    float halfZ = halfW*mesh.getZFactor();
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 &le; max &le; 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.

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