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library / src / main / java / org / distorted / library / main / DistortedLibrary.java @ c8dbce40

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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.app.ActivityManager;
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import android.content.Context;
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import android.content.pm.ConfigurationInfo;
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import android.content.res.Resources;
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import android.opengl.GLES30;
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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.effectqueue.EffectQueue;
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import org.distorted.library.effectqueue.EffectQueuePostprocess;
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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.PostprocessEffect;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.effectqueue.EffectQueueVertex;
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import org.distorted.library.mesh.DeferredJobs;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.message.EffectMessageSender;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.VertexCompilationException;
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import org.distorted.library.type.Dynamic;
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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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import java.util.regex.Matcher;
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import java.util.regex.Pattern;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * A singleton class used to control various global dialog_settings.
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 */
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public class DistortedLibrary
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  {
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  private static int mGLSL;
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  private static String mGLSL_VERSION;
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  private static boolean mOITCompilationAttempted;
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  /**
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   * When creating an instance of a DistortedTexture from another instance, clone the Bitmap that's
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   * backing up our DistortedTexture.
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   * <p>
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   * This way we can have two DistortedTextures, both backed up by the same Bitmap, to which we can
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   * apply different effects. Used in the copy constructor.
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   */
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  public static final int CLONE_SURFACE = 0x1;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Matrix Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the MATRIX queue.
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   */
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  public static final int CLONE_MATRIX = 0x2;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Vertex Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the VERTEX queue.
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   */
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  public static final int CLONE_VERTEX  = 0x4;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Fragment Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the FRAGMENT queue.
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   */
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  public static final int CLONE_FRAGMENT= 0x8;
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   /**
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   * When creating an instance of a DistortedEffects from another instance, clone the PostProcess Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the POSTPROCESS queue.
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   */
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  public static final int CLONE_POSTPROCESS= 0x10;
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  /**
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   * When creating an instance of a DistortedNode from another instance, clone the children Nodes.
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   * <p>
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   * This is mainly useful for creating many similar sub-trees and rendering then at different places
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   * on the screen with (optionally) different Effects.
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   */
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  public static final int CLONE_CHILDREN= 0x20;
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  /**
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   * When creating a DistortedScreen (which needs to have mFBOQueueSize FBOs attached), pass this
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   * constant for 'numOfFBOs' and the number of backing FBOs will be taken from 'mFBOQueueSize'
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   * (the value of which is most likely unknown at the time of creation of the Screen)
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   */
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  public static final int WAIT_FOR_FBO_QUEUE_SIZE = -1;
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  /**
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   * Work around bugs in ARM Mali driver by, instead to a single FBO, rendering to a circular queue
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   * of mFBOQueueSize FBOs. (otherwise we sometimes get a 'full pipeline flush' and the end result
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   * might be missing part of the Objects)
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   *
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   * This bug only exists on Mali driver r12. (or more precisely it's there in r12 but fixed in r22)
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   *
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   * https://community.arm.com/graphics/f/discussions/10285/opengl-es-3-1-on-mali-t880-flashes
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   */
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  private static int mFBOQueueSize;
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  private static boolean mInitialized=false;
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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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  private static int mTransformFeedbackH;
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  /// NORMAL PROGRAM /////
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  private static DistortedProgram mNormalProgram;
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  private static int mNormalProjectionH;
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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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  /// 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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  /// FULL PROGRAM ///
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  private static DistortedProgram mFullProgram;
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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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  /// Program Handles ///
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  private static int mMainProgramH, mFullProgramH, mMainOITProgramH;
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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;
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  private static int   mCurrBuffer;
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  static
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    {
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    mLinkedListSSBO[0]= -1;
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    mCurrBuffer       =  0;
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    }
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  ///////////////////////////////////////////////////////////////
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  // meaning: allocate 1.0 screenful of places for transparent
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  // fragments in the SSBO backing up the OIT render method.
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  private static float mBufferSize=1.0f;
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  /// OIT CLEAR PROGRAM ///
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  private static DistortedProgram mOITClearProgram;
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  private static int mOITClearDepthH;
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  private static int mOITClearTexCorrH;
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  private static int mOITClearSizeH;
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  /// OIT BUILD PROGRAM ///
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  private static DistortedProgram mOITBuildProgram;
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  private static int mOITBuildTextureH;
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  private static int mOITBuildDepthTextureH;
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  private static int mOITBuildDepthH;
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  private static int mOITBuildTexCorrH;
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  private static int mOITBuildSizeH;
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  private static int mOITBuildNumRecordsH;
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  /// OIT COLLAPSE PROGRAM ///
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  private static DistortedProgram mOITCollapseProgram;
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  private static int mOITCollapseDepthTextureH;
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  private static int mOITCollapseDepthH;
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  private static int mOITCollapseTexCorrH;
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  private static int mOITCollapseSizeH;
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  /// OIT RENDER PROGRAM ///
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  private static DistortedProgram mOITRenderProgram;
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  private static int mOITRenderDepthH;
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  private static int mOITRenderTexCorrH;
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  private static int mOITRenderSizeH;
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  /// END PROGRAMS //////
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  /**
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   * Every application using the library must implement this interface so that the library can send
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   * it exceptions that arise. The exceptions may come at any time, for example the library will
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   * compile its OIT problem only on the first attempt to use the OIT
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   * Those will mainly be hardware-related: shaders do not compile on particular hardware, the required
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   * OpenGL ES 3.0 is not supported, etc.
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   */
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  public interface ExceptionListener
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    {
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    void distortedException(Exception ex);
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    }
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  private static ExceptionListener mListener;
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  private static Resources mResources;
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  private static int mMaxTextureSize;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// private: hide this from Javadoc
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  private DistortedLibrary()
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    {
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createMainProgram()
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    {
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    // MAIN PROGRAM ////////////////////////////////////
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    final InputStream mainVertStream = mResources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = mResources.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= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
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    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
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    mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    String[] feedback = { "v_Position", "v_endPosition" };
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    try
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      {
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      mMainProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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                                          enabledEffectV, enabledEffectF, mGLSL, 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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    mMainProgramH = mMainProgram.getProgramHandle();
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    EffectQueue.getUniforms(mMainProgramH,0);
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    MeshBase.getUniforms(mMainProgramH,0);
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    mMainTextureH= GLES30.glGetUniformLocation( mMainProgramH, "u_Texture");
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    mTransformFeedbackH= GLES30.glGetUniformLocation( mMainProgramH, "u_TransformFeedback");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = mResources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = mResources.openRawResource(R.raw.blit_fragment_shader);
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    try
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      {
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      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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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  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
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    // BLIT DEPTH PROGRAM ////////////////////////////////////
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    final InputStream blitDepthVertStream = mResources.openRawResource(R.raw.blit_depth_vertex_shader);
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    final InputStream blitDepthFragStream = mResources.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, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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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      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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    mBlitDepthDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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    mBlitDepthDepthH        = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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    mBlitDepthTexCorrH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createNormalProgram(Resources resources)
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    {
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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, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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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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    mNormalProjectionH = GLES30.glGetUniformLocation( normalProgramH, "u_Projection");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createFullProgram(Resources resources)
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    {
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    final InputStream fullVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream fullFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numV = VertexEffect.getAllEnabled();
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    String fullVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n");
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    String fullFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " +                                         0   + "\n");
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    fullVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
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    String enabledEffectV= VertexEffect.getAllGLSL();
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    String enabledEffectF= "{}";
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    fullVertHeader += "#define PREAPPLY\n";
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    String[] feedback = { "v_Position", "v_endPosition" };
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    try
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      {
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      mFullProgram = new DistortedProgram(fullVertStream, fullFragStream, fullVertHeader, fullFragHeader,
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                                          enabledEffectV, enabledEffectF, mGLSL, 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 FULL program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    mFullProgramH = mFullProgram.getProgramHandle();
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    EffectQueue.getUniforms(mFullProgramH,3);
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    MeshBase.getUniforms(mFullProgramH,3);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createOITProgram(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= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") + ("#define OIT\n");
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    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") + ("#define OIT\n");
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    mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\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, mGLSL, null);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    mMainOITProgramH = mMainOITProgram.getProgramHandle();
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    EffectQueue.getUniforms(mMainOITProgramH,1);
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    MeshBase.getUniforms(mMainOITProgramH,1);
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    mMainOITTextureH    = GLES30.glGetUniformLocation( mMainOITProgramH, "u_Texture");
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    mMainOITSizeH       = GLES30.glGetUniformLocation( mMainOITProgramH, "u_Size");
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    mMainOITNumRecordsH = GLES30.glGetUniformLocation( mMainOITProgramH, "u_numRecords");
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    // OIT CLEAR PROGRAM ////////////////////////////////////
408
    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
409
    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
410
411
    try
412
      {
413 b7074bc6 Leszek Koltunski
      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
414 bfe45b4a Leszek Koltunski
      }
415
    catch(Exception e)
416
      {
417
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
418
      throw new RuntimeException(e.getMessage());
419
      }
420
421
    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
422 b7074bc6 Leszek Koltunski
    mOITClearDepthH        = GLES30.glGetUniformLocation( oitClearProgramH, "u_Depth");
423
    mOITClearTexCorrH      = GLES30.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
424
    mOITClearSizeH         = GLES30.glGetUniformLocation( oitClearProgramH, "u_Size");
425 bfe45b4a Leszek Koltunski
426
    // OIT BUILD PROGRAM ////////////////////////////////////
427
    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
428
    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
429
430
    try
431
      {
432 b7074bc6 Leszek Koltunski
      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
433 bfe45b4a Leszek Koltunski
      }
434
    catch(Exception e)
435
      {
436
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
437
      throw new RuntimeException(e.getMessage());
438
      }
439
440
    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
441 b7074bc6 Leszek Koltunski
    mOITBuildTextureH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Texture");
442
    mOITBuildDepthTextureH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
443
    mOITBuildDepthH        = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Depth");
444
    mOITBuildTexCorrH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
445
    mOITBuildSizeH         = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Size");
446
    mOITBuildNumRecordsH   = GLES30.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
447 bfe45b4a Leszek Koltunski
448
    // OIT COLLAPSE PROGRAM ///////////////////////////
449
    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
450
    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
451
452
    try
453
      {
454 b7074bc6 Leszek Koltunski
      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
455 bfe45b4a Leszek Koltunski
      }
456
    catch(Exception e)
457
      {
458
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
459
      throw new RuntimeException(e.getMessage());
460
      }
461
462
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
463 b7074bc6 Leszek Koltunski
    mOITCollapseDepthTextureH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
464
    mOITCollapseDepthH        = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
465
    mOITCollapseTexCorrH      = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
466
    mOITCollapseSizeH         = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Size");
467 bfe45b4a Leszek Koltunski
468
    // OIT RENDER PROGRAM ///////////////////////////
469
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
470
    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
471
472
    try
473
      {
474 b7074bc6 Leszek Koltunski
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
475 bfe45b4a Leszek Koltunski
      }
476
    catch(Exception e)
477
      {
478
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
479
      throw new RuntimeException(e.getMessage());
480
      }
481
482
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
483 b7074bc6 Leszek Koltunski
    mOITRenderDepthH        = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Depth");
484
    mOITRenderTexCorrH      = GLES30.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
485
    mOITRenderSizeH         = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Size");
486 bfe45b4a Leszek Koltunski
    }
487
488
///////////////////////////////////////////////////////////////////////////////////////////////////
489
490 62c869ad Leszek Koltunski
  private static void displayNormals(float[] projection, MeshBase mesh)
491 bfe45b4a Leszek Koltunski
    {
492 d99fcc9c Leszek Koltunski
    if( mNormalProgram==null )
493
      {
494
      try
495
        {
496
        createNormalProgram(mResources);
497
        }
498
      catch(Exception ex)
499
        {
500
        mListener.distortedException(ex);
501
        return;
502
        }
503
      }
504
505 bfe45b4a Leszek Koltunski
    int num = mesh.getNumVertices();
506
    int tfo = mesh.getTFO();
507
508 62c869ad Leszek Koltunski
    GLES30.glUniform1i(DistortedLibrary.mTransformFeedbackH, 1);
509 b7074bc6 Leszek Koltunski
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
510
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
511 7602a827 Leszek Koltunski
    InternalRenderState.switchOffDrawing();
512 b7074bc6 Leszek Koltunski
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
513 7602a827 Leszek Koltunski
    InternalRenderState.restoreDrawing();
514 b7074bc6 Leszek Koltunski
    GLES30.glEndTransformFeedback();
515
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
516 bfe45b4a Leszek Koltunski
517 f046b159 Leszek Koltunski
    mNormalProgram.useProgram();
518 62c869ad Leszek Koltunski
    GLES30.glUniformMatrix4fv(mNormalProjectionH, 1, false, projection, 0);
519 f046b159 Leszek Koltunski
    mesh.bindTransformAttribs(mNormalProgram);
520 b7074bc6 Leszek Koltunski
    GLES30.glLineWidth(8.0f);
521
    GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*num);
522 bfe45b4a Leszek Koltunski
    }
523
524 f046b159 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
525 0bd9f644 Leszek Koltunski
/**
526
 * Execute all VertexEffects and adjust all vertices
527
 *
528
 * @y.exclude
529
 */
530 07206c71 Leszek Koltunski
  public static void adjustVertices(MeshBase mesh, EffectQueueVertex queue)
531 f046b159 Leszek Koltunski
    {
532 d99fcc9c Leszek Koltunski
    if( mFullProgram==null )
533 f046b159 Leszek Koltunski
      {
534 d99fcc9c Leszek Koltunski
      try
535
        {
536
        createFullProgram(mResources);
537
        }
538
      catch(Exception ex)
539
        {
540
        mListener.distortedException(ex);
541
        return;
542
        }
543 f046b159 Leszek Koltunski
      }
544 d99fcc9c Leszek Koltunski
545
    int num = mesh.getNumVertices();
546
    int tfo = mesh.getTFO();
547
548
    mFullProgram.useProgram();
549
    mesh.bindVertexAttribs(mFullProgram);
550
    queue.compute(1);
551
    queue.send(0.0f,3);
552 9f9924f8 Leszek Koltunski
    mesh.send(mFullProgramH,3);
553 d99fcc9c Leszek Koltunski
554
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
555
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
556
    InternalRenderState.switchOffDrawing();
557
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
558
    InternalRenderState.restoreDrawing();
559
    GLES30.glEndTransformFeedback();
560
    mesh.copyTransformToVertex();
561
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
562 f046b159 Leszek Koltunski
    }
563
564 bfe45b4a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
565
566 c90aca24 Leszek Koltunski
  static void drawPrivOIT(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
567 bfe45b4a Leszek Koltunski
    {
568 06ddd60d Leszek Koltunski
    if( mMainOITProgram!=null )
569
      {
570
      EffectQueue[] queues = effects.getQueues();
571 c90aca24 Leszek Koltunski
572 06ddd60d Leszek Koltunski
      EffectQueue.compute(queues, currTime);
573
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
574 bfe45b4a Leszek Koltunski
575 06ddd60d Leszek Koltunski
      mMainOITProgram.useProgram();
576
      GLES30.glUniform1i(mMainOITTextureH, 0);
577
      GLES30.glUniform2ui(mMainOITSizeH, surface.mWidth, surface.mHeight);
578
      GLES30.glUniform1ui(mMainOITNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
579
      mesh.bindVertexAttribs(mMainOITProgram);
580 9f9924f8 Leszek Koltunski
      mesh.send(mMainOITProgramH,1);
581 bfe45b4a Leszek Koltunski
582 06ddd60d Leszek Koltunski
      float inflate     = mesh.getInflate();
583
      float distance    = surface.mDistance;
584
      float mipmap      = surface.mMipmap;
585
      float[] projection= surface.mProjectionMatrix;
586 bfe45b4a Leszek Koltunski
587 62c869ad Leszek Koltunski
      EffectQueue.send(queues, distance, mipmap, projection, inflate, 1 );
588 06ddd60d Leszek Koltunski
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
589 bfe45b4a Leszek Koltunski
590 06ddd60d Leszek Koltunski
      if( mesh.getShowNormals() )
591
        {
592
        mMainProgram.useProgram();
593 9f9924f8 Leszek Koltunski
        mesh.send(mMainProgramH,0);
594 62c869ad Leszek Koltunski
        EffectQueue.send(queues, distance, mipmap, projection, inflate, 0 );
595
        displayNormals(projection,mesh);
596 06ddd60d Leszek Koltunski
        }
597 bfe45b4a Leszek Koltunski
      }
598
    }
599
600
///////////////////////////////////////////////////////////////////////////////////////////////////
601
602 c90aca24 Leszek Koltunski
  static void drawPriv(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
603 bfe45b4a Leszek Koltunski
    {
604 f046b159 Leszek Koltunski
    if( mMainProgram!=null )
605 f482efa3 Leszek Koltunski
      {
606
      EffectQueue[] queues = effects.getQueues();
607 bfe45b4a Leszek Koltunski
608 f482efa3 Leszek Koltunski
      EffectQueue.compute(queues, currTime);
609
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
610 46b572b5 Leszek Koltunski
611 f482efa3 Leszek Koltunski
      mMainProgram.useProgram();
612
      GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0);
613
      mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
614 9f9924f8 Leszek Koltunski
      mesh.send(mMainProgramH,0);
615 809dcae3 Leszek Koltunski
616 f482efa3 Leszek Koltunski
      float inflate     = mesh.getInflate();
617
      float distance    = surface.mDistance;
618
      float mipmap      = surface.mMipmap;
619
      float[] projection= surface.mProjectionMatrix;
620 809dcae3 Leszek Koltunski
621 62c869ad Leszek Koltunski
      EffectQueue.send(queues, distance, mipmap, projection, inflate, 0 );
622 f482efa3 Leszek Koltunski
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
623 bfe45b4a Leszek Koltunski
624 62c869ad Leszek Koltunski
      if( mesh.getShowNormals() ) displayNormals(projection,mesh);
625 f482efa3 Leszek Koltunski
      }
626 bfe45b4a Leszek Koltunski
    }
627
628
///////////////////////////////////////////////////////////////////////////////////////////////////
629
630 7602a827 Leszek Koltunski
  static void blitPriv(InternalOutputSurface surface)
631 bfe45b4a Leszek Koltunski
    {
632 f482efa3 Leszek Koltunski
    if( mBlitProgram!=null )
633
      {
634
      mBlitProgram.useProgram();
635 bfe45b4a Leszek Koltunski
636 f482efa3 Leszek Koltunski
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
637
      GLES30.glUniform1i(mBlitTextureH, 0);
638
      GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
639
      GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
640
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
641
      }
642 bfe45b4a Leszek Koltunski
    }
643
644
///////////////////////////////////////////////////////////////////////////////////////////////////
645
646 7602a827 Leszek Koltunski
  static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
647 bfe45b4a Leszek Koltunski
    {
648 f482efa3 Leszek Koltunski
    if( mBlitDepthProgram!=null )
649
      {
650
      mBlitDepthProgram.useProgram();
651
652
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
653
      GLES30.glUniform1i(mBlitDepthTextureH, 0);
654
      GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
655
      GLES30.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
656
      GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
657
      GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
658
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
659
      }
660 bfe45b4a Leszek Koltunski
    }
661
662
///////////////////////////////////////////////////////////////////////////////////////////////////
663 b7074bc6 Leszek Koltunski
// yes it is safe to be mixing 3.0 and 3.1 like that, senior members of the OpenGL discussions forum assert
664 bfe45b4a Leszek Koltunski
665
  private static int printPreviousBuffer()
666
    {
667
    int counter = 0;
668
669 b7074bc6 Leszek Koltunski
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
670
                                                                GLES30.GL_MAP_READ_BIT);
671 bfe45b4a Leszek Koltunski
    if( atomicBuf!=null )
672
      {
673
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
674
      counter = atomicIntBuf.get(0);
675
      }
676
    else
677
      {
678 b7074bc6 Leszek Koltunski
      Log.e("effects", "print: failed to map atomic buffer");
679 bfe45b4a Leszek Koltunski
      }
680
681 b7074bc6 Leszek Koltunski
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
682 bfe45b4a Leszek Koltunski
683
    return counter;
684
    }
685
686
///////////////////////////////////////////////////////////////////////////////////////////////////
687
688
  private static void zeroBuffer()
689
    {
690 b7074bc6 Leszek Koltunski
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
691 fd836a41 Leszek Koltunski
                                                                GLES30.GL_MAP_WRITE_BIT|GLES30.GL_MAP_INVALIDATE_BUFFER_BIT);
692 bfe45b4a Leszek Koltunski
    if( atomicBuf!=null )
693
      {
694
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
695
      atomicIntBuf.put(0,0);
696
      }
697
    else
698
      {
699 b7074bc6 Leszek Koltunski
      Log.e("effects", "zero: failed to map atomic buffer");
700 bfe45b4a Leszek Koltunski
      }
701
702 b7074bc6 Leszek Koltunski
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
703 bfe45b4a Leszek Koltunski
    }
704
705
///////////////////////////////////////////////////////////////////////////////////////////////////
706
// reset atomic counter to 0
707
708
  static int zeroOutAtomic()
709
    {
710
    int counter = 0;
711
712 5f35f1cb Leszek Koltunski
    if( mAtomicCounter==null )
713 bfe45b4a Leszek Koltunski
      {
714 5f35f1cb Leszek Koltunski
      mAtomicCounter = new int[mFBOQueueSize];
715
716
      GLES30.glGenBuffers(mFBOQueueSize,mAtomicCounter,0);
717 bfe45b4a Leszek Koltunski
718 5f35f1cb Leszek Koltunski
      for(int i=0; i<mFBOQueueSize; i++)
719 bfe45b4a Leszek Koltunski
        {
720 b7074bc6 Leszek Koltunski
        GLES30.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
721
        GLES30.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES30.GL_DYNAMIC_DRAW);
722 bfe45b4a Leszek Koltunski
        zeroBuffer();
723
        }
724
      }
725
726
    // reading the value of the buffer on every frame would slow down rendering by
727 d99fcc9c Leszek Koltunski
    // about 3%; doing it only once every 5 frames affects speed by less than 1%.
728 bfe45b4a Leszek Koltunski
    if( mCurrBuffer==0 )
729
      {
730 b7074bc6 Leszek Koltunski
      GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
731 bfe45b4a Leszek Koltunski
      counter = printPreviousBuffer();
732
      }
733
734 5f35f1cb Leszek Koltunski
    if( ++mCurrBuffer>=mFBOQueueSize ) mCurrBuffer = 0;
735 bfe45b4a Leszek Koltunski
736 b7074bc6 Leszek Koltunski
    GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
737 bfe45b4a Leszek Koltunski
    zeroBuffer();
738
739
    return counter;
740
    }
741
742
///////////////////////////////////////////////////////////////////////////////////////////////////
743 809dcae3 Leszek Koltunski
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
744 bfe45b4a Leszek Koltunski
745 7602a827 Leszek Koltunski
  static void oitClear(InternalOutputSurface surface, int counter)
746 bfe45b4a Leszek Koltunski
    {
747 d99fcc9c Leszek Koltunski
    if( mOITClearProgram==null )
748 bfe45b4a Leszek Koltunski
      {
749 d99fcc9c Leszek Koltunski
      if( mGLSL>=310 && !mOITCompilationAttempted )
750 f482efa3 Leszek Koltunski
        {
751 d99fcc9c Leszek Koltunski
        mOITCompilationAttempted = true;
752 bfe45b4a Leszek Koltunski
753 d99fcc9c Leszek Koltunski
        try
754
          {
755
          createOITProgram(mResources);
756
          }
757
        catch(Exception ex)
758
          {
759
          mListener.distortedException(ex);
760
          return;
761
          }
762 f482efa3 Leszek Koltunski
        }
763 d99fcc9c Leszek Koltunski
      else
764 f482efa3 Leszek Koltunski
        {
765 d99fcc9c Leszek Koltunski
        return;
766 f482efa3 Leszek Koltunski
        }
767 d99fcc9c Leszek Koltunski
      }
768 bfe45b4a Leszek Koltunski
769 d99fcc9c Leszek Koltunski
    if( mLinkedListSSBO[0]<0 )
770
      {
771
      GLES30.glGenBuffers(1,mLinkedListSSBO,0);
772 bfe45b4a Leszek Koltunski
773 d99fcc9c Leszek Koltunski
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
774
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
775
      GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
776
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
777
778
      GLES30.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
779
      }
780
781
    // See if we have overflown the SSBO in one of the previous frames.
782
    // If yes, assume we need to make the SSBO larger.
783
    float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
784
785
    if( overflow>1.0f )
786
      {
787
      mBufferSize *= (int)(overflow+1.0f);
788
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
789
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
790
      GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
791
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
792 f482efa3 Leszek Koltunski
      }
793 d99fcc9c Leszek Koltunski
794
    mOITClearProgram.useProgram();
795
796
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
797
    GLES30.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
798
    GLES30.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
799
    GLES30.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
800
    GLES30.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
801
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
802 bfe45b4a Leszek Koltunski
    }
803
804
///////////////////////////////////////////////////////////////////////////////////////////////////
805
// Pass2 of the OIT algorithm - build per-pixel linked lists.
806
807 7602a827 Leszek Koltunski
  static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
808 bfe45b4a Leszek Koltunski
    {
809 f482efa3 Leszek Koltunski
    if( mOITBuildProgram!=null )
810
      {
811
      mOITBuildProgram.useProgram();
812
813
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
814
      GLES30.glUniform1i(mOITBuildTextureH, 0);
815
      GLES30.glUniform1i(mOITBuildDepthTextureH, 1);
816
      GLES30.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
817
      GLES30.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
818
      GLES30.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
819
      GLES30.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
820
      GLES30.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
821
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
822
      }
823 bfe45b4a Leszek Koltunski
    }
824
825
///////////////////////////////////////////////////////////////////////////////////////////////////
826
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
827
828 7602a827 Leszek Koltunski
  static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
829 bfe45b4a Leszek Koltunski
    {
830 f482efa3 Leszek Koltunski
    if( mOITCollapseProgram!=null )
831
      {
832
      mOITCollapseProgram.useProgram();
833
834
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
835
      GLES30.glUniform1i(mOITCollapseDepthTextureH, 1);
836
      GLES30.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
837
      GLES30.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
838
      GLES30.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
839
      GLES30.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
840
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
841
      }
842 bfe45b4a Leszek Koltunski
    }
843
844
///////////////////////////////////////////////////////////////////////////////////////////////////
845
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
846
847 7602a827 Leszek Koltunski
  static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
848 bfe45b4a Leszek Koltunski
    {
849 f482efa3 Leszek Koltunski
    if( mOITRenderProgram!=null )
850
      {
851
      mOITRenderProgram.useProgram();
852
853
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
854
      GLES30.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
855
      GLES30.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
856
      GLES30.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
857
      GLES30.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
858
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
859
      }
860 bfe45b4a Leszek Koltunski
    }
861
862
///////////////////////////////////////////////////////////////////////////////////////////////////
863
864
  static void setSSBOSize(float size)
865
    {
866
    mBufferSize = size;
867
    }
868
869 5f35f1cb Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
870
871
  static int getQueueSize()
872
    {
873
    return mFBOQueueSize;
874
    }
875
876 edea9cf3 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
877
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
878 b7074bc6 Leszek Koltunski
// PowerVR GE8100 / GE8300 compiler fails to compile OIT programs.
879 edea9cf3 Leszek Koltunski
880 5f35f1cb Leszek Koltunski
  private static void detectBuggyDriversAndSetQueueSize(int queueSize)
881 edea9cf3 Leszek Koltunski
    {
882 b7074bc6 Leszek Koltunski
    String vendor  = GLES30.glGetString(GLES30.GL_VENDOR);
883
    String version = GLES30.glGetString(GLES30.GL_VERSION);
884
    String renderer= GLES30.glGetString(GLES30.GL_RENDERER);
885 edea9cf3 Leszek Koltunski
886 5f35f1cb Leszek Koltunski
    mFBOQueueSize = 1;
887 edea9cf3 Leszek Koltunski
888
    if( vendor.contains("ARM") )
889
      {
890 5f35f1cb Leszek Koltunski
      try
891 edea9cf3 Leszek Koltunski
        {
892 5f35f1cb Leszek Koltunski
        String regex = ".*r(\\d+)p\\d.*";
893
        Pattern pattern = Pattern.compile(regex);
894
        Matcher matcher = pattern.matcher(version);
895
896
        if( matcher.find() )
897
          {
898
          String driverVersion = matcher.group(1);
899
900
          if( driverVersion!=null )
901
            {
902
            int drvVersion = Integer.parseInt(driverVersion);
903
904
            if( drvVersion<22 )
905
              {
906
              Log.e("DISTORTED", "You are running this on a ARM Mali driver r"+driverVersion+".\n" +
907
                    "This is a buggy driver, please update to r22. Inserting workaround which uses a lot of memory.");
908
909
              mFBOQueueSize = queueSize;
910
              }
911
            }
912
          }
913
        }
914
      catch(Exception ex)
915
        {
916
        android.util.Log.e("library", "exception trying to pattern match version: "+ex.toString());
917 edea9cf3 Leszek Koltunski
        }
918
      }
919
    else if( vendor.contains("Imagination") )
920
      {
921
      if( renderer.contains("GE8") )
922
        {
923 b7074bc6 Leszek Koltunski
        Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
924 a79650a2 Leszek Koltunski
        Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
925 edea9cf3 Leszek Koltunski
        }
926
      }
927
    }
928
929 b7074bc6 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
930
/**
931
 * Return OpenGL ES version supported by the hardware we are running on.
932 60fdf71d Leszek Koltunski
 * There are only three possibilities: 300 (OpenGL ES 3.0) or 310 (at least OpenGL ES 3.1)
933
 * or 200 (OpenGL ES 2.0)
934 b7074bc6 Leszek Koltunski
 */
935 60fdf71d Leszek Koltunski
  public static int getGLSL()
936 b7074bc6 Leszek Koltunski
    {
937
    return mGLSL;
938
    }
939
940 421c2728 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
941 310e14fb leszek
/**
942
 * Have we called onCreate yet, ie have we initialized the library?
943 1dfc9074 leszek
 * @return <code>true</code> if the library is initialized and ready for action.
944 310e14fb leszek
 */
945
  public static boolean isInitialized()
946 421c2728 Leszek Koltunski
    {
947 55c14a19 Leszek Koltunski
    return mInitialized;
948 421c2728 Leszek Koltunski
    }
949
950 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
951
/**
952 c43abe6c Leszek Koltunski
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
953 432442f9 Leszek Koltunski
 * I.e. best called from GLSurfaceView.onCreate().
954 6a06a912 Leszek Koltunski
 * <p>
955 432442f9 Leszek Koltunski
 * Needs to be called from a thread holding the OpenGL context.
956 5f35f1cb Leszek Koltunski
 *
957 015642fb Leszek Koltunski
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
958 d99fcc9c Leszek Koltunski
 * @param listener The library will send all (asynchronous!) exceptions there.
959 6a06a912 Leszek Koltunski
 */
960 d99fcc9c Leszek Koltunski
  public static void onCreate(final Context context, final ExceptionListener listener)
961 5f35f1cb Leszek Koltunski
    {
962 d99fcc9c Leszek Koltunski
    onCreate(context,listener,4);
963 5f35f1cb Leszek Koltunski
    }
964
965
///////////////////////////////////////////////////////////////////////////////////////////////////
966
/**
967
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
968
 * I.e. best called from GLSurfaceView.onCreate().
969
 * <p>
970
 * Needs to be called from a thread holding the OpenGL context.
971
 *   
972
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
973 d99fcc9c Leszek Koltunski
 * @param listener The library will send all (asynchronous!) exceptions there.
974 5f35f1cb Leszek Koltunski
 * @param queueSize the size of the FBO queue, a workaround for the bug on Mali drivers.
975
 */
976 d99fcc9c Leszek Koltunski
  public static void onCreate(final Context context, final ExceptionListener listener, int queueSize)
977 d6e94c84 Leszek Koltunski
    {
978 30beb34f Leszek Koltunski
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
979
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
980 b7074bc6 Leszek Koltunski
981
    int glESversion = configurationInfo.reqGlEsVersion;
982
    int major = glESversion >> 16;
983
    int minor = glESversion & 0xff;
984
985 d99fcc9c Leszek Koltunski
    mListener = listener;
986
987 b7074bc6 Leszek Koltunski
    if( major< 3 )
988
      {
989
      mGLSL = 100*major + 10*minor;
990 d99fcc9c Leszek Koltunski
      VertexCompilationException ex = new VertexCompilationException("at least OpenGL ES 3.0 required, this device supports only "+major+"."+minor);
991
      mListener.distortedException(ex);
992 b7074bc6 Leszek Koltunski
      }
993
    else
994
      {
995
      mGLSL = (major==3 && minor==0) ? 300 : 310;
996
      }
997
998 2bd3d0fb Leszek Koltunski
    int[] maxTextureSize = new int[1];
999
    GLES30.glGetIntegerv(GLES30.GL_MAX_TEXTURE_SIZE, maxTextureSize, 0);
1000
    mMaxTextureSize = maxTextureSize[0];
1001
1002 b7074bc6 Leszek Koltunski
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+major+"."+minor);
1003
    mGLSL_VERSION = "#version "+mGLSL+" es\n";
1004 edea9cf3 Leszek Koltunski
1005
    mInitialized = true;
1006 d99fcc9c Leszek Koltunski
    mOITCompilationAttempted = false;
1007 edea9cf3 Leszek Koltunski
1008 5f35f1cb Leszek Koltunski
    detectBuggyDriversAndSetQueueSize(queueSize);
1009 edea9cf3 Leszek Koltunski
1010 0e924ba5 Leszek Koltunski
    EffectMessageSender.startSending();
1011
1012 d99fcc9c Leszek Koltunski
    mResources = context.getResources();
1013 edea9cf3 Leszek Koltunski
1014
    try
1015
      {
1016 d99fcc9c Leszek Koltunski
      createMainProgram();
1017 edea9cf3 Leszek Koltunski
      }
1018
    catch(Exception ex)
1019
      {
1020 d99fcc9c Leszek Koltunski
      mListener.distortedException(ex);
1021 edea9cf3 Leszek Koltunski
      }
1022
1023 f046b159 Leszek Koltunski
    try
1024
      {
1025 d99fcc9c Leszek Koltunski
      EffectQueuePostprocess.createPrograms(mResources, mGLSL);
1026 f046b159 Leszek Koltunski
      }
1027
    catch(Exception ex)
1028
      {
1029 d99fcc9c Leszek Koltunski
      mListener.distortedException(ex);
1030 a13dde77 Leszek Koltunski
      }
1031
1032 edea9cf3 Leszek Koltunski
    try
1033
      {
1034 b7074bc6 Leszek Koltunski
      PostprocessEffect.createPrograms(mGLSL);
1035 edea9cf3 Leszek Koltunski
      }
1036
    catch(Exception ex)
1037
      {
1038 d99fcc9c Leszek Koltunski
      mListener.distortedException(ex);
1039 edea9cf3 Leszek Koltunski
      }
1040 6a06a912 Leszek Koltunski
    }
1041
1042 05ecc6fe Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
1043
/**
1044 78e89fb5 Leszek Koltunski
 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
1045 05ecc6fe Leszek Koltunski
 * Must be called from Activity.onPause().
1046
 */
1047
  public static void onPause()
1048
    {
1049 7602a827 Leszek Koltunski
    InternalObject.onPause();
1050 0273ef2a Leszek Koltunski
    Dynamic.onPause();
1051 c8dbce40 Leszek Koltunski
1052 bfe45b4a Leszek Koltunski
    mLinkedListSSBO[0]= -1;
1053 5f35f1cb Leszek Koltunski
    mAtomicCounter = null;
1054 fd836a41 Leszek Koltunski
1055 d99fcc9c Leszek Koltunski
    mNormalProgram     = null;
1056
    mMainOITProgram    = null;
1057
    mMainProgram       = null;
1058
    mFullProgram       = null;
1059
    mOITClearProgram   = null;
1060
    mOITBuildProgram   = null;
1061
    mOITCollapseProgram= null;
1062
    mOITRenderProgram  = null;
1063
    mBlitDepthProgram  = null;
1064
    mBlitProgram       = null;
1065 6a06a912 Leszek Koltunski
    }
1066 bfe45b4a Leszek Koltunski
1067 c8dbce40 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
1068
/**
1069
 * Call this so that the Library can release its internal data structures.
1070
 * Must be called from Activity.onDestroy(). 
1071
 */
1072
  public static void onDestroy()
1073
    {
1074
    if( mInitialized )
1075
      {
1076
      mInitialized = false;
1077
      mOITCompilationAttempted = false;
1078
1079
      InternalObject.onDestroy();
1080
      InternalNodeData.onDestroy();
1081
      InternalMaster.onDestroy();
1082
      InternalOutputSurface.onDestroy();
1083
      DistortedEffects.onDestroy();
1084
      EffectQueue.onDestroy();
1085
      Effect.onDestroy();
1086
      DeferredJobs.onDestroy();
1087
      EffectMessageSender.stopSending();
1088
      }
1089
    }
1090
1091 2bd3d0fb Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
1092
/**
1093
 * Return the maximum size of the texture supported by the driver.
1094
 */
1095
  public static int getMaxTextureSize()
1096
    {
1097
    return mMaxTextureSize;
1098
    }
1099
1100 bfe45b4a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
1101
/**
1102
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
1103
 * single (InputSurface,MeshBase) combo.
1104
 *
1105
 * @param type {@link EffectType}
1106
 * @return The maximum number of effects of a given type.
1107
 */
1108
  @SuppressWarnings("unused")
1109
  public static int getMax(EffectType type)
1110
    {
1111
    return EffectQueue.getMax(type.ordinal());
1112
    }
1113
1114
///////////////////////////////////////////////////////////////////////////////////////////////////
1115
/**
1116
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
1117
 * This can fail if:
1118
 * <ul>
1119
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
1120
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
1121 7602a827 Leszek Koltunski
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
1122 bfe45b4a Leszek Koltunski
 *     time only decreasing the value of 'max' is permitted.
1123
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
1124
 * </ul>
1125
 *
1126
 * @param type {@link EffectType}
1127
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
1128
 *            than Byte.MAX_VALUE
1129
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
1130
 */
1131
  @SuppressWarnings("unused")
1132
  public static boolean setMax(EffectType type, int max)
1133
    {
1134
    return EffectQueue.setMax(type.ordinal(),max);
1135
    }
1136 f8f6d457 leszek
  }