Revision d58407a8
Added by Leszek Koltunski about 3 years ago
src/main/java/org/distorted/library/effect/EffectName.java | ||
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75 | 75 |
SMOOTH_CONTRAST ( EffectType.FRAGMENT, new float[] {1.0f} , 1, 3, 3 , FragmentEffectContrast.class ), |
76 | 76 |
|
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BLUR ( EffectType.POSTPROCESS,new float[] {0.0f} , 2, 0, 0 , PostprocessEffectBlur.class ), |
78 |
GLOW ( EffectType.POSTPROCESS,new float[] {0.0f} , 6, 0, 0 , PostprocessEffectGlow.class ); |
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GLOW ( EffectType.POSTPROCESS,new float[] {0.0f} , 6, 0, 0 , PostprocessEffectGlow.class ), |
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BORDER ( EffectType.POSTPROCESS,new float[] {0.0f} , 5, 0, 0 , PostprocessEffectBorder.class ), |
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; |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
81 | 83 |
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src/main/java/org/distorted/library/effect/PostprocessEffect.java | ||
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70 | 70 |
|
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private static class Source |
72 | 72 |
{ |
73 |
private String mName, mVertexShader, mFragmentShader; |
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private final String mName, mVertexShader, mFragmentShader;
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|
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Source(String name, String vertex, String fragment) |
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{ |
... | ... | |
81 | 81 |
} |
82 | 82 |
|
83 | 83 |
static ArrayList<DistortedProgram> mPrograms = new ArrayList<>(); |
84 |
private static ArrayList<Source> mSources = new ArrayList<>(); |
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84 |
private final static ArrayList<Source> mSources = new ArrayList<>();
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85 | 85 |
private static int mNumSources = 0; |
86 | 86 |
|
87 | 87 |
private static class Job |
... | ... | |
96 | 96 |
} |
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} |
98 | 98 |
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private ArrayList<Job> mJobs = new ArrayList<>(); |
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private final ArrayList<Job> mJobs = new ArrayList<>();
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100 | 100 |
private int mQualityLevel; |
101 | 101 |
|
102 | 102 |
float mQualityScale; |
... | ... | |
141 | 141 |
|
142 | 142 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
143 | 143 |
/** |
144 |
* At this moment the 'buffer' contains a) preprocessed object b) real object rendered 'on top' of |
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* the preprocessed one. |
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* Postprocess buffer. What this means exactly depends on the effect - |
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* |
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144 | 148 |
* Only for use by the library itself. |
145 | 149 |
* |
146 | 150 |
* @y.exclude |
147 | 151 |
*/ |
148 |
public abstract int apply(float[] uniforms, int index, DistortedFramebuffer buffer);
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152 |
public abstract int postprocess(float[] uniforms, int index, DistortedFramebuffer buffer);
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149 | 153 |
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150 | 154 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
151 | 155 |
/** |
... | ... | |
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* |
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* @y.exclude |
155 | 159 |
*/ |
156 |
public abstract boolean getRender(); |
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public abstract boolean getRenderDirectly();
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157 | 161 |
|
158 | 162 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
159 | 163 |
/** |
src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java | ||
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19 | 19 |
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20 | 20 |
package org.distorted.library.effect; |
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import android.opengl.GLES30; |
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import org.distorted.library.main.DistortedFramebuffer; |
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import org.distorted.library.main.InternalRenderState; |
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import org.distorted.library.program.DistortedProgram; |
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27 | 22 |
import org.distorted.library.type.Data2D; |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Blur the Framebuffer. |
32 | 27 |
*/ |
33 |
public class PostprocessEffectBlur extends PostprocessEffect |
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public class PostprocessEffectBlur extends PostprocessEffectBlurred
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{ |
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private static final int MAX_RADIUS = 50; |
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private final Data2D mBlurHaloAndRadius; |
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private static final float[] GAUSSIAN = // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0 |
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{ // where G(x)= (1/(sqrt(2*PI))) * e^(-(x^2)/2). The last 0 terminates. |
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0.398948f, 0.398769f, 0.398231f, 0.397336f, 0.396086f, 0.394485f, 0.392537f, 0.390247f, 0.387622f, 0.384668f, |
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0.381393f, 0.377806f, 0.373916f, 0.369733f, 0.365268f, 0.360532f, 0.355538f, 0.350297f, 0.344823f, 0.339129f, |
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0.333229f, 0.327138f, 0.320868f, 0.314436f, 0.307856f, 0.301142f, 0.294309f, 0.287373f, 0.280348f, 0.273248f, |
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0.266089f, 0.258884f, 0.251648f, 0.244394f, 0.237135f, 0.229886f, 0.222657f, 0.215461f, 0.208311f, 0.201217f, |
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0.194189f, 0.187238f, 0.180374f, 0.173605f, 0.166940f, 0.160386f, 0.153951f, 0.147641f, 0.141462f, 0.135420f, |
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0.129520f, 0.123765f, 0.118159f, 0.112706f, 0.107408f, 0.102266f, 0.097284f, 0.092461f, 0.087797f, 0.083294f, |
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0.078951f, 0.074767f, 0.070741f, 0.066872f, 0.063158f, 0.059596f, 0.056184f, 0.052920f, 0.049801f, 0.046823f, |
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0.043984f, 0.041280f, 0.038707f, 0.036262f, 0.033941f, 0.031740f, 0.029655f, 0.027682f, 0.025817f, 0.024056f, |
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0.022395f, 0.020830f, 0.019357f, 0.017971f, 0.016670f, 0.015450f, 0.014305f, 0.013234f, 0.012232f, 0.011295f, |
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0.010421f, 0.009606f, 0.008847f, 0.008140f, 0.007483f, 0.006873f, 0.006307f, 0.005782f, 0.005296f, 0.004847f, |
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0.004432f, 0.000000f |
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}; |
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private static final int NUM_GAUSSIAN = GAUSSIAN.length-2; |
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|
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// The (fixed-function-sampled) Gaussian Blur kernels are of the size k0=1, k1=2, k2=2, k3=3, k4=3, k5=4, k6=4,... |
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// i.e. k(i)=floor((i+3)/2). (the 'i' in k(i) means 'blur taking into account the present pixel and 'i' pixels |
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// in all 4 directions) |
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// We need room for MAX_BLUR of them, and sum(i=0...N, floor((i+3)/2)) = N + floor(N*N/4) |
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59 |
private static final float[] weightsCache = new float[MAX_RADIUS + MAX_RADIUS*MAX_RADIUS/4]; |
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private static final float[] offsetsCache = new float[MAX_RADIUS + MAX_RADIUS*MAX_RADIUS/4]; |
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61 |
private static final float[] mWeights = new float[MAX_RADIUS]; |
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62 |
private static final float[] mOffsets = new float[MAX_RADIUS]; |
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63 |
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64 |
private static DistortedProgram mProgram1, mProgram2; |
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65 |
private static int mIndex1, mIndex2; |
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66 |
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67 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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68 |
// Clean up of static variables on exit. |
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// called by reflection from super class. |
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70 |
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71 |
@SuppressWarnings("unused") |
|
72 |
static void destroyStatics() |
|
73 |
{ |
|
74 |
mProgram1 = null; |
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75 |
mProgram2 = null; |
|
76 |
|
|
77 |
mIndex1 = 0; |
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78 |
mIndex2 = 0; |
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79 |
} |
|
80 |
|
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81 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// This implements the 'Better separable implementation using GPU fixed function sampling' from |
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83 |
// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms |
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84 |
|
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85 |
private void computeGaussianKernel(int radius) |
|
86 |
{ |
|
87 |
int offset = radius + radius*radius/4; |
|
88 |
|
|
89 |
if( weightsCache[offset]==0.0f ) |
|
90 |
{ |
|
91 |
float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3); |
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92 |
mWeights[0] = GAUSSIAN[0]; |
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93 |
float sum = GAUSSIAN[0]; |
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94 |
int j; |
|
95 |
|
|
96 |
for(int i=1; i<=radius; i++) |
|
97 |
{ |
|
98 |
x += P; |
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99 |
j = (int)x; |
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100 |
z = x-j; |
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101 |
|
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102 |
mWeights[i] = (1-z)*GAUSSIAN[j] + z*GAUSSIAN[j+1]; |
|
103 |
sum += 2*mWeights[i]; |
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104 |
} |
|
105 |
|
|
106 |
for(int i=0; i<=radius; i++) mWeights[i] /= sum; |
|
107 |
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|
108 |
int numloops = radius/2; |
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109 |
weightsCache[offset] = mWeights[0]; |
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110 |
offsetsCache[offset] = 0.0f; |
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111 |
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112 |
for(int i=0; i<numloops; i++) |
|
113 |
{ |
|
114 |
offsetsCache[offset+i+1] = mWeights[2*i+1]*(2*i+1) + mWeights[2*i+2]*(2*i+2); |
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115 |
weightsCache[offset+i+1] = mWeights[2*i+1] + mWeights[2*i+2]; |
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116 |
offsetsCache[offset+i+1]/= weightsCache[offset+i+1]; |
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117 |
} |
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118 |
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119 |
if( radius%2 == 1 ) |
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{ |
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121 |
int index = offset + radius/2 +1; |
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122 |
offsetsCache[index]=radius; |
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weightsCache[index]=mWeights[radius]; |
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124 |
} |
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125 |
} |
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126 |
} |
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30 |
private final Data2D mHaloAndRadius; |
|
127 | 31 |
|
128 | 32 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
129 | 33 |
/** |
... | ... | |
133 | 37 |
*/ |
134 | 38 |
public boolean compute(float[] uniforms, int index, long currentDuration, long step ) |
135 | 39 |
{ |
136 |
return mBlurHaloAndRadius.get(uniforms,index,currentDuration,step);
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40 |
return mHaloAndRadius.get(uniforms,index,currentDuration,step); |
|
137 | 41 |
} |
138 | 42 |
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139 | 43 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
142 | 46 |
* |
143 | 47 |
* @y.exclude |
144 | 48 |
*/ |
145 |
public boolean getRender() |
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49 |
public boolean getRenderDirectly()
|
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146 | 50 |
{ |
147 | 51 |
return false; |
148 | 52 |
} |
149 | 53 |
|
150 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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* |
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* @y.exclude |
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*/ |
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public int apply(float[] uniforms, int index, DistortedFramebuffer buffer) |
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{ |
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158 |
if( mProgram1 ==null) |
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{ |
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160 |
try |
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161 |
{ |
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mProgram1 = mPrograms.get(mIndex1); |
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mProgram2 = mPrograms.get(mIndex2); |
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} |
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catch(Exception ex) |
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{ |
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return 0; |
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} |
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} |
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InternalRenderState.useStencilMark(); |
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buffer.setAsOutput(); |
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174 |
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float w= buffer.getWidth(); |
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float h= buffer.getHeight(); |
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float n= 1.0f - buffer.getNear(); |
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178 |
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float corrW = buffer.getWidthCorrection(); |
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float corrH = buffer.getHeightCorrection(); |
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float offsetCorrW = corrW/w; |
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float offsetCorrH = corrH/h; |
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int radius = (int)(uniforms[index+1]*mQualityScale); |
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if( radius>=MAX_RADIUS ) radius = MAX_RADIUS-1; |
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if( radius<=0 ) radius = 1; |
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computeGaussianKernel(radius); |
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188 |
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int offset = radius + radius*radius/4; |
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radius = (radius+1)/2; |
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GLES30.glViewport(0, 0, (int)w, (int)h); |
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// horizontal blur |
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW; |
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mProgram1.useProgram(); |
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buffer.bindForOutput(1); |
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buffer.setAsInput(0); |
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199 |
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GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
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GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
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202 |
|
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GLES30.glColorMask(true,true,true,true); |
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GLES30.glClearColor(1.0f,1.0f,1.0f,0.0f); |
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
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206 |
|
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GLES30.glUniform1f ( mProgram1.mUniform[0] , n ); |
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GLES30.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH ); |
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GLES30.glUniform1i ( mProgram1.mUniform[2] , 0 ); |
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GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0); |
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GLES30.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset); |
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GLES30.glUniform1i ( mProgram1.mUniform[5] , radius); |
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213 |
GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
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GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture); |
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215 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
|
216 |
|
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// vertical blur |
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218 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH; |
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219 |
|
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mProgram2.useProgram(); |
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221 |
buffer.bindForOutput(0); |
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buffer.setAsInput(1); |
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223 |
|
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224 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
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225 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
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226 |
|
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227 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
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228 |
|
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229 |
GLES30.glUniform1f ( mProgram2.mUniform[0] , n ); |
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230 |
GLES30.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH ); |
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231 |
GLES30.glUniform1i ( mProgram2.mUniform[2] , 0 ); |
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232 |
GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0); |
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233 |
GLES30.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset); |
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234 |
GLES30.glUniform1i ( mProgram2.mUniform[5] , radius); |
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235 |
GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
|
236 |
GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture); |
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237 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
|
238 |
|
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239 |
InternalRenderState.unuseStencilMark(); |
|
240 |
|
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241 |
return 2; |
|
242 |
} |
|
243 |
|
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244 | 54 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
245 | 55 |
// PUBLIC API |
246 | 56 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
249 | 59 |
*/ |
250 | 60 |
public static void enable() |
251 | 61 |
{ |
252 |
final String blurVertex = |
|
253 |
|
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254 |
"precision lowp float; \n"+ |
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255 |
"in vec2 a_Position; \n"+ |
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256 |
"in vec2 a_TexCoord; \n"+ |
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257 |
"out vec2 v_TexCoord; \n"+ |
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258 |
"uniform float u_Depth; \n"+ |
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259 |
"uniform vec2 u_TexCorr;\n"+ |
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260 |
|
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261 |
"void main() \n"+ |
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262 |
" { \n"+ |
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263 |
" v_TexCoord = a_TexCoord * u_TexCorr; \n"+ |
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264 |
" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+ |
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265 |
" }"; |
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266 |
|
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267 |
final String blurFragment1 = |
|
268 |
|
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269 |
"#define MAX_BLUR "+MAX_RADIUS+ "\n"+ |
|
270 |
"precision lowp float; \n"+ |
|
271 |
"in vec2 v_TexCoord; \n"+ |
|
272 |
"out vec4 fragColor; \n"+ |
|
273 |
"uniform sampler2D u_ColorTexture; \n"+ |
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274 |
"uniform float u_Offsets[MAX_BLUR]; \n"+ |
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275 |
"uniform float u_Weights[MAX_BLUR]; \n"+ |
|
276 |
"uniform int u_Radius; \n"+ |
|
277 |
|
|
278 |
"void main() \n"+ |
|
279 |
" { \n"+ |
|
280 |
" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
|
281 |
" for (int i=1; i<=u_Radius; i+=1) \n"+ |
|
282 |
" { \n"+ |
|
283 |
" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) + \n"+ |
|
284 |
" texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+ |
|
285 |
" } \n"+ |
|
286 |
" fragColor = pixel; \n"+ |
|
287 |
" }"; |
|
288 |
|
|
289 |
final String blurFragment2 = |
|
290 |
|
|
291 |
"#define MAX_BLUR "+MAX_RADIUS+ "\n"+ |
|
292 |
"precision lowp float; \n"+ |
|
293 |
"in vec2 v_TexCoord; \n"+ |
|
294 |
"out vec4 fragColor; \n"+ |
|
295 |
"uniform sampler2D u_ColorTexture; \n"+ |
|
296 |
"uniform float u_Offsets[MAX_BLUR]; \n"+ |
|
297 |
"uniform float u_Weights[MAX_BLUR]; \n"+ |
|
298 |
"uniform int u_Radius; \n"+ |
|
62 |
PostprocessEffectBlurred.enable("BLUR1","BLUR2"); |
|
63 |
} |
|
299 | 64 |
|
300 |
"void main() \n"+ |
|
301 |
" { \n"+ |
|
302 |
" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
|
303 |
" for (int i=1; i<=u_Radius; i+=1) \n"+ |
|
304 |
" { \n"+ |
|
305 |
" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) + \n"+ |
|
306 |
" texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+ |
|
307 |
" } \n"+ |
|
308 |
" fragColor = pixel; \n"+ |
|
309 |
" }"; |
|
65 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
66 |
// Clean up of static variables on exit. Called by reflection from super class. |
|
310 | 67 |
|
311 |
mIndex1 = PostprocessEffect.register("BLUR1", blurVertex,blurFragment1); |
|
312 |
mIndex2 = PostprocessEffect.register("BLUR2", blurVertex,blurFragment2); |
|
68 |
@SuppressWarnings("unused") |
|
69 |
static void destroyStatics() |
|
70 |
{ |
|
71 |
PostprocessEffectBlurred.destroyStatics(); |
|
313 | 72 |
} |
314 | 73 |
|
315 | 74 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
316 | 75 |
/** |
317 | 76 |
* Blur the Framebuffer. |
318 | 77 |
* |
319 |
* @param blurHaloAndRadius First float: the halo.
|
|
320 |
* How far beyond the object does the effect stretch to? Unit: Percentage
|
|
321 |
* of the size of the original object, i.e. Halo=0 --> no halo around, this
|
|
322 |
* would mean sharp edges around the object; Halo=100 --> halo of the size
|
|
323 |
* of the object itself around (in case of blur, this would be - in vast
|
|
324 |
* majority of cases except an object rendered very closely to the near plane-
|
|
325 |
* an overkill).
|
|
326 |
* Second float: the radius.
|
|
327 |
* The 'strength' if the blur of the edges, in pixels. 0 = no blur, 10 =
|
|
328 |
* blur of roughly 10 pixels around the whole halo.
|
|
78 |
* @param haloAndRadius First float: the halo.
|
|
79 |
* How far beyond the object does the effect stretch to? Unit: Percentage |
|
80 |
* of the size of the original object, i.e. Halo=0 --> no halo around, this |
|
81 |
* would mean sharp edges around the object; Halo=100 --> halo of the size |
|
82 |
* of the object itself around (in case of blur, this would be - in vast |
|
83 |
* majority of cases except an object rendered very closely to the near plane- |
|
84 |
* an overkill). |
|
85 |
* Second float: the radius. |
|
86 |
* The 'strength' if the blur of the edges, in pixels. 0 = no blur, 10 = |
|
87 |
* blur of roughly 10 pixels around the whole halo. |
|
329 | 88 |
|
330 | 89 |
*/ |
331 |
public PostprocessEffectBlur(Data2D blurHaloAndRadius)
|
|
90 |
public PostprocessEffectBlur(Data2D haloAndRadius)
|
|
332 | 91 |
{ |
333 | 92 |
super(EffectName.BLUR); |
334 |
mBlurHaloAndRadius = blurHaloAndRadius;
|
|
93 |
mHaloAndRadius = haloAndRadius;
|
|
335 | 94 |
} |
336 | 95 |
} |
src/main/java/org/distorted/library/effect/PostprocessEffectBlurred.java | ||
---|---|---|
1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2017 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
package org.distorted.library.effect; |
|
21 |
|
|
22 |
import android.opengl.GLES30; |
|
23 |
|
|
24 |
import org.distorted.library.main.DistortedFramebuffer; |
|
25 |
import org.distorted.library.main.InternalRenderState; |
|
26 |
import org.distorted.library.program.DistortedProgram; |
|
27 |
|
|
28 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
29 |
|
|
30 |
/** |
|
31 |
* Postprocessed effect in which postprocessing is a Gaussian blur - i.e. Blur or Glow. |
|
32 |
*/ |
|
33 |
abstract public class PostprocessEffectBlurred extends PostprocessEffect |
|
34 |
{ |
|
35 |
private static final int MAX_RADIUS = 50; |
|
36 |
|
|
37 |
private static final float[] GAUSSIAN = // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0 |
|
38 |
{ // where G(x)= (1/(sqrt(2*PI))) * e^(-(x^2)/2). The last 0 terminates. |
|
39 |
0.398948f, 0.398769f, 0.398231f, 0.397336f, 0.396086f, 0.394485f, 0.392537f, 0.390247f, 0.387622f, 0.384668f, |
|
40 |
0.381393f, 0.377806f, 0.373916f, 0.369733f, 0.365268f, 0.360532f, 0.355538f, 0.350297f, 0.344823f, 0.339129f, |
|
41 |
0.333229f, 0.327138f, 0.320868f, 0.314436f, 0.307856f, 0.301142f, 0.294309f, 0.287373f, 0.280348f, 0.273248f, |
|
42 |
0.266089f, 0.258884f, 0.251648f, 0.244394f, 0.237135f, 0.229886f, 0.222657f, 0.215461f, 0.208311f, 0.201217f, |
|
43 |
0.194189f, 0.187238f, 0.180374f, 0.173605f, 0.166940f, 0.160386f, 0.153951f, 0.147641f, 0.141462f, 0.135420f, |
|
44 |
0.129520f, 0.123765f, 0.118159f, 0.112706f, 0.107408f, 0.102266f, 0.097284f, 0.092461f, 0.087797f, 0.083294f, |
|
45 |
0.078951f, 0.074767f, 0.070741f, 0.066872f, 0.063158f, 0.059596f, 0.056184f, 0.052920f, 0.049801f, 0.046823f, |
|
46 |
0.043984f, 0.041280f, 0.038707f, 0.036262f, 0.033941f, 0.031740f, 0.029655f, 0.027682f, 0.025817f, 0.024056f, |
|
47 |
0.022395f, 0.020830f, 0.019357f, 0.017971f, 0.016670f, 0.015450f, 0.014305f, 0.013234f, 0.012232f, 0.011295f, |
|
48 |
0.010421f, 0.009606f, 0.008847f, 0.008140f, 0.007483f, 0.006873f, 0.006307f, 0.005782f, 0.005296f, 0.004847f, |
|
49 |
0.004432f, 0.000000f |
|
50 |
}; |
|
51 |
private static final int NUM_GAUSSIAN = GAUSSIAN.length-2; |
|
52 |
|
|
53 |
// The (fixed-function-sampled) Gaussian Blur kernels are of the size k0=1, k1=2, k2=2, k3=3, k4=3, k5=4, k6=4,... |
|
54 |
// i.e. k(i)=floor((i+3)/2). (the 'i' in k(i) means 'blur taking into account the present pixel and 'i' pixels |
|
55 |
// in all 4 directions) |
|
56 |
// We need room for MAX_BLUR of them, and sum(i=0...N, floor((i+3)/2)) = N + floor(N*N/4) |
|
57 |
private static final float[] weightsCache = new float[MAX_RADIUS + MAX_RADIUS*MAX_RADIUS/4]; |
|
58 |
private static final float[] offsetsCache = new float[MAX_RADIUS + MAX_RADIUS*MAX_RADIUS/4]; |
|
59 |
private static final float[] mWeights = new float[MAX_RADIUS]; |
|
60 |
private static final float[] mOffsets = new float[MAX_RADIUS]; |
|
61 |
|
|
62 |
private static DistortedProgram mProgram1, mProgram2; |
|
63 |
private static int mIndex1, mIndex2; |
|
64 |
|
|
65 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
66 |
|
|
67 |
static void destroyStatics() |
|
68 |
{ |
|
69 |
mProgram1 = null; |
|
70 |
mProgram2 = null; |
|
71 |
|
|
72 |
mIndex1 = 0; |
|
73 |
mIndex2 = 0; |
|
74 |
} |
|
75 |
|
|
76 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
77 |
// This implements the 'Better separable implementation using GPU fixed function sampling' from |
|
78 |
// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms |
|
79 |
|
|
80 |
private void computeGaussianKernel(int radius) |
|
81 |
{ |
|
82 |
int offset = radius + radius*radius/4; |
|
83 |
|
|
84 |
if( weightsCache[offset]==0.0f ) |
|
85 |
{ |
|
86 |
float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3); |
|
87 |
mWeights[0] = GAUSSIAN[0]; |
|
88 |
float sum = GAUSSIAN[0]; |
|
89 |
int j; |
|
90 |
|
|
91 |
for(int i=1; i<=radius; i++) |
|
92 |
{ |
|
93 |
x += P; |
|
94 |
j = (int)x; |
|
95 |
z = x-j; |
|
96 |
|
|
97 |
mWeights[i] = (1-z)*GAUSSIAN[j] + z*GAUSSIAN[j+1]; |
|
98 |
sum += 2*mWeights[i]; |
|
99 |
} |
|
100 |
|
|
101 |
for(int i=0; i<=radius; i++) mWeights[i] /= sum; |
|
102 |
|
|
103 |
int numloops = radius/2; |
|
104 |
weightsCache[offset] = mWeights[0]; |
|
105 |
offsetsCache[offset] = 0.0f; |
|
106 |
|
|
107 |
for(int i=0; i<numloops; i++) |
|
108 |
{ |
|
109 |
offsetsCache[offset+i+1] = mWeights[2*i+1]*(2*i+1) + mWeights[2*i+2]*(2*i+2); |
|
110 |
weightsCache[offset+i+1] = mWeights[2*i+1] + mWeights[2*i+2]; |
|
111 |
offsetsCache[offset+i+1]/= weightsCache[offset+i+1]; |
|
112 |
} |
|
113 |
|
|
114 |
if( radius%2 == 1 ) |
|
115 |
{ |
|
116 |
int index = offset + radius/2 +1; |
|
117 |
offsetsCache[index]=radius; |
|
118 |
weightsCache[index]=mWeights[radius]; |
|
119 |
} |
|
120 |
} |
|
121 |
} |
|
122 |
|
|
123 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
124 |
/** |
|
125 |
* Only for use by the library itself. |
|
126 |
* |
|
127 |
* @y.exclude |
|
128 |
*/ |
|
129 |
public int postprocess(float[] uniforms, int index, DistortedFramebuffer buffer) |
|
130 |
{ |
|
131 |
if( mProgram1 ==null) |
|
132 |
{ |
|
133 |
try |
|
134 |
{ |
|
135 |
mProgram1 = mPrograms.get(mIndex1); |
|
136 |
mProgram2 = mPrograms.get(mIndex2); |
|
137 |
} |
|
138 |
catch(Exception ex) |
|
139 |
{ |
|
140 |
return 0; |
|
141 |
} |
|
142 |
} |
|
143 |
|
|
144 |
InternalRenderState.useStencilMark(); |
|
145 |
|
|
146 |
buffer.setAsOutput(); |
|
147 |
|
|
148 |
float w= buffer.getWidth(); |
|
149 |
float h= buffer.getHeight(); |
|
150 |
float n= 1.0f - buffer.getNear(); |
|
151 |
|
|
152 |
float corrW = buffer.getWidthCorrection(); |
|
153 |
float corrH = buffer.getHeightCorrection(); |
|
154 |
float offsetCorrW = corrW/w; |
|
155 |
float offsetCorrH = corrH/h; |
|
156 |
|
|
157 |
int radius = (int)(uniforms[index+1]*mQualityScale); |
|
158 |
if( radius>=MAX_RADIUS ) radius = MAX_RADIUS-1; |
|
159 |
if( radius<=0 ) radius = 1; |
|
160 |
computeGaussianKernel(radius); |
|
161 |
|
|
162 |
int offset = radius + radius*radius/4; |
|
163 |
radius = (radius+1)/2; |
|
164 |
GLES30.glViewport(0, 0, (int)w, (int)h); |
|
165 |
|
|
166 |
// horizontal blur |
|
167 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW; |
|
168 |
|
|
169 |
mProgram1.useProgram(); |
|
170 |
buffer.bindForOutput(1); |
|
171 |
buffer.setAsInput(0); |
|
172 |
|
|
173 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
|
174 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
|
175 |
|
|
176 |
GLES30.glColorMask(true,true,true,true); |
|
177 |
GLES30.glClearColor(1.0f,1.0f,1.0f,0.0f); |
|
178 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
|
179 |
|
|
180 |
GLES30.glUniform1f ( mProgram1.mUniform[0] , n ); |
|
181 |
GLES30.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH ); |
|
182 |
GLES30.glUniform1i ( mProgram1.mUniform[2] , 0 ); |
|
183 |
GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0); |
|
184 |
GLES30.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset); |
|
185 |
GLES30.glUniform1i ( mProgram1.mUniform[5] , radius); |
|
186 |
GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
|
187 |
GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture); |
|
188 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
|
189 |
|
|
190 |
// vertical blur |
|
191 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH; |
|
192 |
|
|
193 |
mProgram2.useProgram(); |
|
194 |
buffer.bindForOutput(0); |
|
195 |
buffer.setAsInput(1); |
|
196 |
|
|
197 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
|
198 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
|
199 |
|
|
200 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
|
201 |
|
|
202 |
GLES30.glUniform1f ( mProgram2.mUniform[0] , n ); |
|
203 |
GLES30.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH ); |
|
204 |
GLES30.glUniform1i ( mProgram2.mUniform[2] , 0 ); |
|
205 |
GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0); |
|
206 |
GLES30.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset); |
|
207 |
GLES30.glUniform1i ( mProgram2.mUniform[5] , radius); |
|
208 |
GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
|
209 |
GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture); |
|
210 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
|
211 |
|
|
212 |
InternalRenderState.unuseStencilMark(); |
|
213 |
|
|
214 |
return 2; |
|
215 |
} |
|
216 |
|
|
217 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
218 |
// PUBLIC API |
|
219 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
220 |
/** |
|
221 |
* Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work. |
|
222 |
*/ |
|
223 |
public static void enable(String prog1, String prog2) |
|
224 |
{ |
|
225 |
final String vertex = |
|
226 |
|
|
227 |
"precision lowp float; \n"+ |
|
228 |
"in vec2 a_Position; \n"+ |
|
229 |
"in vec2 a_TexCoord; \n"+ |
|
230 |
"out vec2 v_TexCoord; \n"+ |
|
231 |
"uniform float u_Depth; \n"+ |
|
232 |
"uniform vec2 u_TexCorr;\n"+ |
|
233 |
|
|
234 |
"void main() \n"+ |
|
235 |
" { \n"+ |
|
236 |
" v_TexCoord = a_TexCoord * u_TexCorr; \n"+ |
|
237 |
" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+ |
|
238 |
" }"; |
|
239 |
|
|
240 |
final String fragment1 = |
|
241 |
|
|
242 |
"#define MAX_BLUR "+MAX_RADIUS+ "\n"+ |
|
243 |
"precision lowp float; \n"+ |
|
244 |
"in vec2 v_TexCoord; \n"+ |
|
245 |
"out vec4 fragColor; \n"+ |
|
246 |
"uniform sampler2D u_ColorTexture; \n"+ |
|
247 |
"uniform float u_Offsets[MAX_BLUR]; \n"+ |
|
248 |
"uniform float u_Weights[MAX_BLUR]; \n"+ |
|
249 |
"uniform int u_Radius; \n"+ |
|
250 |
|
|
251 |
"void main() \n"+ |
|
252 |
" { \n"+ |
|
253 |
" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
|
254 |
" for (int i=1; i<=u_Radius; i+=1) \n"+ |
|
255 |
" { \n"+ |
|
256 |
" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) + \n"+ |
|
257 |
" texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+ |
|
258 |
" } \n"+ |
|
259 |
" fragColor = pixel; \n"+ |
|
260 |
" }"; |
|
261 |
|
|
262 |
final String fragment2 = |
|
263 |
|
|
264 |
"#define MAX_BLUR "+MAX_RADIUS+ "\n"+ |
|
265 |
"precision lowp float; \n"+ |
|
266 |
"in vec2 v_TexCoord; \n"+ |
|
267 |
"out vec4 fragColor; \n"+ |
|
268 |
"uniform sampler2D u_ColorTexture; \n"+ |
|
269 |
"uniform float u_Offsets[MAX_BLUR]; \n"+ |
|
270 |
"uniform float u_Weights[MAX_BLUR]; \n"+ |
|
271 |
"uniform int u_Radius; \n"+ |
|
272 |
|
|
273 |
"void main() \n"+ |
|
274 |
" { \n"+ |
|
275 |
" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
|
276 |
" for (int i=1; i<=u_Radius; i+=1) \n"+ |
|
277 |
" { \n"+ |
|
278 |
" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) + \n"+ |
|
279 |
" texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+ |
|
280 |
" } \n"+ |
|
281 |
" fragColor = pixel; \n"+ |
|
282 |
" }"; |
|
283 |
|
|
284 |
mIndex1 = PostprocessEffect.register(prog1, vertex,fragment1); |
|
285 |
mIndex2 = PostprocessEffect.register(prog2, vertex,fragment2); |
|
286 |
} |
|
287 |
|
|
288 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
289 |
/** |
|
290 |
* Default constructor. |
|
291 |
*/ |
|
292 |
public PostprocessEffectBlurred(EffectName name) |
|
293 |
{ |
|
294 |
super(name); |
|
295 |
} |
|
296 |
} |
src/main/java/org/distorted/library/effect/PostprocessEffectBorder.java | ||
---|---|---|
1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2021 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
package org.distorted.library.effect; |
|
21 |
|
|
22 |
import org.distorted.library.main.DistortedFramebuffer; |
|
23 |
import org.distorted.library.type.Data1D; |
|
24 |
import org.distorted.library.type.Data4D; |
|
25 |
|
|
26 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
27 |
|
|
28 |
/** |
|
29 |
* Similar effect to Glow, but this one is not blurred and it's entirely behind the object. |
|
30 |
*/ |
|
31 |
public class PostprocessEffectBorder extends PostprocessEffect |
|
32 |
{ |
|
33 |
private final Data1D mHalo; |
|
34 |
private final Data4D mColor; |
|
35 |
|
|
36 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
37 |
// Clean up of static variables on exit. Called by reflection from super class. |
|
38 |
|
|
39 |
@SuppressWarnings("unused") |
|
40 |
static void destroyStatics() |
|
41 |
{ |
|
42 |
|
|
43 |
} |
|
44 |
|
|
45 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
46 |
/** |
|
47 |
* Only for use by the library itself. |
|
48 |
* |
|
49 |
* @y.exclude |
|
50 |
*/ |
|
51 |
public boolean compute(float[] uniforms, int index, long currentDuration, long step ) |
|
52 |
{ |
|
53 |
mColor.get(uniforms,index+1,currentDuration,step); |
|
54 |
return mHalo.get(uniforms,index,currentDuration,step); |
|
55 |
} |
|
56 |
|
|
57 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
58 |
/** |
|
59 |
* Only for use by the library itself. |
|
60 |
* |
|
61 |
* @y.exclude |
|
62 |
*/ |
|
63 |
public boolean getRenderDirectly() |
|
64 |
{ |
|
65 |
return true; |
|
66 |
} |
|
67 |
|
|
68 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
69 |
/** |
|
70 |
* Only for use by the library itself. |
|
71 |
* |
|
72 |
* @y.exclude |
|
73 |
*/ |
|
74 |
public int postprocess(float[] uniforms, int index, DistortedFramebuffer buffer) |
|
75 |
{ |
|
76 |
return 0; |
|
77 |
} |
|
78 |
|
|
79 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
80 |
// PUBLIC API |
|
81 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
82 |
/** |
|
83 |
* No local programs; we do not postprocess anything here. No need to do anything |
|
84 |
*/ |
|
85 |
public static void enable() |
|
86 |
{ |
|
87 |
|
|
88 |
} |
|
89 |
|
|
90 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
91 |
/** |
|
92 |
* Draw a sharp 'border' around the object. Unlike 'GLOW', the border is entirely around the object |
|
93 |
* and not in front of it. |
|
94 |
* |
|
95 |
* @param halo How far beyond the object does the effect stretch to? Unit: Percentage of the size |
|
96 |
* of the original object, i.e. halo=0 --> no effect at all, halo=100 --> border of |
|
97 |
* size of the object itself. |
|
98 |
* |
|
99 |
* @param color RGBA of the color with which to draw the border; example: (1.0f,0.0f,0.0f,0.5f) - |
|
100 |
* half transparent red. |
|
101 |
*/ |
|
102 |
public PostprocessEffectBorder(Data1D halo, Data4D color) |
|
103 |
{ |
|
104 |
super(EffectName.BORDER); |
|
105 |
|
|
106 |
mHalo = halo; |
|
107 |
mColor= color; |
|
108 |
} |
|
109 |
} |
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java | ||
---|---|---|
19 | 19 |
|
20 | 20 |
package org.distorted.library.effect; |
21 | 21 |
|
22 |
import android.opengl.GLES30; |
|
23 |
|
|
24 |
import org.distorted.library.main.DistortedFramebuffer; |
|
25 |
import org.distorted.library.main.InternalRenderState; |
|
26 |
import org.distorted.library.program.DistortedProgram; |
|
27 | 22 |
import org.distorted.library.type.Data2D; |
28 | 23 |
import org.distorted.library.type.Data4D; |
29 | 24 |
|
... | ... | |
31 | 26 |
/** |
32 | 27 |
* Add a (colored) glow around an object. |
33 | 28 |
*/ |
34 |
public class PostprocessEffectGlow extends PostprocessEffect |
|
29 |
public class PostprocessEffectGlow extends PostprocessEffectBlurred
|
|
35 | 30 |
{ |
36 |
private static final int MAX_RADIUS = 50; |
|
37 |
|
|
38 |
private final Data2D mGlowHaloAndRadius; |
|
31 |
private final Data2D mHaloAndRadius; |
|
39 | 32 |
private final Data4D mColor; |
40 | 33 |
|
41 |
private static final float[] GAUSSIAN = // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0 |
|
42 |
{ // where G(x)= (1/(sqrt(2*PI))) * e^(-(x^2)/2). The last 0 terminates. |
|
43 |
0.398948f, 0.398769f, 0.398231f, 0.397336f, 0.396086f, 0.394485f, 0.392537f, 0.390247f, 0.387622f, 0.384668f, |
|
44 |
0.381393f, 0.377806f, 0.373916f, 0.369733f, 0.365268f, 0.360532f, 0.355538f, 0.350297f, 0.344823f, 0.339129f, |
|
45 |
0.333229f, 0.327138f, 0.320868f, 0.314436f, 0.307856f, 0.301142f, 0.294309f, 0.287373f, 0.280348f, 0.273248f, |
|
46 |
0.266089f, 0.258884f, 0.251648f, 0.244394f, 0.237135f, 0.229886f, 0.222657f, 0.215461f, 0.208311f, 0.201217f, |
|
47 |
0.194189f, 0.187238f, 0.180374f, 0.173605f, 0.166940f, 0.160386f, 0.153951f, 0.147641f, 0.141462f, 0.135420f, |
|
48 |
0.129520f, 0.123765f, 0.118159f, 0.112706f, 0.107408f, 0.102266f, 0.097284f, 0.092461f, 0.087797f, 0.083294f, |
|
49 |
0.078951f, 0.074767f, 0.070741f, 0.066872f, 0.063158f, 0.059596f, 0.056184f, 0.052920f, 0.049801f, 0.046823f, |
|
50 |
0.043984f, 0.041280f, 0.038707f, 0.036262f, 0.033941f, 0.031740f, 0.029655f, 0.027682f, 0.025817f, 0.024056f, |
|
51 |
0.022395f, 0.020830f, 0.019357f, 0.017971f, 0.016670f, 0.015450f, 0.014305f, 0.013234f, 0.012232f, 0.011295f, |
|
52 |
0.010421f, 0.009606f, 0.008847f, 0.008140f, 0.007483f, 0.006873f, 0.006307f, 0.005782f, 0.005296f, 0.004847f, |
|
53 |
0.004432f, 0.000000f |
|
54 |
}; |
|
55 |
private static final int NUM_GAUSSIAN = GAUSSIAN.length-2; |
|
56 |
|
|
57 |
// The (fixed-function-sampled) Gaussian Blur kernels are of the size k0=1, k1=2, k2=2, k3=3, k4=3, k5=4, k6=4,... |
|
58 |
// i.e. k(i)=floor((i+3)/2). (the 'i' in k(i) means 'blur taking into account the present pixel and 'i' pixels |
|
59 |
// in all 4 directions) |
|
60 |
// We need room for MAX_BLUR of them, and sum(i=0...N, floor((i+3)/2)) = N + floor(N*N/4) |
|
61 |
private static final float[] weightsCache = new float[MAX_RADIUS + MAX_RADIUS*MAX_RADIUS/4]; |
|
62 |
private static final float[] offsetsCache = new float[MAX_RADIUS + MAX_RADIUS*MAX_RADIUS/4]; |
|
63 |
private static final float[] mWeights = new float[MAX_RADIUS]; |
|
64 |
private static final float[] mOffsets = new float[MAX_RADIUS]; |
|
65 |
|
|
66 |
private static DistortedProgram mProgram1, mProgram2; |
|
67 |
private static int mIndex1, mIndex2; |
|
68 |
|
|
69 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
70 |
// Clean up of static variables on exit. |
|
71 |
// called by reflection from super class. |
|
72 |
|
|
73 |
@SuppressWarnings("unused") |
|
74 |
static void destroyStatics() |
|
75 |
{ |
|
76 |
mProgram1 = null; |
|
77 |
mProgram2 = null; |
|
78 |
|
|
79 |
mIndex1 = 0; |
|
80 |
mIndex2 = 0; |
|
81 |
} |
|
82 |
|
|
83 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
84 |
// This implements the 'Better separable implementation using GPU fixed function sampling' from |
|
85 |
// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms |
|
86 |
|
|
87 |
private void computeGaussianKernel(int radius) |
|
88 |
{ |
|
89 |
int offset = radius + radius*radius/4; |
|
90 |
|
|
91 |
if( weightsCache[offset]==0.0f ) |
|
92 |
{ |
|
93 |
float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3); |
|
94 |
mWeights[0] = GAUSSIAN[0]; |
|
95 |
float sum = GAUSSIAN[0]; |
|
96 |
int j; |
|
97 |
|
|
98 |
for(int i=1; i<=radius; i++) |
|
99 |
{ |
|
100 |
x += P; |
|
101 |
j = (int)x; |
|
102 |
z = x-j; |
|
103 |
|
|
104 |
mWeights[i] = (1-z)*GAUSSIAN[j] + z*GAUSSIAN[j+1]; |
|
105 |
sum += 2*mWeights[i]; |
|
106 |
} |
|
107 |
|
|
108 |
for(int i=0; i<=radius; i++) mWeights[i] /= sum; |
|
109 |
|
|
110 |
int numloops = radius/2; |
|
111 |
weightsCache[offset] = mWeights[0]; |
|
112 |
offsetsCache[offset] = 0.0f; |
|
113 |
|
|
114 |
for(int i=0; i<numloops; i++) |
|
115 |
{ |
|
116 |
offsetsCache[offset+i+1] = mWeights[2*i+1]*(2*i+1) + mWeights[2*i+2]*(2*i+2); |
|
117 |
weightsCache[offset+i+1] = mWeights[2*i+1] + mWeights[2*i+2]; |
|
118 |
offsetsCache[offset+i+1]/= weightsCache[offset+i+1]; |
|
119 |
} |
|
120 |
|
|
121 |
if( radius%2 == 1 ) |
|
122 |
{ |
|
123 |
int index = offset + radius/2 +1; |
|
124 |
offsetsCache[index]=radius; |
|
125 |
weightsCache[index]=mWeights[radius]; |
|
126 |
} |
|
127 |
} |
|
128 |
} |
|
129 |
|
|
130 | 34 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
131 | 35 |
/** |
132 | 36 |
* Only for use by the library itself. |
... | ... | |
136 | 40 |
public boolean compute(float[] uniforms, int index, long currentDuration, long step ) |
137 | 41 |
{ |
138 | 42 |
mColor.get(uniforms,index+2,currentDuration,step); |
139 |
return mGlowHaloAndRadius.get(uniforms,index,currentDuration,step);
|
|
43 |
return mHaloAndRadius.get(uniforms,index,currentDuration,step); |
|
140 | 44 |
} |
141 | 45 |
|
142 | 46 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
145 | 49 |
* |
146 | 50 |
* @y.exclude |
147 | 51 |
*/ |
148 |
public boolean getRender() |
|
52 |
public boolean getRenderDirectly()
|
|
149 | 53 |
{ |
150 | 54 |
return true; |
151 | 55 |
} |
152 | 56 |
|
153 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
154 |
/** |
|
155 |
* Only for use by the library itself. |
|
156 |
* |
|
157 |
* @y.exclude |
|
158 |
*/ |
|
159 |
public int apply(float[] uniforms, int index, DistortedFramebuffer buffer) |
|
160 |
{ |
|
161 |
if( mProgram1 ==null) |
|
162 |
{ |
|
163 |
try |
|
164 |
{ |
|
165 |
mProgram1 = mPrograms.get(mIndex1); |
|
166 |
mProgram2 = mPrograms.get(mIndex2); |
|
167 |
} |
|
168 |
catch(Exception ex) |
|
169 |
{ |
|
170 |
return 0; |
|
171 |
} |
|
172 |
} |
|
173 |
|
|
174 |
InternalRenderState.useStencilMark(); |
|
175 |
|
|
176 |
buffer.setAsOutput(); |
|
177 |
|
|
178 |
float w= buffer.getWidth(); |
|
179 |
float h= buffer.getHeight(); |
|
180 |
float n= 1.0f - buffer.getNear(); |
|
181 |
|
|
182 |
float corrW = buffer.getWidthCorrection(); |
|
183 |
float corrH = buffer.getHeightCorrection(); |
|
184 |
float offsetCorrW = corrW/w; |
|
185 |
float offsetCorrH = corrH/h; |
|
186 |
|
|
187 |
int radius = (int)(uniforms[index+1]*mQualityScale); |
|
188 |
if( radius>=MAX_RADIUS ) radius = MAX_RADIUS-1; |
|
189 |
if( radius<=0 ) radius = 1; |
|
190 |
computeGaussianKernel(radius); |
|
191 |
|
|
192 |
int offset = radius + radius*radius/4; |
|
193 |
radius = (radius+1)/2; |
|
194 |
GLES30.glViewport(0, 0, (int)w, (int)h); |
|
195 |
|
|
196 |
// horizontal blur |
|
197 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW; |
|
198 |
|
|
199 |
mProgram1.useProgram(); |
|
200 |
buffer.bindForOutput(1); |
|
201 |
buffer.setAsInput(0); |
|
202 |
|
|
203 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
|
204 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
|
205 |
|
|
206 |
GLES30.glColorMask(true,true,true,true); |
|
207 |
GLES30.glClearColor(1.0f,1.0f,1.0f,0.0f); |
|
208 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
|
209 |
|
|
210 |
GLES30.glUniform1f ( mProgram1.mUniform[0] , n ); |
|
211 |
GLES30.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH ); |
|
212 |
GLES30.glUniform1i ( mProgram1.mUniform[2] , 0 ); |
|
213 |
GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0); |
|
214 |
GLES30.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset); |
|
215 |
GLES30.glUniform1i ( mProgram1.mUniform[5] , radius); |
|
216 |
GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
|
217 |
GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture); |
|
218 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
|
219 |
|
|
220 |
// vertical blur |
|
221 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH; |
|
222 |
|
|
223 |
mProgram2.useProgram(); |
|
224 |
buffer.bindForOutput(0); |
|
225 |
buffer.setAsInput(1); |
|
226 |
|
|
227 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
|
228 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
|
229 |
|
|
230 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
|
231 |
|
|
232 |
GLES30.glUniform1f ( mProgram2.mUniform[0] , n ); |
|
233 |
GLES30.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH ); |
|
234 |
GLES30.glUniform1i ( mProgram2.mUniform[2] , 0 ); |
|
235 |
GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0); |
|
236 |
GLES30.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset); |
|
237 |
GLES30.glUniform1i ( mProgram2.mUniform[5] , radius); |
|
238 |
GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
|
239 |
GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture); |
|
240 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
|
241 |
|
|
242 |
InternalRenderState.unuseStencilMark(); |
|
243 |
|
|
244 |
return 2; |
|
245 |
} |
|
246 |
|
|
247 | 57 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
248 | 58 |
// PUBLIC API |
249 | 59 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
252 | 62 |
*/ |
253 | 63 |
public static void enable() |
254 | 64 |
{ |
255 |
final String glowVertex = |
|
256 |
|
|
257 |
"precision lowp float; \n"+ |
|
258 |
"in vec2 a_Position; \n"+ |
|
259 |
"in vec2 a_TexCoord; \n"+ |
|
260 |
"out vec2 v_TexCoord; \n"+ |
|
261 |
"uniform float u_Depth; \n"+ |
|
262 |
"uniform vec2 u_TexCorr;\n"+ |
|
263 |
|
|
264 |
"void main() \n"+ |
|
265 |
" { \n"+ |
|
266 |
" v_TexCoord = a_TexCoord * u_TexCorr; \n"+ |
|
267 |
" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+ |
|
268 |
" }"; |
|
269 |
|
|
270 |
final String glowFragment1 = |
|
271 |
|
|
272 |
"#define MAX_BLUR "+MAX_RADIUS+ "\n"+ |
|
273 |
"precision lowp float; \n"+ |
|
274 |
"in vec2 v_TexCoord; \n"+ |
|
275 |
"out vec4 fragColor; \n"+ |
|
276 |
"uniform sampler2D u_ColorTexture; \n"+ |
|
277 |
"uniform float u_Offsets[MAX_BLUR]; \n"+ |
|
278 |
"uniform float u_Weights[MAX_BLUR]; \n"+ |
|
279 |
"uniform int u_Radius; \n"+ |
|
280 |
|
|
281 |
"void main() \n"+ |
|
282 |
" { \n"+ |
|
283 |
" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
|
284 |
" for (int i=1; i<=u_Radius; i+=1) \n"+ |
|
285 |
" { \n"+ |
|
286 |
" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) + \n"+ |
|
287 |
" texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+ |
|
288 |
" } \n"+ |
|
289 |
" fragColor = pixel; \n"+ |
|
290 |
" }"; |
|
291 |
|
|
292 |
final String glowFragment2 = |
|
293 |
|
|
294 |
"#define MAX_BLUR "+MAX_RADIUS+ "\n"+ |
|
295 |
"precision lowp float; \n"+ |
|
296 |
"in vec2 v_TexCoord; \n"+ |
|
297 |
"out vec4 fragColor; \n"+ |
|
298 |
"uniform sampler2D u_ColorTexture; \n"+ |
|
299 |
"uniform float u_Offsets[MAX_BLUR]; \n"+ |
|
300 |
"uniform float u_Weights[MAX_BLUR]; \n"+ |
|
301 |
"uniform int u_Radius; \n"+ |
|
65 |
PostprocessEffectBlurred.enable("GLOW1","GLOW2"); |
|
66 |
} |
|
302 | 67 |
|
303 |
"void main() \n"+ |
|
304 |
" { \n"+ |
|
305 |
" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
|
306 |
" for (int i=1; i<=u_Radius; i+=1) \n"+ |
|
307 |
" { \n"+ |
|
308 |
" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) + \n"+ |
|
309 |
" texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+ |
|
310 |
" } \n"+ |
|
311 |
" fragColor = pixel; \n"+ |
|
312 |
" }"; |
|
68 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
69 |
// Clean up of static variables on exit. Called by reflection from super class. |
|
313 | 70 |
|
314 |
mIndex1 = PostprocessEffect.register("GLOW1", glowVertex,glowFragment1); |
|
315 |
mIndex2 = PostprocessEffect.register("GLOW2", glowVertex,glowFragment2); |
|
71 |
@SuppressWarnings("unused") |
|
72 |
static void destroyStatics() |
|
73 |
{ |
|
74 |
PostprocessEffectBlurred.destroyStatics(); |
|
316 | 75 |
} |
317 | 76 |
|
318 | 77 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
319 | 78 |
/** |
320 | 79 |
* Make the object glow with a specific color and a halo of specific radius. |
321 | 80 |
* |
322 |
* @param glowHaloAndRadius First float: the halo.
|
|
323 |
* How far beyond the object does the effect stretch to? Unit: Percentage
|
|
324 |
* of the size of the original object, i.e. Halo=0 --> no halo around, this
|
|
325 |
* would mean sharp edges around the object; Halo=100 --> halo of the size
|
|
326 |
* of the object itself around.
|
|
327 |
* Second float: the radius.
|
|
328 |
* The 'strength' if the blur of the edges, in pixels. 0 = no blur, 10 =
|
|
329 |
* blur of roughly 10 pixels around the whole halo.
|
|
330 |
* @param color RGBA of the color with which to draw the glow; example: (1.0f,0.0f,0.0f,0.5f) -
|
|
331 |
* half transparent red.
|
|
81 |
* @param haloAndRadius First float: the halo.
|
|
82 |
* How far beyond the object does the effect stretch to? Unit: Percentage |
|
83 |
* of the size of the original object, i.e. Halo=0 --> no halo around, this |
|
84 |
* would mean sharp edges around the object; Halo=100 --> halo of the size |
|
85 |
* of the object itself around. |
|
86 |
* Second float: the radius. |
|
87 |
* The 'strength' of the blur of the edges, in pixels. 0 = no blur, 10 =
|
|
88 |
* blur of roughly 10 pixels around the whole halo. |
|
89 |
* @param color RGBA of the color with which to draw the glow; example: (1.0f,0.0f,0.0f,0.5f) - |
|
90 |
* half transparent red. |
|
332 | 91 |
*/ |
333 |
public PostprocessEffectGlow(Data2D glowHaloAndRadius, Data4D color)
|
|
92 |
public PostprocessEffectGlow(Data2D haloAndRadius, Data4D color)
|
|
334 | 93 |
{ |
335 | 94 |
super(EffectName.GLOW); |
336 | 95 |
|
337 |
mGlowHaloAndRadius = glowHaloAndRadius;
|
|
338 |
mColor = color;
|
|
96 |
mHaloAndRadius = haloAndRadius;
|
|
97 |
mColor = color; |
|
339 | 98 |
} |
340 | 99 |
} |
src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.java | ||
---|---|---|
156 | 156 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
157 | 157 |
// TODO (now only really works in case of 1 effect!) |
158 | 158 |
|
159 |
public boolean getRender() |
|
159 |
public boolean getRenderDirectly()
|
|
160 | 160 |
{ |
161 |
return mNumEffects > 0 && ((PostprocessEffect) mEffects[0]).getRender(); |
|
161 |
return mNumEffects > 0 && ((PostprocessEffect) mEffects[0]).getRenderDirectly();
|
|
162 | 162 |
} |
163 | 163 |
|
164 | 164 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
213 | 213 |
|
214 | 214 |
for(int i=0; i<mNumEffects; i++) |
215 | 215 |
{ |
216 |
numRenders += ((PostprocessEffect)mEffects[i]).apply(array,NUM_FLOAT_UNIFORMS*i, buffer);
|
|
216 |
numRenders += ((PostprocessEffect)mEffects[i]).postprocess(array,NUM_FLOAT_UNIFORMS*i, buffer);
|
|
217 | 217 |
} |
218 | 218 |
|
219 | 219 |
GLES30.glEnable(GLES30.GL_BLEND); |
src/main/java/org/distorted/library/main/InternalOutputSurface.java | ||
---|---|---|
43 | 43 |
static final float DEFAULT_NEAR= 0.1f; |
44 | 44 |
|
45 | 45 |
private float mFOV; |
46 |
private int mTmpFBO; |
|
46 |
private final int mTmpFBO;
|
|
47 | 47 |
|
48 | 48 |
private long[] mTime; |
49 | 49 |
private float mClearR, mClearG, mClearB, mClearA, mClearDepth; |
50 | 50 |
private int mClear, mClearStencil; |
51 | 51 |
private boolean mRenderWayOIT; |
52 |
private InternalChildrenList mChildren; |
|
52 |
private final InternalChildrenList mChildren;
|
|
53 | 53 |
|
54 | 54 |
// Global buffers used for postprocessing |
55 |
private static DistortedFramebuffer[] mBuffer= new DistortedFramebuffer[EffectQuality.LENGTH]; |
|
55 |
private final static DistortedFramebuffer[] mBuffer= new DistortedFramebuffer[EffectQuality.LENGTH];
|
|
56 | 56 |
|
57 | 57 |
float mDistance, mNear, mMipmap; |
58 | 58 |
float[] mProjectionMatrix; |
... | ... | |
456 | 456 |
|
457 | 457 |
buffer= mBuffer[currQuality]; |
458 | 458 |
bucketChange= i; |
459 |
renderDirectly = currQueue.getRender(); |
|
459 |
renderDirectly = currQueue.getRenderDirectly();
|
|
460 | 460 |
} |
461 | 461 |
|
462 | 462 |
if( renderDirectly ) |
Also available in: Unified diff
New postprocess effect 'Border' (not working yet) and adding it to the testing app 'Triblur'.