1
|
package org.distorted.library;
|
2
|
|
3
|
import android.opengl.GLES20;
|
4
|
|
5
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
6
|
|
7
|
class EffectQueueFragment extends EffectQueue
|
8
|
{
|
9
|
private static final int NUM_UNIFORMS = 9;
|
10
|
private static final int INDEX = EffectTypes.FRAGMENT.ordinal();
|
11
|
private float[] mBuf;
|
12
|
private static int mNumEffectsH;
|
13
|
private static int mTypeH;
|
14
|
private static int mUniformsH;
|
15
|
|
16
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
17
|
|
18
|
public EffectQueueFragment(DistortedObject obj)
|
19
|
{
|
20
|
super(obj,NUM_UNIFORMS,INDEX);
|
21
|
|
22
|
if( mMax[INDEX]>0 )
|
23
|
{
|
24
|
mBuf= new float[4*mMax[INDEX]];
|
25
|
}
|
26
|
}
|
27
|
|
28
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
29
|
// Only max Byte.MAX_VALUE concurrent effects per bitmap.
|
30
|
// If you want more, change type of the mNumEffects, mIDIndex and mFreeIndexes variables to shorts.
|
31
|
|
32
|
static boolean setMax(int m)
|
33
|
{
|
34
|
if( (mCreated==false && !Distorted.isInitialized()) || m<=mMax[INDEX] )
|
35
|
{
|
36
|
if( m<0 ) m = 0;
|
37
|
else if( m>Byte.MAX_VALUE ) m = Byte.MAX_VALUE;
|
38
|
|
39
|
mMax[INDEX] = m;
|
40
|
return true;
|
41
|
}
|
42
|
|
43
|
return false;
|
44
|
}
|
45
|
|
46
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
47
|
|
48
|
static int getMax()
|
49
|
{
|
50
|
return mMax[INDEX];
|
51
|
}
|
52
|
|
53
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
54
|
|
55
|
static void getUniforms(int mProgramH)
|
56
|
{
|
57
|
mNumEffectsH= GLES20.glGetUniformLocation( mProgramH, "fNumEffects");
|
58
|
mTypeH = GLES20.glGetUniformLocation( mProgramH, "fType");
|
59
|
mUniformsH = GLES20.glGetUniformLocation( mProgramH, "fUniforms");
|
60
|
}
|
61
|
|
62
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
63
|
|
64
|
synchronized void compute(long currTime)
|
65
|
{
|
66
|
if( currTime==mTime ) return;
|
67
|
if( mTime==0 ) mTime = currTime;
|
68
|
long step = (currTime-mTime);
|
69
|
|
70
|
for(int i=0; i<mNumEffects; i++)
|
71
|
{
|
72
|
if( mInterI[i]==null ) continue;
|
73
|
|
74
|
if( mInterP[i]!=null ) mInterP[i].interpolateMain(mBuf, 4*i, mCurrentDuration[i]);
|
75
|
|
76
|
if( mInterI[i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) )
|
77
|
{
|
78
|
for(int j=0; j<mNumListeners; j++)
|
79
|
EffectMessageSender.newMessage( mListeners.elementAt(j),
|
80
|
EffectMessage.EFFECT_FINISHED,
|
81
|
(mID[i]<<EffectTypes.LENGTH)+EffectTypes.FRAGMENT.type,
|
82
|
mType[i],
|
83
|
mBitmapID);
|
84
|
|
85
|
if( EffectNames.isUnity(mType[i], mUniforms, NUM_UNIFORMS*i) )
|
86
|
{
|
87
|
remove(i);
|
88
|
i--;
|
89
|
continue;
|
90
|
}
|
91
|
}
|
92
|
|
93
|
mCurrentDuration[i] += step;
|
94
|
}
|
95
|
|
96
|
mTime = currTime;
|
97
|
}
|
98
|
|
99
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
100
|
|
101
|
protected void moveEffect(int index)
|
102
|
{
|
103
|
mBuf[4*index ] = mBuf[4*index+4];
|
104
|
mBuf[4*index+1] = mBuf[4*index+5];
|
105
|
mBuf[4*index+2] = mBuf[4*index+6];
|
106
|
mBuf[4*index+3] = mBuf[4*index+7];
|
107
|
|
108
|
mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ];
|
109
|
mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1];
|
110
|
mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2];
|
111
|
mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3];
|
112
|
}
|
113
|
|
114
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
115
|
|
116
|
synchronized void send()
|
117
|
{
|
118
|
GLES20.glUniform1i( mNumEffectsH, mNumEffects);
|
119
|
|
120
|
if( mNumEffects>0 )
|
121
|
{
|
122
|
GLES20.glUniform1iv( mTypeH , mNumEffects, mType ,0);
|
123
|
GLES20.glUniform3fv( mUniformsH,3*mNumEffects, mUniforms,0);
|
124
|
}
|
125
|
}
|
126
|
|
127
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
128
|
|
129
|
synchronized void sendZero()
|
130
|
{
|
131
|
GLES20.glUniform1i( mNumEffectsH, 0);
|
132
|
}
|
133
|
|
134
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
135
|
// Do various post-processing on already computed effects.
|
136
|
// 1) move all Points and scale all Region radii by a ModelView matrix
|
137
|
// 2) in case of macroblock, pre-compute some values so that we don't have to do it in the fragment shader.
|
138
|
|
139
|
void postprocess(float[] MVmatrix)
|
140
|
{
|
141
|
if( mNumEffects>0 )
|
142
|
{
|
143
|
float tx,ty;
|
144
|
float w = (float)Math.sqrt(MVmatrix[0]*MVmatrix[0] + MVmatrix[4]*MVmatrix[4]); // The scale factors are the lengths of the first 3 vectors of the upper-left 3x3 submatrix; here
|
145
|
float h = (float)Math.sqrt(MVmatrix[1]*MVmatrix[1] + MVmatrix[5]*MVmatrix[5]); // m[2]=m[6]=m[8]=m[9]=0 so it is really only the upper-left 2x2 matrix.
|
146
|
|
147
|
for(int i=0; i<mNumEffects; i++)
|
148
|
{
|
149
|
tx = mBuf[4*i ]-mObjHalfX; // we have to invert y and move everything by (half of bmp width, half of bmp height)
|
150
|
ty =-mBuf[4*i+1]+mObjHalfY; //
|
151
|
|
152
|
mUniforms[NUM_UNIFORMS*i+4] = w*mBuf[4*i+2]; // in fragment shader rx and ry radii are the second and third values of the Region thus 9*i+4 and 9*i+5
|
153
|
mUniforms[NUM_UNIFORMS*i+5] = h*mBuf[4*i+3]; //
|
154
|
// mUniforms[NUM_UNIFORMS*i+6] = // this value is not used in Fragment Shader
|
155
|
mUniforms[NUM_UNIFORMS*i+7] = MVmatrix[0]*tx + MVmatrix[4]*ty + MVmatrix[12]; // multiply the ModelView matrix times the (x,y,0,1) point, i.e. the (x,y) point on the surface of the bitmap.
|
156
|
mUniforms[NUM_UNIFORMS*i+8] = MVmatrix[1]*tx + MVmatrix[5]*ty + MVmatrix[13]; //
|
157
|
|
158
|
if( mType[i]==EffectNames.MACROBLOCK.ordinal() ) // fill up the .y and .z components of the Interpolated values already to avoid having to compute this in the fragment shader
|
159
|
{
|
160
|
mUniforms[NUM_UNIFORMS*i+1] = 2.0f*mObjHalfX/mUniforms[NUM_UNIFORMS*i];
|
161
|
mUniforms[NUM_UNIFORMS*i+2] = 2.0f*mObjHalfY/mUniforms[NUM_UNIFORMS*i];
|
162
|
}
|
163
|
}
|
164
|
}
|
165
|
}
|
166
|
|
167
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
168
|
|
169
|
synchronized long add(EffectNames eln, Interpolator inter, Float4D region, Interpolator2D point)
|
170
|
{
|
171
|
if( mMax[INDEX]>mNumEffects )
|
172
|
{
|
173
|
EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
|
174
|
mInterI[mNumEffects] = inter;
|
175
|
mInterP[mNumEffects] = point;
|
176
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
177
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
178
|
|
179
|
return addBase(eln);
|
180
|
}
|
181
|
|
182
|
return -1;
|
183
|
}
|
184
|
|
185
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
186
|
|
187
|
synchronized long add(EffectNames eln, Interpolator inter, Float4D region, float x, float y)
|
188
|
{
|
189
|
if( mMax[INDEX]>mNumEffects )
|
190
|
{
|
191
|
EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
|
192
|
mInterI[mNumEffects] = inter;
|
193
|
mInterP[mNumEffects] = null;
|
194
|
mBuf[4*mNumEffects ] = x;
|
195
|
mBuf[4*mNumEffects+1] = y;
|
196
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
197
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
198
|
|
199
|
return addBase(eln);
|
200
|
}
|
201
|
|
202
|
return -1;
|
203
|
}
|
204
|
|
205
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
206
|
|
207
|
synchronized long add(EffectNames eln, Interpolator1D inter, Float3D c, Float4D region, Interpolator2D point)
|
208
|
{
|
209
|
if( mMax[INDEX]>mNumEffects )
|
210
|
{
|
211
|
mInterI[mNumEffects] = inter;
|
212
|
mInterP[mNumEffects] = point;
|
213
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
214
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
215
|
|
216
|
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
|
217
|
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
|
218
|
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
|
219
|
|
220
|
return addBase(eln);
|
221
|
}
|
222
|
|
223
|
return -1;
|
224
|
}
|
225
|
|
226
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
227
|
|
228
|
synchronized long add(EffectNames eln, Interpolator1D inter, Float3D c, Float4D region, float x, float y)
|
229
|
{
|
230
|
if( mMax[INDEX]>mNumEffects )
|
231
|
{
|
232
|
mInterI[mNumEffects] = inter;
|
233
|
mInterP[mNumEffects] = null;
|
234
|
mBuf[4*mNumEffects ] = x;
|
235
|
mBuf[4*mNumEffects+1] = y;
|
236
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
237
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
238
|
|
239
|
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
|
240
|
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
|
241
|
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
|
242
|
|
243
|
return addBase(eln);
|
244
|
}
|
245
|
|
246
|
return -1;
|
247
|
}
|
248
|
|
249
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
250
|
|
251
|
synchronized long add(EffectNames eln, float t, Float3D c, Float4D region, Interpolator2D point)
|
252
|
{
|
253
|
if( mMax[INDEX]>mNumEffects )
|
254
|
{
|
255
|
mInterI[mNumEffects] = null;
|
256
|
mInterP[mNumEffects] = point;
|
257
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
258
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
259
|
|
260
|
mUniforms[NUM_UNIFORMS*mNumEffects+0] = t;
|
261
|
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
|
262
|
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
|
263
|
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
|
264
|
|
265
|
return addBase(eln);
|
266
|
}
|
267
|
|
268
|
return -1;
|
269
|
}
|
270
|
|
271
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
272
|
|
273
|
synchronized long add(EffectNames eln, float t, Float3D c, Float4D region, float x, float y)
|
274
|
{
|
275
|
if( mMax[INDEX]>mNumEffects )
|
276
|
{
|
277
|
mInterI[mNumEffects] = null;
|
278
|
mInterP[mNumEffects] = null;
|
279
|
mBuf[4*mNumEffects ] = x;
|
280
|
mBuf[4*mNumEffects+1] = y;
|
281
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
282
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
283
|
|
284
|
mUniforms[NUM_UNIFORMS*mNumEffects+0] = t;
|
285
|
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
|
286
|
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
|
287
|
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
|
288
|
|
289
|
return addBase(eln);
|
290
|
}
|
291
|
|
292
|
return -1;
|
293
|
}
|
294
|
|
295
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
296
|
// end of FragmentEffect
|
297
|
}
|