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Revision c2c08950

Added by Leszek Koltunski about 7 years ago

simplify blitPriv()

View differences:

src/main/java/org/distorted/library/DistortedEffects.java
72 72
  /// BLIT PROGRAM ///
73 73
  private static DistortedProgram mBlitProgram;
74 74
  private static int mBlitTextureH;
75
  private static int mBlitObjDH;
76
  private static int mBlitMVPMatrixH;
75
  private static int mBlitDepthH;
77 76
  private static final FloatBuffer mQuadPositions;
78 77

  
79 78
  static
......
166 165

  
167 166
    int blitProgramH = mBlitProgram.getProgramHandle();
168 167
    mBlitTextureH  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
169
    mBlitObjDH     = GLES30.glGetUniformLocation( blitProgramH, "u_objD");
170
    mBlitMVPMatrixH= GLES30.glGetUniformLocation( blitProgramH, "u_MVPMatrix");
168
    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
171 169

  
172 170
    // DEBUG ONLY //////////////////////////////////////
173 171
    final InputStream debugVertexStream   = resources.openRawResource(R.raw.test_vertex_shader);
......
349 347
   
350 348
  static void blitPriv(DistortedOutputSurface projection)
351 349
    {
352
    GLES30.glViewport(0, 0, projection.mWidth, projection.mHeight);
353

  
354 350
    mBlitProgram.useProgram();
355 351

  
356
    Matrix.setIdentityM(mTmpMatrix, 0);
357
    Matrix.translateM(mTmpMatrix, 0, 0, 0, -projection.mDistance);
358
    Matrix.multiplyMM(mMVPMatrix, 0, projection.mProjectionMatrix, 0, mTmpMatrix, 0);
359

  
352
    GLES30.glViewport(0, 0, projection.mWidth, projection.mHeight);
360 353
    GLES30.glUniform1i(mBlitTextureH, 0);
361
    GLES30.glUniform2f( mBlitObjDH , projection.mWidth/2, projection.mHeight/2);
362
    GLES30.glUniformMatrix4fv(mBlitMVPMatrixH, 1, false, mMVPMatrix, 0);
354
    GLES30.glUniform1f( mBlitDepthH , 1.0f-projection.mNear);
363 355
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
364 356
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
365 357
    }
src/main/java/org/distorted/library/DistortedOutputSurface.java
32 32
  private ArrayList<DistortedNode> mChildren;
33 33
  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
34 34

  
35
  private float mNear, mFOV;
35
  private float mFOV;
36 36
  int mWidth,mHeight,mDepth;
37
  float mDistance;
37
  float mDistance, mNear;
38 38
  float[] mProjectionMatrix;
39 39

  
40 40
  int mDepthCreated;
......
71 71
      if( mFOV>0.0f )  // perspective projection
72 72
        {
73 73
        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
74
        float q = (float)mWidth/mHeight;
74
        float q = mWidth*mNear;
75 75
        float c = mHeight*mNear;
76 76

  
77
        float left   = -q*c/2;
78
        float right  = +q*c/2;
79
        float bottom =   -c/2;
80
        float top    =   +c/2;
81
        float near   =    c/a;
77
        float left   = -q/2;
78
        float right  = +q/2;
79
        float bottom = -c/2;
80
        float top    = +c/2;
81
        float near   =  c/a;
82 82

  
83 83
        mDistance    = mHeight/a;
84 84
        float far    = 2*mDistance-near;
src/main/java/org/distorted/library/EffectQueueFragment.java
132 132
      }  
133 133
    }
134 134

  
135
///////////////////////////////////////////////////////////////////////////////////////////////////
136

  
137
  synchronized static void sendZero()
138
    {
139
    GLES30.glUniform1i( mNumEffectsH, 0);
140
    }
141

  
142 135
///////////////////////////////////////////////////////////////////////////////////////////////////
143 136
// alpha, brightness, contrast, saturation
144 137

  
src/main/java/org/distorted/library/EffectQueueMatrix.java
294 294
    GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
295 295
    }
296 296

  
297
///////////////////////////////////////////////////////////////////////////////////////////////////
298
// here construct the ModelView Matrix, but without any effects
299

  
300
  synchronized static void sendZero(DistortedOutputSurface projection, float halfX, float halfY, float halfZ)
301
    {
302
    Matrix.setIdentityM(mTmpMatrix, 0);
303
    Matrix.translateM(mTmpMatrix, 0, halfX-projection.mWidth/2, projection.mHeight/2-halfY, -projection.mDistance);
304
    Matrix.multiplyMM(mMVPMatrix, 0, projection.mProjectionMatrix, 0, mTmpMatrix, 0);
305
    
306
    GLES30.glUniform3f( mObjDH , halfX, halfY, halfZ);
307
    GLES30.glUniform1f( mDepthH, projection.mDepth);
308
    GLES30.glUniformMatrix4fv(mMVMatrixH , 1, false, mTmpMatrix, 0);
309
    GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0);
310
    }
311

  
312 297
///////////////////////////////////////////////////////////////////////////////////////////////////
313 298
// move, scale
314 299

  
src/main/java/org/distorted/library/EffectQueueVertex.java
151 151
      }
152 152
    }
153 153

  
154
///////////////////////////////////////////////////////////////////////////////////////////////////
155

  
156
  synchronized static void sendZero()
157
    {
158
    GLES30.glUniform1i( mNumEffectsH, 0);
159
    }
160
  
161 154
///////////////////////////////////////////////////////////////////////////////////////////////////
162 155
// Do various post-processing on already computed effects.
163 156
// 1) here unlike in the fragment queue, we don't have to multiply the points by ModelView matrix because that gets done in the shader.
src/main/res/raw/blit_vertex_shader.glsl
19 19

  
20 20
precision lowp float;
21 21

  
22
uniform vec2 u_objD;          // half of object width x half of object height
23
uniform mat4 u_MVPMatrix;     // the combined model/view/projection matrix.
22
uniform float u_Depth;        // distance from the near plane to render plane, in clip coords
24 23
attribute vec2 a_Position;    // Per-vertex position.
25 24
varying vec2 v_TexCoordinate; //
26 25

  
......
29 28
void main()
30 29
  {
31 30
  v_TexCoordinate = a_Position + 0.5;
32
  //gl_Position     = vec4(2.0*a_Position,0.0,1.0);
33
  gl_Position     = u_MVPMatrix*vec4(2.0*u_objD*a_Position,0.0,1.0);
34
  }                               
31
  gl_Position     = vec4(2.0*a_Position,u_Depth,1.0);
32
  }

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