Revision d58407a8
Added by Leszek Koltunski over 2 years ago
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java | ||
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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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import org.distorted.library.type.Data2D; |
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import org.distorted.library.type.Data4D; |
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... | ... | |
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/** |
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* Add a (colored) glow around an object. |
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*/ |
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public class PostprocessEffectGlow extends PostprocessEffect |
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public class PostprocessEffectGlow extends PostprocessEffectBlurred
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{ |
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private static final int MAX_RADIUS = 50; |
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private final Data2D mGlowHaloAndRadius; |
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private final Data2D mHaloAndRadius; |
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private final Data4D mColor; |
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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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// 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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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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private static final float[] mWeights = new float[MAX_RADIUS]; |
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private static final float[] mOffsets = new float[MAX_RADIUS]; |
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private static DistortedProgram mProgram1, mProgram2; |
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private static int mIndex1, mIndex2; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Clean up of static variables on exit. |
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// called by reflection from super class. |
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@SuppressWarnings("unused") |
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static void destroyStatics() |
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{ |
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mProgram1 = null; |
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mProgram2 = null; |
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mIndex1 = 0; |
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mIndex2 = 0; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// This implements the 'Better separable implementation using GPU fixed function sampling' from |
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// 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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private void computeGaussianKernel(int radius) |
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{ |
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int offset = radius + radius*radius/4; |
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if( weightsCache[offset]==0.0f ) |
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{ |
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float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3); |
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mWeights[0] = GAUSSIAN[0]; |
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float sum = GAUSSIAN[0]; |
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int j; |
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for(int i=1; i<=radius; i++) |
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{ |
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x += P; |
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j = (int)x; |
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z = x-j; |
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mWeights[i] = (1-z)*GAUSSIAN[j] + z*GAUSSIAN[j+1]; |
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sum += 2*mWeights[i]; |
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} |
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for(int i=0; i<=radius; i++) mWeights[i] /= sum; |
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int numloops = radius/2; |
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weightsCache[offset] = mWeights[0]; |
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offsetsCache[offset] = 0.0f; |
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for(int i=0; i<numloops; i++) |
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{ |
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offsetsCache[offset+i+1] = mWeights[2*i+1]*(2*i+1) + mWeights[2*i+2]*(2*i+2); |
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weightsCache[offset+i+1] = mWeights[2*i+1] + mWeights[2*i+2]; |
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offsetsCache[offset+i+1]/= weightsCache[offset+i+1]; |
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} |
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if( radius%2 == 1 ) |
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{ |
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int index = offset + radius/2 +1; |
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offsetsCache[index]=radius; |
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weightsCache[index]=mWeights[radius]; |
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} |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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public boolean compute(float[] uniforms, int index, long currentDuration, long step ) |
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{ |
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mColor.get(uniforms,index+2,currentDuration,step); |
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return mGlowHaloAndRadius.get(uniforms,index,currentDuration,step);
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return mHaloAndRadius.get(uniforms,index,currentDuration,step); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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* |
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* @y.exclude |
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*/ |
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public boolean getRender() |
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public boolean getRenderDirectly()
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{ |
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return true; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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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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if( mProgram1 ==null) |
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{ |
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try |
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{ |
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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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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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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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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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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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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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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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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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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
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// vertical blur |
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH; |
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mProgram2.useProgram(); |
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buffer.bindForOutput(0); |
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buffer.setAsInput(1); |
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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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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
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GLES30.glUniform1f ( mProgram2.mUniform[0] , n ); |
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GLES30.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH ); |
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GLES30.glUniform1i ( mProgram2.mUniform[2] , 0 ); |
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GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0); |
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GLES30.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset); |
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GLES30.glUniform1i ( mProgram2.mUniform[5] , radius); |
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GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
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GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture); |
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
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InternalRenderState.unuseStencilMark(); |
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return 2; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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*/ |
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public static void enable() |
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{ |
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final String glowVertex = |
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"precision lowp float; \n"+ |
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"in vec2 a_Position; \n"+ |
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"in vec2 a_TexCoord; \n"+ |
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"out vec2 v_TexCoord; \n"+ |
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"uniform float u_Depth; \n"+ |
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"uniform vec2 u_TexCorr;\n"+ |
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"void main() \n"+ |
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" { \n"+ |
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" v_TexCoord = a_TexCoord * u_TexCorr; \n"+ |
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" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+ |
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" }"; |
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final String glowFragment1 = |
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"#define MAX_BLUR "+MAX_RADIUS+ "\n"+ |
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"precision lowp float; \n"+ |
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"in vec2 v_TexCoord; \n"+ |
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"out vec4 fragColor; \n"+ |
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"uniform sampler2D u_ColorTexture; \n"+ |
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"uniform float u_Offsets[MAX_BLUR]; \n"+ |
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"uniform float u_Weights[MAX_BLUR]; \n"+ |
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"uniform int u_Radius; \n"+ |
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"void main() \n"+ |
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" { \n"+ |
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" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
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" for (int i=1; i<=u_Radius; i+=1) \n"+ |
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" { \n"+ |
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" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) + \n"+ |
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" texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+ |
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" } \n"+ |
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" fragColor = pixel; \n"+ |
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" }"; |
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final String glowFragment2 = |
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"#define MAX_BLUR "+MAX_RADIUS+ "\n"+ |
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"precision lowp float; \n"+ |
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"in vec2 v_TexCoord; \n"+ |
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"out vec4 fragColor; \n"+ |
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"uniform sampler2D u_ColorTexture; \n"+ |
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"uniform float u_Offsets[MAX_BLUR]; \n"+ |
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"uniform float u_Weights[MAX_BLUR]; \n"+ |
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"uniform int u_Radius; \n"+ |
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PostprocessEffectBlurred.enable("GLOW1","GLOW2"); |
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} |
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"void main() \n"+ |
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" { \n"+ |
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" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
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" for (int i=1; i<=u_Radius; i+=1) \n"+ |
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" { \n"+ |
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" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) + \n"+ |
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" texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+ |
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" } \n"+ |
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" fragColor = pixel; \n"+ |
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" }"; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Clean up of static variables on exit. Called by reflection from super class. |
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mIndex1 = PostprocessEffect.register("GLOW1", glowVertex,glowFragment1); |
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mIndex2 = PostprocessEffect.register("GLOW2", glowVertex,glowFragment2); |
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@SuppressWarnings("unused") |
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static void destroyStatics() |
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{ |
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PostprocessEffectBlurred.destroyStatics(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Make the object glow with a specific color and a halo of specific radius. |
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* |
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* @param glowHaloAndRadius First float: the halo.
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* How far beyond the object does the effect stretch to? Unit: Percentage
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* of the size of the original object, i.e. Halo=0 --> no halo around, this
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* would mean sharp edges around the object; Halo=100 --> halo of the size
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* of the object itself around.
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* Second float: the radius.
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* The 'strength' if the blur of the edges, in pixels. 0 = no blur, 10 =
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* blur of roughly 10 pixels around the whole halo.
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* @param color RGBA of the color with which to draw the glow; example: (1.0f,0.0f,0.0f,0.5f) -
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* half transparent red.
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* @param haloAndRadius First float: the halo.
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* How far beyond the object does the effect stretch to? Unit: Percentage |
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* of the size of the original object, i.e. Halo=0 --> no halo around, this |
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* would mean sharp edges around the object; Halo=100 --> halo of the size |
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* of the object itself around. |
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* Second float: the radius. |
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* The 'strength' of the blur of the edges, in pixels. 0 = no blur, 10 =
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* blur of roughly 10 pixels around the whole halo. |
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* @param color RGBA of the color with which to draw the glow; example: (1.0f,0.0f,0.0f,0.5f) - |
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* half transparent red. |
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*/ |
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public PostprocessEffectGlow(Data2D glowHaloAndRadius, Data4D color)
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public PostprocessEffectGlow(Data2D haloAndRadius, Data4D color)
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{ |
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super(EffectName.GLOW); |
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mGlowHaloAndRadius = glowHaloAndRadius;
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mColor = color;
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mHaloAndRadius = haloAndRadius;
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mColor = color; |
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} |
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} |
Also available in: Unified diff
New postprocess effect 'Border' (not working yet) and adding it to the testing app 'Triblur'.