Revision c638c1b0
Added by Leszek Koltunski almost 9 years ago
| src/main/java/org/distorted/library/Distorted.java | ||
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static int mainProgramH, postProgramH; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// private: hide this from Javadoc |
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private Distorted() |
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{
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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static DistortedFramebuffer getFBO(int w, int h) |
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{
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// TODO: a static factory of Framebuffers. |
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return null; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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static boolean isInitialized() |
| ... | ... | |
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return (mMainProgramAttributes!=null); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Release all internal memory caches (in particular the FBOs used as buffers for postprocessing) |
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*/ |
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public static void clean() |
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{
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// TODO |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* When OpenGL context gets created, you need to call this method so that the library can initialise its internal data structures. |
| src/main/java/org/distorted/library/DistortedEffects.java | ||
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import org.distorted.library.type.Data5D; |
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import org.distorted.library.type.Static3D; |
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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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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
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| ... | ... | |
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*/ |
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public class DistortedEffects |
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{
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private static final int BYTES_PER_FLOAT = 4; // |
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private static final int POSITION_DATA_SIZE= 2; // Size of the position data in elements |
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private static final int TEX_DATA_SIZE = 2; // Size of the texture coordinate data in elements. |
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private static final FloatBuffer mQuadPositions, mQuadTexture; |
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private static long mNextID =0; |
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private long mID; |
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|
| ... | ... | |
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private boolean matrixCloned, vertexCloned, fragmentCloned, postprocessCloned; |
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static |
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{
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int dataLength = 4; |
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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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float[] textureData = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f };
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mQuadPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
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mQuadPositions.put(positionData).position(0); |
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mQuadTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE *dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
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mQuadTexture.put(textureData).position(0); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void initializeEffectLists(DistortedEffects d, int flags) |
| ... | ... | |
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} |
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else |
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{
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DistortedFramebuffer fbo = null; |
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// TODO : set this as output |
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DistortedFramebuffer buffer = Distorted.getFBO(df.mWidth,df.mHeight); |
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// render to the FBO just like above |
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/* |
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GLES20.glViewport(0, 0, fbo.mWidth, fbo.mHeight); |
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GLES20.glViewport(0, 0, buffer.mWidth, buffer.mHeight); |
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buffer.setAsOutput(); |
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mM.send(fbo,halfInputW,halfInputH,halfZ);
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mM.send(buffer,halfInputW,halfInputH,halfZ);
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mV.send(halfInputW,halfInputH,halfZ); |
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mF.send(halfInputW,halfInputH); |
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mesh.draw(); |
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*/ |
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GLES20.glUseProgram(Distorted.postProgramH); |
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GLES20.glViewport(0, 0, df.mWidth, df.mHeight); |
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buffer.setAsInput(); |
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df.setAsOutput(); |
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mP.send(halfInputW,halfInputH); |
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// apply postprocess effects |
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mP.postprocess(fbo,df); |
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GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mQuadPositions); |
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GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[1], TEX_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mQuadTexture); |
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); |
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} |
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} |
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| src/main/java/org/distorted/library/EffectQueuePostprocess.java | ||
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mTime = currTime; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void postprocess(DistortedFramebuffer input, DistortedFramebuffer output) |
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{
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// 1. Set input's COLOR0 as input texture |
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// 2. Set output as output FBO |
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// 3. set Vieport |
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// 4. call send() |
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// 5. render a quad: |
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/* |
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GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[0], MeshObject.POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mMeshPositions); |
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GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[1], MeshObject.TEX_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mMeshTexture); |
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); |
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*/ |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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protected void moveEffect(int index) |
| ... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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synchronized void send(float objX, float objY)
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synchronized void send(float halfX, float halfY)
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{
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GLES20.glUniform1i( mNumEffectsH, mNumEffects); |
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GLES20.glUniform2f( mObjDH , objX, objY);
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GLES20.glUniform2f( mObjDH , halfX, halfY);
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if( mNumEffects>0 ) |
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{
|
| ... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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synchronized static void sendZero(float objX, float objY)
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synchronized static void sendZero(float halfX, float halfY)
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{
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GLES20.glUniform1i( mNumEffectsH, 0); |
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GLES20.glUniform2f( mObjDH , objX, objY);
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GLES20.glUniform2f( mObjDH , halfX, halfY);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/res/raw/post_vertex_shader.glsl | ||
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| 17 | 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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uniform vec2 u_objD; // half of object width x half of object height. |
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// point (0,0) is the center of the object |
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attribute vec2 a_Position; // Per-vertex position information we will pass in. |
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attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
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varying vec2 v_TexCoordinate; // |
| ... | ... | |
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void main() |
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{
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v_TexCoordinate = a_TexCoordinate; |
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gl_Position = vec4(a_Position, 0.0, 1.0); |
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gl_Position = vec4( 2.0*u_objD*a_Position, 0.0, 1.0);
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} |
Also available in: Unified diff
Further progress with Postprocessing. Now the missing bits are:
- implement Distorted.getFBO()
- implement Distorted.clean()
- improve compilation of DistortedPrograms so that the NUM_POSTPROCESSING and names of POSTPROCESSING effects will be #defined.