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library / src / main / java / org / distorted / library / main / DistortedLibrary.java @ c90aca24

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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.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.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 java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * 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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  public static final int GLSL = 310;
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  public static final String GLSL_VERSION= "#version 310 es\n";
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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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   * Work around bugs in ARM Mali driver by, instead to a single FBO, rendering to a circular queue
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   * of FBO_QUEUE_SIZE 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.
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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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  static final int FBO_QUEUE_SIZE = 4;
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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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  /// NORMAL PROGRAM /////
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  private static DistortedProgram mNormalProgram;
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  private static int mNormalMVPMatrixH;
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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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  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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  /// OIT SSBO BUFFER ///
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  private static int[] mLinkedListSSBO = new int[1];
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  private static int[] mAtomicCounter = new int[DistortedLibrary.FBO_QUEUE_SIZE];
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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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    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)  mAtomicCounter[i] = -1;
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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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// 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 createPrograms(Resources resources)
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    {
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    // MAIN PROGRAM ////////////////////////////////////
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
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    String mainVertHeader= DistortedLibrary.GLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
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    String mainFragHeader= DistortedLibrary.GLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    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, DistortedLibrary.GLSL, feedback);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int mainProgramH = mMainProgram.getProgramHandle();
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    EffectQueue.getUniforms(mainProgramH,0);
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    mMainTextureH= GLES31.glGetUniformLocation( mainProgramH, "u_Texture");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
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    try
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      {
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      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitProgramH = mBlitProgram.getProgramHandle();
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    mBlitTextureH  = GLES31.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES31.glGetUniformLocation( blitProgramH, "u_Depth");
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    // BLIT DEPTH PROGRAM ////////////////////////////////////
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    final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
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    final InputStream blitDepthFragStream = resources.openRawResource(R.raw.blit_depth_fragment_shader);
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    try
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      {
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      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT DEPTH program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitDepthProgramH   = mBlitDepthProgram.getProgramHandle();
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    mBlitDepthTextureH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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    mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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    mBlitDepthDepthH        = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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    mBlitDepthTexCorrH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
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    // NORMAL PROGRAM //////////////////////////////////////
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    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
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    final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
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    try
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      {
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      mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile NORMAL program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int normalProgramH = mNormalProgram.getProgramHandle();
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    mNormalMVPMatrixH  = GLES31.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createProgramsOIT(Resources resources)
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    {
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    // MAIN OIT PROGRAM ////////////////////////////////
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
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    String mainVertHeader= DistortedLibrary.GLSL_VERSION +
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                           ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") +
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                           ("#define OIT\n");
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    String mainFragHeader= DistortedLibrary.GLSL_VERSION +
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                           ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") +
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                           ("#define OIT\n");
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    try
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      {
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      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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                                             enabledEffectV, enabledEffectF, DistortedLibrary.GLSL, 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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    int mainOITProgramH = mMainOITProgram.getProgramHandle();
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    EffectQueue.getUniforms(mainOITProgramH,1);
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    mMainOITTextureH    = GLES31.glGetUniformLocation( mainOITProgramH, "u_Texture");
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    mMainOITSizeH       = GLES31.glGetUniformLocation( mainOITProgramH, "u_Size");
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    mMainOITNumRecordsH = GLES31.glGetUniformLocation( mainOITProgramH, "u_numRecords");
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    // OIT CLEAR PROGRAM ////////////////////////////////////
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    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
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    try
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      {
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      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
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    mOITClearDepthH        = GLES31.glGetUniformLocation( oitClearProgramH, "u_Depth");
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    mOITClearTexCorrH      = GLES31.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
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    mOITClearSizeH         = GLES31.glGetUniformLocation( oitClearProgramH, "u_Size");
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    // OIT BUILD PROGRAM ////////////////////////////////////
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    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
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    try
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      {
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      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
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    mOITBuildTextureH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Texture");
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    mOITBuildDepthTextureH = GLES31.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
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    mOITBuildDepthH        = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Depth");
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    mOITBuildTexCorrH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
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    mOITBuildSizeH         = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Size");
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    mOITBuildNumRecordsH   = GLES31.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
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    // OIT COLLAPSE PROGRAM ///////////////////////////
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    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
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    try
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      {
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      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
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    mOITCollapseDepthTextureH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
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    mOITCollapseDepthH        = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
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    mOITCollapseTexCorrH      = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
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    mOITCollapseSizeH         = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Size");
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    // OIT RENDER PROGRAM ///////////////////////////
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    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
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    try
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      {
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      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
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    mOITRenderDepthH        = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Depth");
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    mOITRenderTexCorrH      = GLES31.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
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    mOITRenderSizeH         = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Size");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void displayNormals(EffectQueue[] queues, MeshBase mesh)
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    {
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    int num = mesh.getNumVertices();
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    int tfo = mesh.getTFO();
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    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
415
    GLES31.glBeginTransformFeedback( GLES31.GL_POINTS);
416 7602a827 Leszek Koltunski
    InternalRenderState.switchOffDrawing();
417 bfe45b4a Leszek Koltunski
    GLES31.glDrawArrays( GLES31.GL_POINTS, 0, num );
418 7602a827 Leszek Koltunski
    InternalRenderState.restoreDrawing();
419 bfe45b4a Leszek Koltunski
    GLES31.glEndTransformFeedback();
420
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
421
422 7602a827 Leszek Koltunski
    DistortedLibrary.mNormalProgram.useProgram();
423
    GLES31.glUniformMatrix4fv(DistortedLibrary.mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
424
    mesh.bindTransformAttribs(DistortedLibrary.mNormalProgram);
425 bfe45b4a Leszek Koltunski
    GLES31.glLineWidth(8.0f);
426
    GLES31.glDrawArrays(GLES31.GL_LINES, 0, 2*num);
427
    }
428
429
///////////////////////////////////////////////////////////////////////////////////////////////////
430
431 c90aca24 Leszek Koltunski
  static void drawPrivOIT(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
432 bfe45b4a Leszek Koltunski
    {
433 c90aca24 Leszek Koltunski
    float halfX = effects.getStartchX() / 2.0f;
434
    float halfY = effects.getStartchY() / 2.0f;
435
    float halfZ = effects.getStartchZ() / 2.0f;
436 bfe45b4a Leszek Koltunski
437 c90aca24 Leszek Koltunski
    EffectQueue[] queues = effects.getQueues();
438
439
    EffectQueue.compute(queues, currTime, halfX, halfY, halfZ );
440 bfe45b4a Leszek Koltunski
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
441
442 7602a827 Leszek Koltunski
    DistortedLibrary.mMainOITProgram.useProgram();
443
    GLES31.glUniform1i(DistortedLibrary.mMainOITTextureH, 0);
444
    GLES31.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
445
    GLES31.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
446
    mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram);
447 bfe45b4a Leszek Koltunski
448 809dcae3 Leszek Koltunski
    float inflate     = mesh.getInflate();
449
    int width         = surface.mWidth;
450
    int height        = surface.mHeight;
451
    float distance    = surface.mDistance;
452
    float mipmap      = surface.mMipmap;
453
    float[] projection= surface.mProjectionMatrix;
454 bfe45b4a Leszek Koltunski
455 c90aca24 Leszek Koltunski
    EffectQueue.send(queues, width, height, distance, mipmap, projection, inflate, halfX, halfY, halfZ, 1 );
456 bfe45b4a Leszek Koltunski
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
457
458
    if( mesh.getShowNormals() )
459
      {
460 7602a827 Leszek Koltunski
      DistortedLibrary.mMainProgram.useProgram();
461 c90aca24 Leszek Koltunski
      EffectQueue.send(queues, width, height, distance, mipmap, projection, inflate, halfX, halfY, halfZ, 0 );
462 bfe45b4a Leszek Koltunski
      displayNormals(queues,mesh);
463
      }
464
    }
465
466
///////////////////////////////////////////////////////////////////////////////////////////////////
467
468 c90aca24 Leszek Koltunski
  static void drawPriv(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
469 bfe45b4a Leszek Koltunski
    {
470 c90aca24 Leszek Koltunski
    float halfX = effects.getStartchX() / 2.0f;
471
    float halfY = effects.getStartchY() / 2.0f;
472
    float halfZ = effects.getStartchZ() / 2.0f;
473
474
    EffectQueue[] queues = effects.getQueues();
475 bfe45b4a Leszek Koltunski
476 c90aca24 Leszek Koltunski
    EffectQueue.compute(queues, currTime, halfX, halfY, halfZ );
477 bfe45b4a Leszek Koltunski
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
478 46b572b5 Leszek Koltunski
479 7602a827 Leszek Koltunski
    DistortedLibrary.mMainProgram.useProgram();
480
    GLES31.glUniform1i(DistortedLibrary.mMainTextureH, 0);
481
    mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
482 809dcae3 Leszek Koltunski
483
    float inflate     = mesh.getInflate();
484
    int width         = surface.mWidth;
485
    int height        = surface.mHeight;
486
    float distance    = surface.mDistance;
487
    float mipmap      = surface.mMipmap;
488
    float[] projection= surface.mProjectionMatrix;
489
490 c90aca24 Leszek Koltunski
    EffectQueue.send(queues, width, height, distance, mipmap, projection, inflate, halfX, halfY, halfZ, 0 );
491 bfe45b4a Leszek Koltunski
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
492
493
    if( mesh.getShowNormals() ) displayNormals(queues,mesh);
494
    }
495
496
///////////////////////////////////////////////////////////////////////////////////////////////////
497
498 7602a827 Leszek Koltunski
  static void blitPriv(InternalOutputSurface surface)
499 bfe45b4a Leszek Koltunski
    {
500
    mBlitProgram.useProgram();
501
502
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
503
    GLES31.glUniform1i(mBlitTextureH, 0);
504
    GLES31.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
505
    GLES31.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
506
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
507
    }
508
509
///////////////////////////////////////////////////////////////////////////////////////////////////
510
511 7602a827 Leszek Koltunski
  static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
512 bfe45b4a Leszek Koltunski
    {
513
    mBlitDepthProgram.useProgram();
514
515
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
516
    GLES31.glUniform1i(mBlitDepthTextureH, 0);
517
    GLES31.glUniform1i(mBlitDepthDepthTextureH, 1);
518
    GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
519
    GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
520
    GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
521
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
522
    }
523
524
///////////////////////////////////////////////////////////////////////////////////////////////////
525
526
  private static int printPreviousBuffer()
527
    {
528
    int counter = 0;
529
530
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
531
                                                                GLES31.GL_MAP_READ_BIT);
532
    if( atomicBuf!=null )
533
      {
534
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
535
      counter = atomicIntBuf.get(0);
536
      }
537
    else
538
      {
539
      android.util.Log.e("effects", "print: failed to map atomic buffer");
540
      }
541
542
    GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
543
544
    return counter;
545
    }
546
547
///////////////////////////////////////////////////////////////////////////////////////////////////
548
549
  private static void zeroBuffer()
550
    {
551
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
552
        GLES31.GL_MAP_WRITE_BIT|GLES31.GL_MAP_INVALIDATE_BUFFER_BIT);
553
    if( atomicBuf!=null )
554
      {
555
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
556
      atomicIntBuf.put(0,0);
557
      }
558
    else
559
      {
560
      android.util.Log.e("effects", "zero: failed to map atomic buffer");
561
      }
562
563
    GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
564
    }
565
566
///////////////////////////////////////////////////////////////////////////////////////////////////
567
// reset atomic counter to 0
568
569
  static int zeroOutAtomic()
570
    {
571
    int counter = 0;
572
573
    if( mAtomicCounter[0]<0 )
574
      {
575 7602a827 Leszek Koltunski
      GLES31.glGenBuffers(DistortedLibrary.FBO_QUEUE_SIZE,mAtomicCounter,0);
576 bfe45b4a Leszek Koltunski
577 7602a827 Leszek Koltunski
      for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)
578 bfe45b4a Leszek Koltunski
        {
579
        GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
580
        GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES31.GL_DYNAMIC_DRAW);
581
        zeroBuffer();
582
        }
583
      }
584
585
    // reading the value of the buffer on every frame would slow down rendering by
586 f953bee0 Leszek Koltunski
    // dialog_about 3%; doing it only once every 5 frames affects speed by less than 1%.
587 bfe45b4a Leszek Koltunski
    if( mCurrBuffer==0 )
588
      {
589
      GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
590
      counter = printPreviousBuffer();
591
      }
592
593 7602a827 Leszek Koltunski
    if( ++mCurrBuffer>= DistortedLibrary.FBO_QUEUE_SIZE ) mCurrBuffer = 0;
594 bfe45b4a Leszek Koltunski
595
    GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
596
    zeroBuffer();
597
598
    return counter;
599
    }
600
601
///////////////////////////////////////////////////////////////////////////////////////////////////
602 809dcae3 Leszek Koltunski
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
603 bfe45b4a Leszek Koltunski
604 7602a827 Leszek Koltunski
  static void oitClear(InternalOutputSurface surface, int counter)
605 bfe45b4a Leszek Koltunski
    {
606
    if( mLinkedListSSBO[0]<0 )
607
      {
608
      GLES31.glGenBuffers(1,mLinkedListSSBO,0);
609
610
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
611
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
612
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
613
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
614
615
      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
616
      }
617
618
    // See if we have overflown the SSBO in one of the previous frames.
619
    // If yes, assume we need to make the SSBO larger.
620
    float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
621
622
    if( overflow>1.0f )
623
      {
624
      //android.util.Log.e("effects", "previous frame rendered "+counter+
625
      //                   " fragments, but there was only "+(mBufferSize*surface.mWidth*surface.mHeight)+" space");
626
627
      mBufferSize *= (int)(overflow+1.0f);
628
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
629
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
630
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
631
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
632
      }
633
634
    mOITClearProgram.useProgram();
635
636
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
637
    GLES31.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
638
    GLES31.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
639
    GLES31.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
640
    GLES31.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
641
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
642
    }
643
644
///////////////////////////////////////////////////////////////////////////////////////////////////
645
// Pass2 of the OIT algorithm - build per-pixel linked lists.
646
647 7602a827 Leszek Koltunski
  static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
648 bfe45b4a Leszek Koltunski
    {
649
    mOITBuildProgram.useProgram();
650
651
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
652
    GLES31.glUniform1i(mOITBuildTextureH, 0);
653
    GLES31.glUniform1i(mOITBuildDepthTextureH, 1);
654
    GLES31.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
655
    GLES31.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
656
    GLES31.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
657
    GLES31.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
658
    GLES31.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
659
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
660
    }
661
662
///////////////////////////////////////////////////////////////////////////////////////////////////
663
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
664
665 7602a827 Leszek Koltunski
  static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
666 bfe45b4a Leszek Koltunski
    {
667
    mOITCollapseProgram.useProgram();
668
669
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
670
    GLES31.glUniform1i(mOITCollapseDepthTextureH, 1);
671
    GLES31.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
672
    GLES31.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
673
    GLES31.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
674
    GLES31.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
675
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
676
    }
677
678
///////////////////////////////////////////////////////////////////////////////////////////////////
679
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
680
681 7602a827 Leszek Koltunski
  static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
682 bfe45b4a Leszek Koltunski
    {
683
    mOITRenderProgram.useProgram();
684
685
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
686
    GLES31.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
687
    GLES31.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
688
    GLES31.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
689
    GLES31.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
690
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
691
    }
692
693
///////////////////////////////////////////////////////////////////////////////////////////////////
694
695
  static void setSSBOSize(float size)
696
    {
697
    mBufferSize = size;
698
    }
699
700 edea9cf3 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
701
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
702
// PowerVR GE8100 compiler fails to compile OIT programs.
703
704 c43abe6c Leszek Koltunski
  private static void detectBuggyDrivers()
705 edea9cf3 Leszek Koltunski
    {
706
    String vendor  = GLES31.glGetString(GLES31.GL_VENDOR);
707
    String version = GLES31.glGetString(GLES31.GL_VERSION);
708
    String renderer= GLES31.glGetString(GLES31.GL_RENDERER);
709
710
    /*
711
    android.util.Log.e("DISTORTED", "GLSL Version "+GLES31.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
712
    android.util.Log.e("DISTORTED", "GL Version "  +GLES31.glGetString(GLES31.GL_VERSION));
713
    android.util.Log.e("DISTORTED", "GL Vendor "   +GLES31.glGetString(GLES31.GL_VENDOR));
714
    android.util.Log.e("DISTORTED", "GL Renderer " +GLES31.glGetString(GLES31.GL_RENDERER));
715
    */
716
717
    if( vendor.contains("ARM") )
718
      {
719
      if( version.contains("r12") )
720
        {
721 c1a38ba3 Leszek Koltunski
        android.util.Log.e("DISTORTED", "You are running this on a ARM Mali driver r12.\nThis is a buggy driver, please update to r22. Problems with flashing expected.");
722 edea9cf3 Leszek Koltunski
        }
723
      }
724
    else if( vendor.contains("Imagination") )
725
      {
726
      if( renderer.contains("GE8") )
727
        {
728 c1a38ba3 Leszek Koltunski
        android.util.Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
729 edea9cf3 Leszek Koltunski
        }
730
      }
731
    }
732
733 421c2728 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
734 310e14fb leszek
/**
735
 * Have we called onCreate yet, ie have we initialized the library?
736 1dfc9074 leszek
 * @return <code>true</code> if the library is initialized and ready for action.
737 310e14fb leszek
 */
738
  public static boolean isInitialized()
739 421c2728 Leszek Koltunski
    {
740 55c14a19 Leszek Koltunski
    return mInitialized;
741 421c2728 Leszek Koltunski
    }
742
743 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
744
/**
745 c43abe6c Leszek Koltunski
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
746 432442f9 Leszek Koltunski
 * I.e. best called from GLSurfaceView.onCreate().
747 6a06a912 Leszek Koltunski
 * <p>
748 432442f9 Leszek Koltunski
 * Needs to be called from a thread holding the OpenGL context.
749 6a06a912 Leszek Koltunski
 *   
750 015642fb Leszek Koltunski
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
751 6a06a912 Leszek Koltunski
 */
752 edea9cf3 Leszek Koltunski
  public static void onCreate(final Context context) throws Exception
753 d6e94c84 Leszek Koltunski
    {
754 30beb34f Leszek Koltunski
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
755
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
756
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+configurationInfo.getGlEsVersion());
757 edea9cf3 Leszek Koltunski
758
    mInitialized = true;
759
760
    detectBuggyDrivers();
761
762 0e924ba5 Leszek Koltunski
    EffectMessageSender.startSending();
763
764 d6e94c84 Leszek Koltunski
    final Resources resources = context.getResources();
765 c90b9e01 Leszek Koltunski
766 edea9cf3 Leszek Koltunski
    Exception exception=null;
767
768
    try
769
      {
770 bfe45b4a Leszek Koltunski
      createPrograms(resources);
771 edea9cf3 Leszek Koltunski
      }
772
    catch(Exception ex)
773
      {
774
      exception = ex;
775
      }
776
777
    try
778
      {
779 bfe45b4a Leszek Koltunski
      createProgramsOIT(resources);
780 edea9cf3 Leszek Koltunski
      }
781
    catch(Exception ex)
782
      {
783
      exception = ex;
784
      }
785
786 a13dde77 Leszek Koltunski
    try
787
      {
788
      EffectQueuePostprocess.createPrograms(resources);
789
      }
790
    catch(Exception ex)
791
      {
792
      exception = ex;
793
      }
794
795 edea9cf3 Leszek Koltunski
    try
796
      {
797
      PostprocessEffect.createPrograms();
798
      }
799
    catch(Exception ex)
800
      {
801
      exception = ex;
802
      }
803
804
    if( exception!=null)
805
      {
806
      throw exception;
807
      }
808 6a06a912 Leszek Koltunski
    }
809
810 05ecc6fe Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
811
/**
812 78e89fb5 Leszek Koltunski
 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
813 05ecc6fe Leszek Koltunski
 * Must be called from Activity.onPause().
814
 */
815
  public static void onPause()
816
    {
817 7602a827 Leszek Koltunski
    InternalObject.onPause();
818 bfe45b4a Leszek Koltunski
819
    mLinkedListSSBO[0]= -1;
820
821 7602a827 Leszek Koltunski
    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1;
822 05ecc6fe Leszek Koltunski
    }
823
824 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
825
/**
826
 * Call this so that the Library can release its internal data structures.
827
 * Must be called from Activity.onDestroy(). 
828
 */
829
  public static void onDestroy()
830
    {
831 7602a827 Leszek Koltunski
    InternalObject.onDestroy();
832
    InternalNodeData.onDestroy();
833
    InternalMaster.onDestroy();
834
    InternalOutputSurface.onDestroy();
835 46b572b5 Leszek Koltunski
    DistortedEffects.onDestroy();
836 42571056 Leszek Koltunski
    EffectQueue.onDestroy();
837 26a4e5f6 leszek
    Effect.onDestroy();
838 6a06a912 Leszek Koltunski
    EffectMessageSender.stopSending();
839 f8686932 Leszek Koltunski
840 55c14a19 Leszek Koltunski
    mInitialized = false;
841 6a06a912 Leszek Koltunski
    }
842 bfe45b4a Leszek Koltunski
843
///////////////////////////////////////////////////////////////////////////////////////////////////
844
/**
845
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
846
 * single (InputSurface,MeshBase) combo.
847
 *
848
 * @param type {@link EffectType}
849
 * @return The maximum number of effects of a given type.
850
 */
851
  @SuppressWarnings("unused")
852
  public static int getMax(EffectType type)
853
    {
854
    return EffectQueue.getMax(type.ordinal());
855
    }
856
857
///////////////////////////////////////////////////////////////////////////////////////////////////
858
/**
859
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
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 * This can fail if:
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 * <ul>
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 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
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 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
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 *     before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
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 *     time only decreasing the value of 'max' is permitted.
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 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
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 * </ul>
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 *
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 * @param type {@link EffectType}
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 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
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 *            than Byte.MAX_VALUE
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 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
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 */
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  @SuppressWarnings("unused")
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  public static boolean setMax(EffectType type, int max)
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    {
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    return EffectQueue.setMax(type.ordinal(),max);
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    }
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  }