1 |
d333eb6b
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2 |
|
|
// Copyright 2016 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 |
6a06a912
|
Leszek Koltunski
|
package org.distorted.library;
|
21 |
|
|
|
22 |
|
|
import android.opengl.GLES20;
|
23 |
|
|
|
24 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
25 |
|
|
|
26 |
d07f2950
|
Leszek Koltunski
|
class EffectQueueFragment extends EffectQueue
|
27 |
6a06a912
|
Leszek Koltunski
|
{
|
28 |
1e438fc7
|
Leszek Koltunski
|
private static final int NUM_UNIFORMS = 9;
|
29 |
|
|
private static final int INDEX = EffectTypes.FRAGMENT.ordinal();
|
30 |
6a06a912
|
Leszek Koltunski
|
private float[] mBuf;
|
31 |
|
|
private static int mNumEffectsH;
|
32 |
|
|
private static int mTypeH;
|
33 |
|
|
private static int mUniformsH;
|
34 |
|
|
|
35 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
36 |
|
|
|
37 |
d07f2950
|
Leszek Koltunski
|
public EffectQueueFragment(DistortedObject obj)
|
38 |
6a06a912
|
Leszek Koltunski
|
{
|
39 |
1e438fc7
|
Leszek Koltunski
|
super(obj,NUM_UNIFORMS,INDEX);
|
40 |
6a06a912
|
Leszek Koltunski
|
|
41 |
1e438fc7
|
Leszek Koltunski
|
if( mMax[INDEX]>0 )
|
42 |
6a06a912
|
Leszek Koltunski
|
{
|
43 |
1e438fc7
|
Leszek Koltunski
|
mBuf= new float[4*mMax[INDEX]];
|
44 |
6a06a912
|
Leszek Koltunski
|
}
|
45 |
|
|
}
|
46 |
|
|
|
47 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
48 |
|
|
|
49 |
|
|
static void getUniforms(int mProgramH)
|
50 |
|
|
{
|
51 |
|
|
mNumEffectsH= GLES20.glGetUniformLocation( mProgramH, "fNumEffects");
|
52 |
|
|
mTypeH = GLES20.glGetUniformLocation( mProgramH, "fType");
|
53 |
|
|
mUniformsH = GLES20.glGetUniformLocation( mProgramH, "fUniforms");
|
54 |
|
|
}
|
55 |
|
|
|
56 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
57 |
|
|
|
58 |
|
|
synchronized void compute(long currTime)
|
59 |
|
|
{
|
60 |
|
|
if( currTime==mTime ) return;
|
61 |
|
|
if( mTime==0 ) mTime = currTime;
|
62 |
|
|
long step = (currTime-mTime);
|
63 |
|
|
|
64 |
|
|
for(int i=0; i<mNumEffects; i++)
|
65 |
|
|
{
|
66 |
|
|
if( mInterI[i]==null ) continue;
|
67 |
|
|
|
68 |
|
|
if( mInterP[i]!=null ) mInterP[i].interpolateMain(mBuf, 4*i, mCurrentDuration[i]);
|
69 |
|
|
|
70 |
|
|
if( mInterI[i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) )
|
71 |
|
|
{
|
72 |
|
|
for(int j=0; j<mNumListeners; j++)
|
73 |
|
|
EffectMessageSender.newMessage( mListeners.elementAt(j),
|
74 |
|
|
EffectMessage.EFFECT_FINISHED,
|
75 |
1e438fc7
|
Leszek Koltunski
|
(mID[i]<<EffectTypes.LENGTH)+EffectTypes.FRAGMENT.type,
|
76 |
6a06a912
|
Leszek Koltunski
|
mType[i],
|
77 |
c6e1c219
|
Leszek Koltunski
|
mBitmapID,
|
78 |
|
|
null);
|
79 |
6a06a912
|
Leszek Koltunski
|
|
80 |
|
|
if( EffectNames.isUnity(mType[i], mUniforms, NUM_UNIFORMS*i) )
|
81 |
|
|
{
|
82 |
|
|
remove(i);
|
83 |
|
|
i--;
|
84 |
|
|
continue;
|
85 |
|
|
}
|
86 |
|
|
}
|
87 |
|
|
|
88 |
|
|
mCurrentDuration[i] += step;
|
89 |
|
|
}
|
90 |
|
|
|
91 |
|
|
mTime = currTime;
|
92 |
|
|
}
|
93 |
|
|
|
94 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
95 |
|
|
|
96 |
|
|
protected void moveEffect(int index)
|
97 |
|
|
{
|
98 |
|
|
mBuf[4*index ] = mBuf[4*index+4];
|
99 |
|
|
mBuf[4*index+1] = mBuf[4*index+5];
|
100 |
|
|
mBuf[4*index+2] = mBuf[4*index+6];
|
101 |
|
|
mBuf[4*index+3] = mBuf[4*index+7];
|
102 |
|
|
|
103 |
|
|
mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ];
|
104 |
|
|
mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1];
|
105 |
|
|
mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2];
|
106 |
|
|
mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3];
|
107 |
|
|
}
|
108 |
|
|
|
109 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
110 |
|
|
|
111 |
|
|
synchronized void send()
|
112 |
|
|
{
|
113 |
|
|
GLES20.glUniform1i( mNumEffectsH, mNumEffects);
|
114 |
|
|
|
115 |
|
|
if( mNumEffects>0 )
|
116 |
|
|
{
|
117 |
|
|
GLES20.glUniform1iv( mTypeH , mNumEffects, mType ,0);
|
118 |
|
|
GLES20.glUniform3fv( mUniformsH,3*mNumEffects, mUniforms,0);
|
119 |
|
|
}
|
120 |
|
|
}
|
121 |
|
|
|
122 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
123 |
|
|
|
124 |
|
|
synchronized void sendZero()
|
125 |
|
|
{
|
126 |
|
|
GLES20.glUniform1i( mNumEffectsH, 0);
|
127 |
|
|
}
|
128 |
|
|
|
129 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
130 |
|
|
// Do various post-processing on already computed effects.
|
131 |
|
|
// 1) move all Points and scale all Region radii by a ModelView matrix
|
132 |
|
|
// 2) in case of macroblock, pre-compute some values so that we don't have to do it in the fragment shader.
|
133 |
|
|
|
134 |
|
|
void postprocess(float[] MVmatrix)
|
135 |
|
|
{
|
136 |
|
|
if( mNumEffects>0 )
|
137 |
|
|
{
|
138 |
|
|
float tx,ty;
|
139 |
|
|
float w = (float)Math.sqrt(MVmatrix[0]*MVmatrix[0] + MVmatrix[4]*MVmatrix[4]); // The scale factors are the lengths of the first 3 vectors of the upper-left 3x3 submatrix; here
|
140 |
|
|
float h = (float)Math.sqrt(MVmatrix[1]*MVmatrix[1] + MVmatrix[5]*MVmatrix[5]); // m[2]=m[6]=m[8]=m[9]=0 so it is really only the upper-left 2x2 matrix.
|
141 |
|
|
|
142 |
|
|
for(int i=0; i<mNumEffects; i++)
|
143 |
|
|
{
|
144 |
|
|
tx = mBuf[4*i ]-mObjHalfX; // we have to invert y and move everything by (half of bmp width, half of bmp height)
|
145 |
|
|
ty =-mBuf[4*i+1]+mObjHalfY; //
|
146 |
|
|
|
147 |
|
|
mUniforms[NUM_UNIFORMS*i+4] = w*mBuf[4*i+2]; // in fragment shader rx and ry radii are the second and third values of the Region thus 9*i+4 and 9*i+5
|
148 |
|
|
mUniforms[NUM_UNIFORMS*i+5] = h*mBuf[4*i+3]; //
|
149 |
|
|
// mUniforms[NUM_UNIFORMS*i+6] = // this value is not used in Fragment Shader
|
150 |
|
|
mUniforms[NUM_UNIFORMS*i+7] = MVmatrix[0]*tx + MVmatrix[4]*ty + MVmatrix[12]; // multiply the ModelView matrix times the (x,y,0,1) point, i.e. the (x,y) point on the surface of the bitmap.
|
151 |
|
|
mUniforms[NUM_UNIFORMS*i+8] = MVmatrix[1]*tx + MVmatrix[5]*ty + MVmatrix[13]; //
|
152 |
|
|
|
153 |
|
|
if( mType[i]==EffectNames.MACROBLOCK.ordinal() ) // fill up the .y and .z components of the Interpolated values already to avoid having to compute this in the fragment shader
|
154 |
|
|
{
|
155 |
|
|
mUniforms[NUM_UNIFORMS*i+1] = 2.0f*mObjHalfX/mUniforms[NUM_UNIFORMS*i];
|
156 |
|
|
mUniforms[NUM_UNIFORMS*i+2] = 2.0f*mObjHalfY/mUniforms[NUM_UNIFORMS*i];
|
157 |
|
|
}
|
158 |
|
|
}
|
159 |
|
|
}
|
160 |
|
|
}
|
161 |
|
|
|
162 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
163 |
|
|
|
164 |
|
|
synchronized long add(EffectNames eln, Interpolator inter, Float4D region, Interpolator2D point)
|
165 |
|
|
{
|
166 |
1e438fc7
|
Leszek Koltunski
|
if( mMax[INDEX]>mNumEffects )
|
167 |
6a06a912
|
Leszek Koltunski
|
{
|
168 |
|
|
EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
|
169 |
|
|
mInterI[mNumEffects] = inter;
|
170 |
|
|
mInterP[mNumEffects] = point;
|
171 |
|
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
172 |
|
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
173 |
|
|
|
174 |
|
|
return addBase(eln);
|
175 |
|
|
}
|
176 |
|
|
|
177 |
|
|
return -1;
|
178 |
|
|
}
|
179 |
|
|
|
180 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
181 |
|
|
|
182 |
e0a16874
|
Leszek Koltunski
|
synchronized long add(EffectNames eln, Interpolator inter, Float4D region, Float2D point)
|
183 |
6a06a912
|
Leszek Koltunski
|
{
|
184 |
1e438fc7
|
Leszek Koltunski
|
if( mMax[INDEX]>mNumEffects )
|
185 |
6a06a912
|
Leszek Koltunski
|
{
|
186 |
|
|
EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
|
187 |
|
|
mInterI[mNumEffects] = inter;
|
188 |
|
|
mInterP[mNumEffects] = null;
|
189 |
e0a16874
|
Leszek Koltunski
|
mBuf[4*mNumEffects ] = point.x;
|
190 |
|
|
mBuf[4*mNumEffects+1] = point.y;
|
191 |
6a06a912
|
Leszek Koltunski
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
192 |
|
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
193 |
|
|
|
194 |
|
|
return addBase(eln);
|
195 |
|
|
}
|
196 |
|
|
|
197 |
|
|
return -1;
|
198 |
|
|
}
|
199 |
|
|
|
200 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
201 |
|
|
|
202 |
|
|
synchronized long add(EffectNames eln, Interpolator1D inter, Float3D c, Float4D region, Interpolator2D point)
|
203 |
|
|
{
|
204 |
1e438fc7
|
Leszek Koltunski
|
if( mMax[INDEX]>mNumEffects )
|
205 |
6a06a912
|
Leszek Koltunski
|
{
|
206 |
|
|
mInterI[mNumEffects] = inter;
|
207 |
|
|
mInterP[mNumEffects] = point;
|
208 |
|
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
209 |
|
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
210 |
|
|
|
211 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
|
212 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
|
213 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
|
214 |
|
|
|
215 |
|
|
return addBase(eln);
|
216 |
|
|
}
|
217 |
|
|
|
218 |
|
|
return -1;
|
219 |
|
|
}
|
220 |
|
|
|
221 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
222 |
|
|
|
223 |
e0a16874
|
Leszek Koltunski
|
synchronized long add(EffectNames eln, Interpolator1D inter, Float3D c, Float4D region, Float2D point)
|
224 |
6a06a912
|
Leszek Koltunski
|
{
|
225 |
1e438fc7
|
Leszek Koltunski
|
if( mMax[INDEX]>mNumEffects )
|
226 |
6a06a912
|
Leszek Koltunski
|
{
|
227 |
|
|
mInterI[mNumEffects] = inter;
|
228 |
|
|
mInterP[mNumEffects] = null;
|
229 |
e0a16874
|
Leszek Koltunski
|
mBuf[4*mNumEffects ] = point.x;
|
230 |
|
|
mBuf[4*mNumEffects+1] = point.y;
|
231 |
6a06a912
|
Leszek Koltunski
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
232 |
|
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
233 |
|
|
|
234 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
|
235 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
|
236 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
|
237 |
|
|
|
238 |
|
|
return addBase(eln);
|
239 |
|
|
}
|
240 |
|
|
|
241 |
|
|
return -1;
|
242 |
|
|
}
|
243 |
|
|
|
244 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
245 |
|
|
|
246 |
|
|
synchronized long add(EffectNames eln, float t, Float3D c, Float4D region, Interpolator2D point)
|
247 |
|
|
{
|
248 |
1e438fc7
|
Leszek Koltunski
|
if( mMax[INDEX]>mNumEffects )
|
249 |
6a06a912
|
Leszek Koltunski
|
{
|
250 |
|
|
mInterI[mNumEffects] = null;
|
251 |
|
|
mInterP[mNumEffects] = point;
|
252 |
|
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
253 |
|
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
254 |
|
|
|
255 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+0] = t;
|
256 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
|
257 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
|
258 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
|
259 |
|
|
|
260 |
|
|
return addBase(eln);
|
261 |
|
|
}
|
262 |
|
|
|
263 |
|
|
return -1;
|
264 |
|
|
}
|
265 |
|
|
|
266 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
267 |
|
|
|
268 |
e0a16874
|
Leszek Koltunski
|
synchronized long add(EffectNames eln, float t, Float3D c, Float4D region, Float2D point)
|
269 |
6a06a912
|
Leszek Koltunski
|
{
|
270 |
1e438fc7
|
Leszek Koltunski
|
if( mMax[INDEX]>mNumEffects )
|
271 |
6a06a912
|
Leszek Koltunski
|
{
|
272 |
|
|
mInterI[mNumEffects] = null;
|
273 |
|
|
mInterP[mNumEffects] = null;
|
274 |
e0a16874
|
Leszek Koltunski
|
mBuf[4*mNumEffects ] = point.x;
|
275 |
|
|
mBuf[4*mNumEffects+1] = point.y;
|
276 |
6a06a912
|
Leszek Koltunski
|
mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
|
277 |
|
|
mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
|
278 |
|
|
|
279 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+0] = t;
|
280 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
|
281 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
|
282 |
|
|
mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
|
283 |
|
|
|
284 |
|
|
return addBase(eln);
|
285 |
|
|
}
|
286 |
|
|
|
287 |
|
|
return -1;
|
288 |
|
|
}
|
289 |
|
|
|
290 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
291 |
|
|
// end of FragmentEffect
|
292 |
|
|
}
|