Revision e029600f
Added by Leszek Koltunski over 6 years ago
src/main/java/org/distorted/library/main/DistortedEffects.java | ||
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70 | 70 |
|
71 | 71 |
/// BLIT DEPTH PROGRAM /// |
72 | 72 |
private static DistortedProgram mBlitDepthProgram; |
73 |
private static int mBlitDepthTextureH; |
|
74 |
private static int mBlitDepthDepthTextureH; |
|
75 |
private static int mBlitDepthDepthH; |
|
76 |
private static int mBlitDepthTexCorrH; |
|
77 | 73 |
private static int mBlitDepthSizeH; |
78 |
private static int mBlitDepthNumRecordsH; |
|
79 | 74 |
|
80 | 75 |
private static int[] mLinkedListSSBO = new int[1]; |
81 | 76 |
private static int[] mAtomicCounter = new int[1]; |
... | ... | |
95 | 90 |
|
96 | 91 |
/// BLIT DEPTH RENDER PROGRAM /// |
97 | 92 |
private static DistortedProgram mBlitDepthRenderProgram; |
98 |
private static int mBlitDepthRenderDepthTextureH; |
|
99 |
private static int mBlitDepthRenderDepthH; |
|
100 |
private static int mBlitDepthRenderTexCorrH; |
|
101 | 93 |
private static int mBlitDepthRenderSizeH; |
102 | 94 |
|
103 | 95 |
/// NORMAL PROGRAM ///// |
... | ... | |
192 | 184 |
} |
193 | 185 |
|
194 | 186 |
int blitDepthProgramH = mBlitDepthProgram.getProgramHandle(); |
195 |
mBlitDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture"); |
|
196 |
mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture"); |
|
197 |
mBlitDepthDepthH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth"); |
|
198 |
mBlitDepthTexCorrH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_TexCorr"); |
|
199 | 187 |
mBlitDepthSizeH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Size"); |
200 |
mBlitDepthNumRecordsH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_numRecords"); |
|
201 | 188 |
|
202 | 189 |
mIntBuffer = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer(); |
203 | 190 |
mIntBuffer.put(0,0); |
... | ... | |
237 | 224 |
} |
238 | 225 |
|
239 | 226 |
int blitDepthRenderProgramH = mBlitDepthRenderProgram.getProgramHandle(); |
240 |
mBlitDepthRenderDepthTextureH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_DepthTexture"); |
|
241 |
mBlitDepthRenderDepthH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_Depth"); |
|
242 |
mBlitDepthRenderTexCorrH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_TexCorr"); |
|
243 | 227 |
mBlitDepthRenderSizeH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_Size"); |
244 | 228 |
|
245 | 229 |
// NORMAL PROGRAM ////////////////////////////////////// |
... | ... | |
402 | 386 |
mBlitDepthProgram.useProgram(); |
403 | 387 |
|
404 | 388 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
405 |
GLES31.glUniform1i(mBlitDepthTextureH, 0); |
|
406 |
GLES31.glUniform1i(mBlitDepthDepthTextureH, 1); |
|
407 |
GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH ); |
|
408 |
GLES31.glUniform2i(mBlitDepthSizeH, surface.mWidth, surface.mHeight); |
|
409 |
GLES31.glUniform1ui(mBlitDepthNumRecordsH, (mBufferSize-surface.mWidth*surface.mHeight)/3 ); // see the fragment shader |
|
410 |
GLES31.glUniform1f(mBlitDepthDepthH , 1.0f-surface.mNear); |
|
389 |
GLES31.glUniform2f(mBlitDepthSizeH, surface.mWidth, surface.mHeight); |
|
411 | 390 |
GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
412 | 391 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
413 | 392 |
} |
... | ... | |
420 | 399 |
{ |
421 | 400 |
mBlitDepthRenderProgram.useProgram(); |
422 | 401 |
|
423 |
analyzeBuffer(surface.mWidth, surface.mHeight); |
|
402 |
//analyzeBuffer(surface.mWidth, surface.mHeight);
|
|
424 | 403 |
|
425 | 404 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
426 |
GLES31.glUniform1i(mBlitDepthRenderDepthTextureH, 1); |
|
427 |
GLES31.glUniform2f(mBlitDepthRenderTexCorrH, corrW, corrH ); |
|
428 |
GLES31.glUniform2i(mBlitDepthRenderSizeH, surface.mWidth, surface.mHeight); |
|
429 |
GLES31.glUniform1f( mBlitDepthRenderDepthH , 1.0f-surface.mNear); |
|
405 |
GLES31.glUniform2f(mBlitDepthRenderSizeH, surface.mWidth, surface.mHeight); |
|
430 | 406 |
GLES31.glVertexAttribPointer(mBlitDepthRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
431 | 407 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
432 | 408 |
|
... | ... | |
442 | 418 |
private static void analyzeBuffer(int w, int h) |
443 | 419 |
{ |
444 | 420 |
int ptr; |
445 |
final int GREEN = (255<<16) + 255;
|
|
446 |
final int RED = (255<<24) + 255;
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|
421 |
final int GREEN = 1;
|
|
422 |
final int RED = 2;
|
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447 | 423 |
|
448 | 424 |
int left1=0, left2=0; |
449 | 425 |
int right1=0, right2=0; |
src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
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386 | 386 |
numRenders += currQueue.postprocess(mBuffer); |
387 | 387 |
numRenders += blitWithDepth(time, mBuffer[quality]); |
388 | 388 |
GLES31.glMemoryBarrier(GLES31.GL_ALL_BARRIER_BITS); |
389 |
//GLES31.glFinish();
|
|
389 |
//GLES31.glFlush();
|
|
390 | 390 |
numRenders += blitWithDepthRender(time,mBuffer[quality]); // merge the OIT linked list |
391 | 391 |
clearBuffer(mBuffer[quality]); |
392 |
GLES31.glMemoryBarrier(GLES31.GL_ALL_BARRIER_BITS); |
|
393 |
//GLES31.glFlush(); |
|
394 | 392 |
} |
395 | 393 |
} |
396 | 394 |
|
src/main/res/raw/blit_depth_fragment_shader.glsl | ||
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20 | 20 |
precision highp float; |
21 | 21 |
precision highp int; |
22 | 22 |
|
23 |
#if __VERSION__ != 100 |
|
24 |
out vec4 fragColor; // The output color |
|
25 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
26 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
27 |
#define TEXTURE texture |
|
28 |
#define FRAG_COLOR fragColor |
|
29 |
#else |
|
30 |
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
31 |
varying vec2 v_Pixel; // location of the current fragment, in pixels |
|
32 |
#define TEXTURE texture2D |
|
33 |
#define FRAG_COLOR gl_FragColor |
|
34 |
#endif |
|
23 |
out vec4 fragColor; |
|
24 |
in vec2 v_TexCoordinate; |
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35 | 25 |
|
36 |
uniform sampler2D u_Texture; |
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37 |
uniform sampler2D u_DepthTexture; |
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26 |
uniform vec2 u_Size; |
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38 | 27 |
|
39 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
40 |
// per-pixel linked list. Order Independent Transparency. |
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41 |
|
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42 |
uniform ivec2 u_Size; |
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43 |
uniform uint u_numRecords; |
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44 |
|
|
45 |
layout (binding=0, offset=0) uniform atomic_uint u_Counter; // initialize to 0 |
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46 |
|
|
47 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
48 |
{ // one for each pixel in the Output rectangle. |
|
49 |
uint u_Records[]; // |
|
50 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
51 |
// triplets of (pointer,depth,rgba). |
|
52 |
|
|
53 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
54 |
// Concurrent insert to a linked list. Tim Harris, 'pragmatic implementation of non-blocking |
|
55 |
// linked-lists', 2001. |
|
56 |
// This arranges fragments by decreasing 'depth', so one would think - from back to front, but |
|
57 |
// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back. |
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58 |
|
|
59 |
void insert2( vec2 ij, uint depth, uint rgba ) |
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60 |
{ |
|
61 |
/* |
|
62 |
uint index = uint(ij.x + ij.y * float(u_Size.x)); |
|
63 |
u_Records[index] = (255u<<24u)+ uint( (int(255*int(ij.y)/u_Size.y))<<16u ) + (255u); |
|
64 |
discard; |
|
65 |
*/ |
|
66 |
|
|
67 |
uint ptr = atomicCounterIncrement(u_Counter); |
|
68 |
|
|
69 |
if( ptr<u_numRecords ) |
|
70 |
{ |
|
71 |
ptr = ptr /*uint(ij.x + ij.y * float(u_Size.x))*/ + uint(u_Size.x*u_Size.y); |
|
72 |
|
|
73 |
u_Records[ptr ] = (255u<<( (2*int(ij.x) > u_Size.x) ? 24u:16u)) + (255u); |
|
74 |
//u_Records[ptr+1u] = depth; |
|
75 |
//u_Records[ptr+2u] = rgba; |
|
76 |
|
|
77 |
uint index = uint(ij.x + ij.y * float(u_Size.x)); |
|
78 |
u_Records[index] = ptr; |
|
79 |
discard; |
|
80 |
} |
|
81 |
} |
|
82 |
|
|
83 |
void insert( vec2 ij, uint depth, uint rgba ) |
|
84 |
{ |
|
85 |
uint ptr = atomicCounterIncrement(u_Counter); |
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28 |
layout (binding=0, offset=0) uniform atomic_uint u_Counter; |
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86 | 29 |
|
87 |
if( ptr<u_numRecords ) |
|
88 |
{ |
|
89 |
ptr = 3u*ptr + uint(u_Size.x*u_Size.y); |
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90 |
|
|
91 |
u_Records[ptr ] = 0u; |
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92 |
u_Records[ptr+1u] = depth; |
|
93 |
u_Records[ptr+2u] = rgba; |
|
94 |
|
|
95 |
uint index = uint(ij.x + ij.y * float(u_Size.x)); |
|
96 |
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|
97 |
u_Records[index] = ptr; |
|
98 |
} |
|
99 |
/* |
|
100 |
uint ptr = atomicCounterIncrement(u_Counter)-1u; |
|
101 |
|
|
102 |
if( ptr<u_numRecords ) |
|
103 |
{ |
|
104 |
ptr = 3u*ptr + uint(u_Size.x*u_Size.y); |
|
105 |
|
|
106 |
u_Records[ptr+1u] = depth; |
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107 |
u_Records[ptr+2u] = rgba; |
|
108 |
|
|
109 |
memoryBarrier(); |
|
110 |
|
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111 |
uint prev = uint(ij.x + ij.y * float(u_Size.x)); |
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112 |
uint curr = u_Records[prev]; |
|
113 |
/* |
|
114 |
while (true) |
|
115 |
{ |
|
116 |
if ( curr==0u || depth > u_Records[curr+1u] ) // need to insert here |
|
117 |
{ |
|
118 |
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119 |
u_Records[ptr] = curr; // next of new record is curr |
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120 |
memoryBarrier(); |
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121 |
uint res = atomicCompSwap( u_Records[prev], curr, ptr ); |
|
122 |
/* |
|
123 |
if (res==curr) break; // done! |
|
124 |
else curr = res; // could not insert! retry from same place in list |
|
125 |
} |
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126 |
else // advance in list |
|
127 |
{ |
|
128 |
prev = curr; |
|
129 |
curr = u_Records[prev]; |
|
130 |
} |
|
131 |
} |
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132 |
*/ |
|
133 |
// } |
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134 |
|
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135 |
|
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136 |
} |
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137 |
|
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138 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
139 |
|
|
140 |
uint convert(vec4 c) |
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30 |
layout (std430,binding=1) buffer linkedlist |
|
141 | 31 |
{ |
142 |
return ((uint(255.0*c.r))<<24u) + ((uint(255.0*c.g))<<16u) + ((uint(255.0*c.b))<<8u) + uint(255.0*c.a);
|
|
143 |
} |
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32 |
uint u_Records[];
|
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33 |
};
|
|
144 | 34 |
|
145 | 35 |
////////////////////////////////////////////////////////////////////////////////////////////// |
146 | 36 |
|
147 | 37 |
void main() |
148 | 38 |
{ |
149 |
vec4 frag = TEXTURE(u_Texture , v_TexCoordinate); |
|
150 |
float depth= TEXTURE(u_DepthTexture, v_TexCoordinate).r; |
|
151 |
/* |
|
152 |
if( frag.a > 0.95 ) |
|
153 |
{ |
|
154 |
gl_FragDepth = depth; |
|
155 |
FRAG_COLOR = frag; |
|
156 |
} |
|
157 |
else if( frag.a > 0.0 ) |
|
158 |
{*/ |
|
159 |
const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough. |
|
160 |
insert2(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) ); |
|
161 |
//} |
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39 |
uint pixelX = uint(v_TexCoordinate.x * u_Size.x); |
|
40 |
uint pixelY = uint(v_TexCoordinate.y * u_Size.y); |
|
41 |
uint index = pixelX + pixelY * uint(u_Size.x); |
|
42 |
|
|
43 |
uint ptr = atomicCounterIncrement(u_Counter) + uint(u_Size.x*u_Size.y); |
|
44 |
u_Records[ptr ] = (v_TexCoordinate.x>0.5?2u:1u); |
|
45 |
u_Records[index] = ptr; |
|
46 |
discard; |
|
162 | 47 |
} |
src/main/res/raw/blit_depth_render_fragment_shader.glsl | ||
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20 | 20 |
precision highp float; |
21 | 21 |
precision highp int; |
22 | 22 |
|
23 |
#if __VERSION__ != 100 |
|
24 |
out vec4 fragColor; // The output color |
|
25 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
26 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
27 |
#define TEXTURE texture |
|
28 |
#define FRAG_COLOR fragColor |
|
29 |
#else |
|
30 |
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
31 |
varying vec2 v_Pixel; // location of the current fragment, in pixels |
|
32 |
#define TEXTURE texture2D |
|
33 |
#define FRAG_COLOR gl_FragColor |
|
34 |
#endif |
|
23 |
out vec4 fragColor; |
|
24 |
in vec2 v_TexCoordinate; |
|
35 | 25 |
|
36 |
uniform sampler2D u_DepthTexture;
|
|
26 |
uniform vec2 u_Size;
|
|
37 | 27 |
|
38 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
39 |
// per-pixel linked list. Order Independent Transparency. |
|
40 |
|
|
41 |
uniform ivec2 u_Size; |
|
42 |
|
|
43 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
44 |
{ // one for each pixel in the Output rectangle. |
|
45 |
uint u_Records[]; // |
|
46 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
47 |
// triplets of (pointer,depth,rgba). |
|
48 |
|
|
49 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
50 |
|
|
51 |
vec4 convert(uint rgba) |
|
28 |
layout (std430,binding=1) buffer linkedlist |
|
52 | 29 |
{ |
53 |
return vec4( float((rgba>>24u)&255u),float((rgba>>16u)&255u),float((rgba>>8u)&255u),float(rgba&255u) ) / 255.0; |
|
54 |
} |
|
55 |
|
|
56 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
57 |
// https://en.wikipedia.org/wiki/Alpha_compositing (premultiplied) |
|
58 |
|
|
59 |
vec4 blend(vec4 clr,vec4 srf) |
|
60 |
{ |
|
61 |
return clr + (1.0 - clr.a) * vec4(srf.rgb * srf.a , srf.a); |
|
62 |
} |
|
30 |
uint u_Records[]; |
|
31 |
}; |
|
63 | 32 |
|
64 | 33 |
////////////////////////////////////////////////////////////////////////////////////////////// |
65 | 34 |
|
66 | 35 |
void main() |
67 | 36 |
{ |
68 |
uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x)); |
|
69 |
uint ptr = u_Records[index]; |
|
37 |
uint pixelX = uint(v_TexCoordinate.x * u_Size.x); |
|
38 |
uint pixelY = uint(v_TexCoordinate.y * u_Size.y); |
|
39 |
uint index = pixelX + pixelY * uint(u_Size.x); |
|
70 | 40 |
|
71 |
if( ptr == 0u ) discard; |
|
72 |
else |
|
73 |
{ |
|
74 |
u_Records[index] = 0u; |
|
75 |
vec4 color = convert(u_Records[ptr]); |
|
76 |
|
|
77 |
if( (2*int(v_Pixel.x) > u_Size.x) && color.r==1.0 ) FRAG_COLOR = color; |
|
78 |
else if( (2*int(v_Pixel.x) <=u_Size.x) && color.g==1.0 ) FRAG_COLOR = color; |
|
79 |
else FRAG_COLOR = vec4(0.0,0.0,1.0,1.0); |
|
80 |
//FRAG_COLOR = convert(u_Records[index]); |
|
81 |
//u_Records[index] = 0u; |
|
82 |
} |
|
83 |
|
|
84 |
/* |
|
85 |
uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x)); |
|
86 |
uint curr = u_Records[index]; |
|
87 |
|
|
88 |
if (curr == 0u) discard; |
|
89 |
|
|
90 |
vec4 color= vec4(0.0,0.0,0.0,0.0); |
|
91 |
u_Records[index] = 0u; |
|
92 |
|
|
93 |
while (curr > 0u) // keep walking the linked list |
|
94 |
{ // and blending the colors in |
|
95 |
curr = u_Records[curr]; // |
|
96 |
//color= blend( color, convert(u_Records[curr+2u]) ); // |
|
97 |
|
|
98 |
color = convert(u_Records[curr+2u]); |
|
99 |
|
|
100 |
if( color.a == 0.0 ) color = vec4(0.0,1.0,0.0,1.0); |
|
101 |
} |
|
102 |
|
|
103 |
|
|
104 |
if( curr>0u ) |
|
105 |
{ |
|
106 |
curr = u_Records[curr]; |
|
107 |
color= convert(u_Records[curr+2u]); |
|
108 |
} |
|
109 |
|
|
110 |
gl_FragDepth = TEXTURE(u_DepthTexture, v_TexCoordinate).r; |
|
111 |
FRAG_COLOR = color; |
|
41 |
uint ptr = u_Records[index]; |
|
112 | 42 |
|
113 |
//else
|
|
114 |
// FRAG_COLOR = vec4(1.0,0.0,0.0,1.0);
|
|
115 |
*/
|
|
43 |
if( u_Records[ptr]==2u ) fragColor = vec4(1.0,0.0,0.0,1.0);
|
|
44 |
else if( u_Records[ptr]==1u ) fragColor = vec4(0.0,1.0,0.0,1.0);
|
|
45 |
else fragColor = vec4(0.0,0.0,1.0,1.0);
|
|
116 | 46 |
} |
src/main/res/raw/blit_depth_vertex_shader.glsl | ||
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20 | 20 |
precision highp float; |
21 | 21 |
precision highp int; |
22 | 22 |
|
23 |
#if __VERSION__ != 100 |
|
24 |
in vec2 a_Position; // Per-vertex position. |
|
25 |
out vec2 v_TexCoordinate; // |
|
26 |
out vec2 v_Pixel; // |
|
27 |
#else |
|
28 |
attribute vec2 a_Position; // Per-vertex position. |
|
29 |
varying vec2 v_TexCoordinate; // |
|
30 |
varying vec2 v_Pixel; // |
|
31 |
#endif |
|
32 |
|
|
33 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
|
34 |
uniform vec2 u_TexCorr; // when we blit from postprocessing buffers, the buffers can be |
|
35 |
// larger than necessary (there is just one static set being |
|
36 |
// reused!) so we need to compensate here by adjusting the texture |
|
37 |
// coords. |
|
38 |
|
|
39 |
uniform ivec2 u_Size; // size of the output surface, in pixels. |
|
23 |
in vec2 a_Position; |
|
24 |
out vec2 v_TexCoordinate; |
|
40 | 25 |
|
41 | 26 |
////////////////////////////////////////////////////////////////////////////////////////////// |
42 | 27 |
|
43 | 28 |
void main() |
44 | 29 |
{ |
45 |
v_TexCoordinate = (a_Position + 0.5) * u_TexCorr; |
|
46 |
v_Pixel = v_TexCoordinate * vec2(u_Size); |
|
47 |
gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
|
30 |
v_TexCoordinate = a_Position + 0.5; |
|
31 |
gl_Position = vec4(2.0*a_Position,1.0,1.0); |
|
48 | 32 |
} |
src/main/res/raw/main_fragment_shader.glsl | ||
---|---|---|
17 | 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
18 | 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
19 | 19 |
|
20 |
precision mediump float;
|
|
20 |
precision highp float;
|
|
21 | 21 |
|
22 | 22 |
#if __VERSION__ != 100 |
23 | 23 |
in vec3 v_Position; // Interpolated position for this fragment. |
src/main/res/raw/main_vertex_shader.glsl | ||
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17 | 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
18 | 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
19 | 19 |
|
20 |
precision mediump float;
|
|
20 |
precision highp float;
|
|
21 | 21 |
|
22 | 22 |
#if __VERSION__ != 100 |
23 | 23 |
in vec3 a_Position; // Per-vertex position. |
Also available in: Unified diff
still debugging the OIT