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library / src / main / java / org / distorted / library / main / DistortedEffects.java @ c1a38ba3

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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.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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 * Class containing Matrix, Vertex, Fragment and Postprocessing effect queues.
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 * <p>
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 * The queues hold actual effects to be applied to a given (InputSurface,MeshObject) combo.
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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[1];
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  static
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    {
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    mLinkedListSSBO[0]= -1;
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    mAtomicCounter[0] = -1;
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    }
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  ///////////////////////////////////////////////////////////////
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  // this has to be at least as big as the number of pixels in
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  // the screen, lest the oitClear() pass overwrite memory.
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  private static int mBufferSize=(0x1<<23);  // 8 million entries
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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 EffectQueueMatrix mM;
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  private EffectQueueFragment mF;
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  private EffectQueueVertex mV;
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  private EffectQueuePostprocess mP;
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  private boolean matrixCloned, vertexCloned, fragmentCloned, postprocessCloned;
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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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    //android.util.Log.e("Effects", "vertHeader= "+mainVertHeader);
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    //android.util.Log.e("Effects", "fragHeader= "+mainFragHeader);
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    //android.util.Log.e("Effects", "enabledV= "+enabledEffectV);
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    //android.util.Log.e("Effects", "enabledF= "+enabledEffectF);
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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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    EffectQueueFragment.getUniforms(mainProgramH);
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    EffectQueueVertex.getUniforms(mainProgramH);
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    EffectQueueMatrix.getUniforms(mainProgramH);
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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)
260
      {
261
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
262
      throw new RuntimeException(e.getMessage());
263
      }
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    int mainOITProgramH = mMainOITProgram.getProgramHandle();
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    EffectQueueFragment.getUniformsOIT(mainOITProgramH);
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    EffectQueueVertex.getUniformsOIT(mainOITProgramH);
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    EffectQueueMatrix.getUniformsOIT(mainOITProgramH);
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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
278
      {
279
      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
280
      }
281
    catch(Exception e)
282
      {
283
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
284
      throw new RuntimeException(e.getMessage());
285
      }
286

    
287
    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
288
    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 ////////////////////////////////////
293
    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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296
    try
297
      {
298
      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
299
      }
300
    catch(Exception e)
301
      {
302
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
303
      throw new RuntimeException(e.getMessage());
304
      }
305

    
306
    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
307
    mOITBuildTextureH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Texture");
308
    mOITBuildDepthTextureH = GLES31.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
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    mOITBuildDepthH        = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Depth");
310
    mOITBuildTexCorrH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
311
    mOITBuildSizeH         = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Size");
312
    mOITBuildNumRecordsH   = GLES31.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
313

    
314
    if( mLinkedListSSBO[0]<0 )
315
      {
316
      GLES31.glGenBuffers(1,mLinkedListSSBO,0);
317
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
318
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
319
      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
320
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
321
      }
322

    
323
    if( mAtomicCounter[0]<0 )
324
      {
325
      GLES31.glGenBuffers(1,mAtomicCounter,0);
326
      GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[0]);
327
      GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] );
328
      GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES31.GL_DYNAMIC_DRAW);
329
      GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0);
330
      }
331

    
332
    // OIT COLLAPSE PROGRAM ///////////////////////////
333
    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
334
    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
335

    
336
    try
337
      {
338
      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
339
      }
340
    catch(Exception e)
341
      {
342
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
343
      throw new RuntimeException(e.getMessage());
344
      }
345

    
346
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
347
    mOITCollapseDepthTextureH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
348
    mOITCollapseDepthH        = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
349
    mOITCollapseTexCorrH      = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
350
    mOITCollapseSizeH         = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Size");
351

    
352
    // OIT RENDER PROGRAM ///////////////////////////
353
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
354
    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
355

    
356
    try
357
      {
358
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream,Distorted.GLSL_VERSION,Distorted.GLSL_VERSION, Distorted.GLSL);
359
      }
360
    catch(Exception e)
361
      {
362
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
363
      throw new RuntimeException(e.getMessage());
364
      }
365

    
366
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
367
    mOITRenderDepthH        = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Depth");
368
    mOITRenderTexCorrH      = GLES31.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
369
    mOITRenderSizeH         = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Size");
370
    }
371

    
372
///////////////////////////////////////////////////////////////////////////////////////////////////
373

    
374
  private void initializeEffectLists(DistortedEffects d, int flags)
375
    {
376
    if( (flags & Distorted.CLONE_MATRIX) != 0 )
377
      {
378
      mM = d.mM;
379
      matrixCloned = true;
380
      }
381
    else
382
      {
383
      mM = new EffectQueueMatrix(mID);
384
      matrixCloned = false;
385
      }
386
    
387
    if( (flags & Distorted.CLONE_VERTEX) != 0 )
388
      {
389
      mV = d.mV;
390
      vertexCloned = true;
391
      }
392
    else
393
      {
394
      mV = new EffectQueueVertex(mID);
395
      vertexCloned = false;
396
      }
397
    
398
    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
399
      {
400
      mF = d.mF;
401
      fragmentCloned = true;
402
      }
403
    else
404
      {
405
      mF = new EffectQueueFragment(mID);
406
      fragmentCloned = false;
407
      }
408

    
409
    if( (flags & Distorted.CLONE_POSTPROCESS) != 0 )
410
      {
411
      mP = d.mP;
412
      postprocessCloned = true;
413
      }
414
    else
415
      {
416
      mP = new EffectQueuePostprocess(mID);
417
      postprocessCloned = false;
418
      }
419
    }
420

    
421
///////////////////////////////////////////////////////////////////////////////////////////////////
422

    
423
  EffectQueuePostprocess getPostprocess()
424
    {
425
    return mP;
426
    }
427

    
428
///////////////////////////////////////////////////////////////////////////////////////////////////
429

    
430
  void newNode(DistortedNode node)
431
    {
432
    mM.newNode(node);
433
    mF.newNode(node);
434
    mV.newNode(node);
435
    mP.newNode(node);
436
    }
437

    
438
///////////////////////////////////////////////////////////////////////////////////////////////////
439

    
440
  private void displayNormals(MeshObject mesh)
441
    {
442
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mAttTFO[0]);
443
    GLES31.glBeginTransformFeedback( GLES31.GL_POINTS);
444
    DistortedRenderState.switchOffDrawing();
445
    GLES31.glDrawArrays( GLES31.GL_POINTS, 0, mesh.numVertices);
446
    DistortedRenderState.restoreDrawing();
447
    GLES31.glEndTransformFeedback();
448
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
449

    
450
    mNormalProgram.useProgram();
451
    GLES31.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, mM.getMVP() , 0);
452
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttTFO[0]);
453
    GLES31.glVertexAttribPointer(mNormalProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, 0);
454
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
455
    GLES31.glLineWidth(8.0f);
456
    GLES31.glDrawArrays(GLES31.GL_LINES, 0, 2*mesh.numVertices);
457
    }
458

    
459
///////////////////////////////////////////////////////////////////////////////////////////////////
460

    
461
  void drawPrivOIT(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime, float marginInPixels)
462
    {
463
    float halfZ = halfW*mesh.zFactor;
464

    
465
    mM.compute(currTime);
466
    mV.compute(currTime,halfW,halfH,halfZ);
467
    mF.compute(currTime,halfW,halfH);
468
    mP.compute(currTime);
469

    
470
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
471

    
472
    mMainOITProgram.useProgram();
473
    GLES31.glUniform1i(mMainOITTextureH, 0);
474
    GLES31.glUniform2ui(mMainOITSizeH, surface.mWidth, surface.mHeight);
475
    GLES31.glUniform1ui(mMainOITNumRecordsH, (mBufferSize-surface.mWidth*surface.mHeight)/3 );  // see the fragment shader
476

    
477
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
478
    GLES31.glVertexAttribPointer(mMainOITProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
479
    GLES31.glVertexAttribPointer(mMainOITProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1);
480
    GLES31.glVertexAttribPointer(mMainOITProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2);
481
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
482

    
483
    mM.sendOIT(surface,halfW,halfH,halfZ,marginInPixels);
484
    mV.sendOIT();
485
    mF.sendOIT();
486

    
487
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.numVertices);
488

    
489
    if( mesh.mShowNormals ) displayNormals(mesh);
490
    }
491

    
492
///////////////////////////////////////////////////////////////////////////////////////////////////
493

    
494
  void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime, float marginInPixels)
495
    {
496
    float halfZ = halfW*mesh.zFactor;
497

    
498
    mM.compute(currTime);
499
    mV.compute(currTime,halfW,halfH,halfZ);
500
    mF.compute(currTime,halfW,halfH);
501
    mP.compute(currTime);
502

    
503
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
504

    
505
    mMainProgram.useProgram();
506
    GLES31.glUniform1i(mMainTextureH, 0);
507

    
508
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
509
    GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
510
    GLES31.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1);
511
    GLES31.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2);
512
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
513

    
514
    mM.send(surface,halfW,halfH,halfZ,marginInPixels);
515
    mV.send();
516
    mF.send();
517

    
518
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.numVertices);
519

    
520
    if( mesh.mShowNormals ) displayNormals(mesh);
521
    }
522

    
523
///////////////////////////////////////////////////////////////////////////////////////////////////
524
/**
525
 * Only for use by the library itself.
526
 *
527
 * @y.exclude
528
 */
529
  public static void blitPriv(DistortedOutputSurface surface)
530
    {
531
    mBlitProgram.useProgram();
532

    
533
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
534
    GLES31.glUniform1i(mBlitTextureH, 0);
535
    GLES31.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
536
    GLES31.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
537
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
538
    }
539

    
540
///////////////////////////////////////////////////////////////////////////////////////////////////
541

    
542
  static void blitDepthPriv(DistortedOutputSurface surface, float corrW, float corrH)
543
    {
544
    mBlitDepthProgram.useProgram();
545

    
546
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
547
    GLES31.glUniform1i(mBlitDepthTextureH, 0);
548
    GLES31.glUniform1i(mBlitDepthDepthTextureH, 1);
549
    GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
550
    GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
551
    GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
552
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
553
    }
554

    
555
///////////////////////////////////////////////////////////////////////////////////////////////////
556
// reset atomic counter to 0
557

    
558
  static void zeroOutAtomic()
559
    {
560
    GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] );
561

    
562
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
563
                                                                GLES31.GL_MAP_WRITE_BIT|GLES31.GL_MAP_INVALIDATE_BUFFER_BIT);
564
    if( atomicBuf!=null )
565
      {
566
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
567

    
568
      //int counter = atomicIntBuf.get(0);
569
      //android.util.Log.e("counter", "now = "+counter+" w="+surface.mWidth+" h="+surface.mHeight
570
      //                             +" diff="+(counter-surface.mWidth*surface.mHeight));
571
      atomicIntBuf.put(0,0);
572
      }
573
    else
574
      {
575
      android.util.Log.e("effects", "failed to map atomic buffer");
576
      }
577

    
578
    GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
579
    GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0);
580
    }
581

    
582
///////////////////////////////////////////////////////////////////////////////////////////////////
583
// Pass1 of the OIT algorithm. Clear per-pixel head-poiners.
584

    
585
  static void oitClear(DistortedOutputSurface surface)
586
    {
587
    mOITClearProgram.useProgram();
588

    
589
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
590
    GLES31.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
591
    GLES31.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
592
    GLES31.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
593
    GLES31.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
594
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
595
    }
596

    
597
///////////////////////////////////////////////////////////////////////////////////////////////////
598
// Pass2 of the OIT algorithm - build per-pixel linked lists.
599

    
600
  static void oitBuild(DistortedOutputSurface surface, float corrW, float corrH)
601
    {
602
    mOITBuildProgram.useProgram();
603

    
604
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
605
    GLES31.glUniform1i(mOITBuildTextureH, 0);
606
    GLES31.glUniform1i(mOITBuildDepthTextureH, 1);
607
    GLES31.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
608
    GLES31.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
609
    GLES31.glUniform1ui(mOITBuildNumRecordsH, (mBufferSize-surface.mWidth*surface.mHeight)/3 );  // see the fragment shader
610
    GLES31.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
611
    GLES31.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
612
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
613
    }
614

    
615
///////////////////////////////////////////////////////////////////////////////////////////////////
616
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
617

    
618
  static void oitCollapse(DistortedOutputSurface surface, float corrW, float corrH)
619
    {
620
    mOITCollapseProgram.useProgram();
621

    
622
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
623
    GLES31.glUniform1i(mOITCollapseDepthTextureH, 1);
624
    GLES31.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
625
    GLES31.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
626
    GLES31.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
627
    GLES31.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
628
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
629
    }
630

    
631
///////////////////////////////////////////////////////////////////////////////////////////////////
632
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
633

    
634
  static void oitRender(DistortedOutputSurface surface, float corrW, float corrH)
635
    {
636
    mOITRenderProgram.useProgram();
637

    
638
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
639
    GLES31.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
640
    GLES31.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
641
    GLES31.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
642
    GLES31.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
643
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
644
    }
645

    
646
///////////////////////////////////////////////////////////////////////////////////////////////////
647

    
648
  private void releasePriv()
649
    {
650
    if( !matrixCloned      ) mM.abortAll(false);
651
    if( !vertexCloned      ) mV.abortAll(false);
652
    if( !fragmentCloned    ) mF.abortAll(false);
653
    if( !postprocessCloned ) mP.abortAll(false);
654

    
655
    mM = null;
656
    mV = null;
657
    mF = null;
658
    mP = null;
659
    }
660

    
661
///////////////////////////////////////////////////////////////////////////////////////////////////
662

    
663
  static void onPause()
664
    {
665
    mLinkedListSSBO[0]= -1;
666
    mAtomicCounter[0] = -1;
667
    }
668

    
669
///////////////////////////////////////////////////////////////////////////////////////////////////
670

    
671
  static void onDestroy()
672
    {
673
    mNextID =  0;
674
    }
675

    
676
///////////////////////////////////////////////////////////////////////////////////////////////////
677
// PUBLIC API
678
///////////////////////////////////////////////////////////////////////////////////////////////////
679
/**
680
 * Create empty effect queue.
681
 */
682
  public DistortedEffects()
683
    {
684
    mID = ++mNextID;
685
    initializeEffectLists(this,0);
686
    }
687

    
688
///////////////////////////////////////////////////////////////////////////////////////////////////
689
/**
690
 * Copy constructor.
691
 * <p>
692
 * Whatever we do not clone gets created just like in the default constructor.
693
 *
694
 * @param dc    Source object to create our object from
695
 * @param flags A bitmask of values specifying what to copy.
696
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
697
 */
698
  public DistortedEffects(DistortedEffects dc, int flags)
699
    {
700
    mID = ++mNextID;
701
    initializeEffectLists(dc,flags);
702
    }
703

    
704
///////////////////////////////////////////////////////////////////////////////////////////////////
705
/**
706
 * Releases all resources. After this call, the queue should not be used anymore.
707
 */
708
  @SuppressWarnings("unused")
709
  public synchronized void delete()
710
    {
711
    releasePriv();
712
    }
713

    
714
///////////////////////////////////////////////////////////////////////////////////////////////////
715
/**
716
 * Returns unique ID of this instance.
717
 *
718
 * @return ID of the object.
719
 */
720
  public long getID()
721
      {
722
      return mID;
723
      }
724

    
725
///////////////////////////////////////////////////////////////////////////////////////////////////
726
/**
727
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
728
 * to one of the Effects in our queues. Nothing will happen if 'el' is already in the list.
729
 * 
730
 * @param el A class implementing the EffectListener interface that wants to get notifications.
731
 */
732
  @SuppressWarnings("unused")
733
  public void registerForMessages(EffectListener el)
734
    {
735
    mM.registerForMessages(el);
736
    mV.registerForMessages(el);
737
    mF.registerForMessages(el);
738
    mP.registerForMessages(el);
739
    }
740

    
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742
/**
743
 * Removes the calling class from the list of Listeners that get notified if something happens to Effects in our queue.
744
 * 
745
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
746
 */
747
  @SuppressWarnings("unused")
748
  public void deregisterForMessages(EffectListener el)
749
    {
750
    mM.deregisterForMessages(el);
751
    mV.deregisterForMessages(el);
752
    mF.deregisterForMessages(el);
753
    mP.deregisterForMessages(el);
754
    }
755

    
756
///////////////////////////////////////////////////////////////////////////////////////////////////
757
/**
758
 * Aborts all Effects.
759
 * @return Number of effects aborted.
760
 */
761
  public int abortAllEffects()
762
    {
763
    return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
764
    }
765

    
766
///////////////////////////////////////////////////////////////////////////////////////////////////
767
/**
768
 * Aborts all Effects of a given type, for example all MATRIX Effects.
769
 * 
770
 * @param type one of the constants defined in {@link EffectType}
771
 * @return Number of effects aborted.
772
 */
773
  public int abortByType(EffectType type)
774
    {
775
    switch(type)
776
      {
777
      case MATRIX     : return mM.abortAll(true);
778
      case VERTEX     : return mV.abortAll(true);
779
      case FRAGMENT   : return mF.abortAll(true);
780
      case POSTPROCESS: return mP.abortAll(true);
781
      default         : return 0;
782
      }
783
    }
784

    
785
///////////////////////////////////////////////////////////////////////////////////////////////////
786
/**
787
 * Aborts an Effect by its ID.
788
 *
789
 * @param id the Id of the Effect to be removed, as returned by getID().
790
 * @return Number of effects aborted.
791
 */
792
  public int abortById(long id)
793
    {
794
    long type = id&EffectType.MASK;
795

    
796
    if( type == EffectType.MATRIX.ordinal()      ) return mM.removeById(id);
797
    if( type == EffectType.VERTEX.ordinal()      ) return mV.removeById(id);
798
    if( type == EffectType.FRAGMENT.ordinal()    ) return mF.removeById(id);
799
    if( type == EffectType.POSTPROCESS.ordinal() ) return mP.removeById(id);
800

    
801
    return 0;
802
    }
803

    
804
///////////////////////////////////////////////////////////////////////////////////////////////////
805
/**
806
 * Aborts a single Effect.
807
 * 
808
 * @param effect the Effect we want to abort.
809
 * @return number of Effects aborted. Always either 0 or 1.
810
 */
811
  public int abortEffect(Effect effect)
812
    {
813
    switch(effect.getType())
814
      {
815
      case MATRIX     : return mM.removeEffect(effect);
816
      case VERTEX     : return mV.removeEffect(effect);
817
      case FRAGMENT   : return mF.removeEffect(effect);
818
      case POSTPROCESS: return mP.removeEffect(effect);
819
      default         : return 0;
820
      }
821
    }
822

    
823
///////////////////////////////////////////////////////////////////////////////////////////////////
824
/**
825
 * Abort all Effects of a given name, for example all rotations.
826
 * 
827
 * @param name one of the constants defined in {@link EffectName}
828
 * @return number of Effects aborted.
829
 */
830
  public int abortByName(EffectName name)
831
    {
832
    switch(name.getType())
833
      {
834
      case MATRIX     : return mM.removeByName(name);
835
      case VERTEX     : return mV.removeByName(name);
836
      case FRAGMENT   : return mF.removeByName(name);
837
      case POSTPROCESS: return mP.removeByName(name);
838
      default                : return 0;
839
      }
840
    }
841

    
842
///////////////////////////////////////////////////////////////////////////////////////////////////
843
/**
844
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
845
 * single (InputSurface,MeshObject) combo.
846
 *
847
 * @param type {@link EffectType}
848
 * @return The maximum number of effects of a given type.
849
 */
850
  @SuppressWarnings("unused")
851
  public static int getMax(EffectType type)
852
    {
853
    return EffectQueue.getMax(type.ordinal());
854
    }
855

    
856
///////////////////////////////////////////////////////////////////////////////////////////////////
857
/**
858
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
859
 * This can fail if:
860
 * <ul>
861
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
862
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
863
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
864
 *     time only decreasing the value of 'max' is permitted.
865
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
866
 * </ul>
867
 *
868
 * @param type {@link EffectType}
869
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
870
 *            than Byte.MAX_VALUE
871
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
872
 */
873
  @SuppressWarnings("unused")
874
  public static boolean setMax(EffectType type, int max)
875
    {
876
    return EffectQueue.setMax(type.ordinal(),max);
877
    }
878

    
879
///////////////////////////////////////////////////////////////////////////////////////////////////
880
/**
881
 * Add a new Effect to our queue.
882
 *
883
 * @param effect The Effect to add.
884
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
885
 */
886
  public boolean apply(Effect effect)
887
    {
888
    switch(effect.getType())
889
      {
890
      case MATRIX      : return mM.add(effect);
891
      case VERTEX      : return mV.add(effect);
892
      case FRAGMENT    : return mF.add(effect);
893
      case POSTPROCESS : return mP.add(effect);
894
      }
895

    
896
    return false;
897
    }
898
  }
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