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library / src / main / java / org / distorted / library / main / DistortedLibrary.java @ e8925fcd

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.app.ActivityManager;
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import android.content.Context;
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import android.content.pm.ConfigurationInfo;
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import android.content.res.Resources;
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import android.opengl.GLES30;
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import android.opengl.GLES31;
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import android.util.Log;
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import org.distorted.library.R;
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import org.distorted.library.effect.Effect;
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import org.distorted.library.effectqueue.EffectQueue;
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import org.distorted.library.effectqueue.EffectQueuePostprocess;
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import org.distorted.library.effect.EffectType;
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import org.distorted.library.effect.FragmentEffect;
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import org.distorted.library.effect.PostprocessEffect;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.effectqueue.EffectQueueVertex;
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import org.distorted.library.mesh.DeferredJobs;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.message.EffectMessageSender;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.VertexCompilationException;
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import java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * A singleton class used to control various global dialog_settings.
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 */
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public class DistortedLibrary
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  {
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  private static int mGLSL;
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  private static String mGLSL_VERSION;
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  private static boolean mOITCompilationSuccessful;
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  /**
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   * When creating an instance of a DistortedTexture from another instance, clone the Bitmap that's
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   * backing up our DistortedTexture.
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   * <p>
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   * This way we can have two DistortedTextures, both backed up by the same Bitmap, to which we can
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   * apply different effects. Used in the copy constructor.
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   */
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  public static final int CLONE_SURFACE = 0x1;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Matrix Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the MATRIX queue.
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   */
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  public static final int CLONE_MATRIX = 0x2;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Vertex Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the VERTEX queue.
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   */
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  public static final int CLONE_VERTEX  = 0x4;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Fragment Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the FRAGMENT queue.
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   */
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  public static final int CLONE_FRAGMENT= 0x8;
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   /**
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   * When creating an instance of a DistortedEffects from another instance, clone the PostProcess Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the POSTPROCESS queue.
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   */
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  public static final int CLONE_POSTPROCESS= 0x10;
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  /**
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   * When creating an instance of a DistortedNode from another instance, clone the children Nodes.
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   * <p>
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   * This is mainly useful for creating many similar sub-trees and rendering then at different places
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   * on the screen with (optionally) different Effects.
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   */
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  public static final int CLONE_CHILDREN= 0x20;
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  /**
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   * Work around bugs in ARM Mali driver by, instead to a single FBO, rendering to a circular queue
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   * of FBO_QUEUE_SIZE FBOs. (otherwise we sometimes get a 'full pipeline flush' and the end result
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   * might be missing part of the Objects)
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   *
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   * This bug only exists on Mali driver r12.
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   *
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   * https://community.arm.com/graphics/f/discussions/10285/opengl-es-3-1-on-mali-t880-flashes
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   */
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  static final int FBO_QUEUE_SIZE = 4;
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  private static boolean mInitialized=false;
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  //////////////////////////////////////////////////////////////////////////////////////////////
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  /// MAIN PROGRAM ///
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  private static DistortedProgram mMainProgram;
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  private static int mMainTextureH;
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  /// NORMAL PROGRAM /////
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  private static DistortedProgram mNormalProgram;
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  private static int mNormalMVPMatrixH;
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  /// MAIN OIT PROGRAM ///
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  private static DistortedProgram mMainOITProgram;
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  private static int mMainOITTextureH;
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  private static int mMainOITSizeH;
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  private static int mMainOITNumRecordsH;
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  /// BLIT PROGRAM ///
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  private static DistortedProgram mBlitProgram;
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  private static int mBlitTextureH;
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  private static int mBlitDepthH;
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  private static final FloatBuffer mQuadPositions;
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  /// FULL PROGRAM ///
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  private static DistortedProgram mFullProgram;
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  static
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    {
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    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
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    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    }
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  /// BLIT DEPTH PROGRAM ///
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  private static DistortedProgram mBlitDepthProgram;
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  private static int mBlitDepthTextureH;
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  private static int mBlitDepthDepthTextureH;
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  private static int mBlitDepthDepthH;
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  private static int mBlitDepthTexCorrH;
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  /// OIT SSBO BUFFER ///
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  private static int[] mLinkedListSSBO = new int[1];
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  private static int[] mAtomicCounter = new int[DistortedLibrary.FBO_QUEUE_SIZE];
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  private static int   mCurrBuffer;
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  static
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    {
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    mLinkedListSSBO[0]= -1;
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    mCurrBuffer       =  0;
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    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)  mAtomicCounter[i] = -1;
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    }
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  ///////////////////////////////////////////////////////////////
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  // meaning: allocate 1.0 screenful of places for transparent
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  // fragments in the SSBO backing up the OIT render method.
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  private static float mBufferSize=1.0f;
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  /// OIT CLEAR PROGRAM ///
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  private static DistortedProgram mOITClearProgram;
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  private static int mOITClearDepthH;
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  private static int mOITClearTexCorrH;
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  private static int mOITClearSizeH;
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  /// OIT BUILD PROGRAM ///
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  private static DistortedProgram mOITBuildProgram;
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  private static int mOITBuildTextureH;
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  private static int mOITBuildDepthTextureH;
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  private static int mOITBuildDepthH;
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  private static int mOITBuildTexCorrH;
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  private static int mOITBuildSizeH;
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  private static int mOITBuildNumRecordsH;
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  /// OIT COLLAPSE PROGRAM ///
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  private static DistortedProgram mOITCollapseProgram;
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  private static int mOITCollapseDepthTextureH;
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  private static int mOITCollapseDepthH;
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  private static int mOITCollapseTexCorrH;
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  private static int mOITCollapseSizeH;
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  /// OIT RENDER PROGRAM ///
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  private static DistortedProgram mOITRenderProgram;
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  private static int mOITRenderDepthH;
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  private static int mOITRenderTexCorrH;
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  private static int mOITRenderSizeH;
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  /// END PROGRAMS //////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// private: hide this from Javadoc
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  private DistortedLibrary()
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    {
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPrograms(Resources resources)
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    {
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    // MAIN PROGRAM ////////////////////////////////////
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
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    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
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    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
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    mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    String[] feedback = { "v_Position", "v_endPosition" };
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    try
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      {
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      mMainProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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                                          enabledEffectV, enabledEffectF, mGLSL, feedback);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int mainProgramH = mMainProgram.getProgramHandle();
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    EffectQueue.getUniforms(mainProgramH,0);
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    MeshBase.getUniforms(mainProgramH,0);
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    mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
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    try
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      {
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      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitProgramH = mBlitProgram.getProgramHandle();
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    mBlitTextureH  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
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    // BLIT DEPTH PROGRAM ////////////////////////////////////
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    final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
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    final InputStream blitDepthFragStream = resources.openRawResource(R.raw.blit_depth_fragment_shader);
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    try
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      {
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      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile BLIT DEPTH program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitDepthProgramH   = mBlitDepthProgram.getProgramHandle();
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    mBlitDepthTextureH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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    mBlitDepthDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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    mBlitDepthDepthH        = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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    mBlitDepthTexCorrH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
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    // NORMAL PROGRAM //////////////////////////////////////
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    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
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    final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
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    try
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      {
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      mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile NORMAL program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int normalProgramH = mNormalProgram.getProgramHandle();
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    mNormalMVPMatrixH  = GLES30.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createFullProgram(Resources resources)
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    {
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    final InputStream fullVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream fullFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numV = VertexEffect.getAllEnabled();
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    String fullVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n");
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    String fullFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " +                                         0   + "\n");
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    fullVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
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    String enabledEffectV= VertexEffect.getAllGLSL();
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    String enabledEffectF= "{}";
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    fullVertHeader += "#define PREAPPLY\n";
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    String[] feedback = { "v_Position", "v_endPosition", "v_Inflate" };
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    try
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      {
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      mFullProgram = new DistortedProgram(fullVertStream, fullFragStream, fullVertHeader, fullFragHeader,
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                                          enabledEffectV, enabledEffectF, mGLSL, feedback);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile FULL program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int fullProgramH = mFullProgram.getProgramHandle();
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    EffectQueue.getUniforms(fullProgramH,3);
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    MeshBase.getUniforms(fullProgramH,3);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createProgramsOIT(Resources resources)
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    {
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    // MAIN OIT PROGRAM ////////////////////////////////
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
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    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") + ("#define OIT\n");
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    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") + ("#define OIT\n");
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    mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxEffComponents() + "\n";
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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    try
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      {
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      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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                                             enabledEffectV, enabledEffectF, mGLSL, null);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int mainOITProgramH = mMainOITProgram.getProgramHandle();
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    EffectQueue.getUniforms(mainOITProgramH,1);
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    MeshBase.getUniforms(mainOITProgramH,1);
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    mMainOITTextureH    = GLES30.glGetUniformLocation( mainOITProgramH, "u_Texture");
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    mMainOITSizeH       = GLES30.glGetUniformLocation( mainOITProgramH, "u_Size");
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    mMainOITNumRecordsH = GLES30.glGetUniformLocation( mainOITProgramH, "u_numRecords");
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    // OIT CLEAR PROGRAM ////////////////////////////////////
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    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
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    try
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      {
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      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
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    mOITClearDepthH        = GLES30.glGetUniformLocation( oitClearProgramH, "u_Depth");
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    mOITClearTexCorrH      = GLES30.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
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    mOITClearSizeH         = GLES30.glGetUniformLocation( oitClearProgramH, "u_Size");
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    // OIT BUILD PROGRAM ////////////////////////////////////
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    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
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    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
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    try
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      {
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      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
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      }
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    catch(Exception e)
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      {
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      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
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    mOITBuildTextureH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Texture");
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    mOITBuildDepthTextureH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
410
    mOITBuildDepthH        = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Depth");
411
    mOITBuildTexCorrH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
412
    mOITBuildSizeH         = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Size");
413
    mOITBuildNumRecordsH   = GLES30.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
414 bfe45b4a Leszek Koltunski
415
    // OIT COLLAPSE PROGRAM ///////////////////////////
416
    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
417
    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
418
419
    try
420
      {
421 b7074bc6 Leszek Koltunski
      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
422 bfe45b4a Leszek Koltunski
      }
423
    catch(Exception e)
424
      {
425
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
426
      throw new RuntimeException(e.getMessage());
427
      }
428
429
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
430 b7074bc6 Leszek Koltunski
    mOITCollapseDepthTextureH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
431
    mOITCollapseDepthH        = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
432
    mOITCollapseTexCorrH      = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
433
    mOITCollapseSizeH         = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Size");
434 bfe45b4a Leszek Koltunski
435
    // OIT RENDER PROGRAM ///////////////////////////
436
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
437
    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
438
439
    try
440
      {
441 b7074bc6 Leszek Koltunski
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
442 bfe45b4a Leszek Koltunski
      }
443
    catch(Exception e)
444
      {
445
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
446
      throw new RuntimeException(e.getMessage());
447
      }
448
449
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
450 b7074bc6 Leszek Koltunski
    mOITRenderDepthH        = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Depth");
451
    mOITRenderTexCorrH      = GLES30.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
452
    mOITRenderSizeH         = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Size");
453 bfe45b4a Leszek Koltunski
    }
454
455
///////////////////////////////////////////////////////////////////////////////////////////////////
456
457
  private static void displayNormals(EffectQueue[] queues, MeshBase mesh)
458
    {
459
    int num = mesh.getNumVertices();
460
    int tfo = mesh.getTFO();
461
462 b7074bc6 Leszek Koltunski
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
463
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
464 7602a827 Leszek Koltunski
    InternalRenderState.switchOffDrawing();
465 b7074bc6 Leszek Koltunski
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
466 7602a827 Leszek Koltunski
    InternalRenderState.restoreDrawing();
467 b7074bc6 Leszek Koltunski
    GLES30.glEndTransformFeedback();
468
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
469 bfe45b4a Leszek Koltunski
470 f046b159 Leszek Koltunski
    mNormalProgram.useProgram();
471
    GLES30.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
472
    mesh.bindTransformAttribs(mNormalProgram);
473 b7074bc6 Leszek Koltunski
    GLES30.glLineWidth(8.0f);
474
    GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*num);
475 bfe45b4a Leszek Koltunski
    }
476
477 f046b159 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
478
// execute all VertexEffects and adjust all vertices
479
480 07206c71 Leszek Koltunski
  public static void adjustVertices(MeshBase mesh, EffectQueueVertex queue)
481 f046b159 Leszek Koltunski
    {
482
    if( mFullProgram!=null )
483
      {
484 36d65d88 Leszek Koltunski
      GLES30.glViewport(0, 0, 500, 500 ); // this is fine, we don't need viewport at all
485 f046b159 Leszek Koltunski
486
      int num = mesh.getNumVertices();
487
      int tfo = mesh.getTFO();
488
489
      mFullProgram.useProgram();
490
      mesh.bindVertexAttribs(mFullProgram);
491 07206c71 Leszek Koltunski
      queue.compute(1);
492
      queue.send(0.0f,3);
493 36d65d88 Leszek Koltunski
      mesh.send(3);
494 f046b159 Leszek Koltunski
495
      GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
496
      GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
497
      InternalRenderState.switchOffDrawing();
498
      GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
499
      InternalRenderState.restoreDrawing();
500
      GLES30.glEndTransformFeedback();
501
      mesh.copyTransformToVertex();
502 b5be333a Leszek Koltunski
      GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
503 f046b159 Leszek Koltunski
      }
504
    }
505
506 bfe45b4a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
507
508 c90aca24 Leszek Koltunski
  static void drawPrivOIT(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
509 bfe45b4a Leszek Koltunski
    {
510 c90aca24 Leszek Koltunski
    EffectQueue[] queues = effects.getQueues();
511
512 644c21f2 Leszek Koltunski
    EffectQueue.compute(queues, currTime);
513 b7074bc6 Leszek Koltunski
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
514 bfe45b4a Leszek Koltunski
515 7602a827 Leszek Koltunski
    DistortedLibrary.mMainOITProgram.useProgram();
516 b7074bc6 Leszek Koltunski
    GLES30.glUniform1i(DistortedLibrary.mMainOITTextureH, 0);
517
    GLES30.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
518
    GLES30.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
519 7602a827 Leszek Koltunski
    mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram);
520 36d65d88 Leszek Koltunski
    mesh.send(1);
521 bfe45b4a Leszek Koltunski
522 809dcae3 Leszek Koltunski
    float inflate     = mesh.getInflate();
523
    float distance    = surface.mDistance;
524
    float mipmap      = surface.mMipmap;
525
    float[] projection= surface.mProjectionMatrix;
526 bfe45b4a Leszek Koltunski
527 23b733db Leszek Koltunski
    EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 1 );
528 b7074bc6 Leszek Koltunski
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
529 bfe45b4a Leszek Koltunski
530
    if( mesh.getShowNormals() )
531
      {
532 7602a827 Leszek Koltunski
      DistortedLibrary.mMainProgram.useProgram();
533 36d65d88 Leszek Koltunski
      mesh.send(0);
534 23b733db Leszek Koltunski
      EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
535 bfe45b4a Leszek Koltunski
      displayNormals(queues,mesh);
536
      }
537
    }
538
539
///////////////////////////////////////////////////////////////////////////////////////////////////
540
541 c90aca24 Leszek Koltunski
  static void drawPriv(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
542 bfe45b4a Leszek Koltunski
    {
543 f046b159 Leszek Koltunski
    if( mMainProgram!=null )
544 f482efa3 Leszek Koltunski
      {
545
      EffectQueue[] queues = effects.getQueues();
546 bfe45b4a Leszek Koltunski
547 f482efa3 Leszek Koltunski
      EffectQueue.compute(queues, currTime);
548
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
549 46b572b5 Leszek Koltunski
550 f482efa3 Leszek Koltunski
      mMainProgram.useProgram();
551
      GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0);
552
      mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
553 36d65d88 Leszek Koltunski
      mesh.send(0);
554 809dcae3 Leszek Koltunski
555 f482efa3 Leszek Koltunski
      float inflate     = mesh.getInflate();
556
      float distance    = surface.mDistance;
557
      float mipmap      = surface.mMipmap;
558
      float[] projection= surface.mProjectionMatrix;
559 809dcae3 Leszek Koltunski
560 f482efa3 Leszek Koltunski
      EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
561
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
562 bfe45b4a Leszek Koltunski
563 f482efa3 Leszek Koltunski
      if( mesh.getShowNormals() ) displayNormals(queues,mesh);
564
      }
565 bfe45b4a Leszek Koltunski
    }
566
567
///////////////////////////////////////////////////////////////////////////////////////////////////
568
569 7602a827 Leszek Koltunski
  static void blitPriv(InternalOutputSurface surface)
570 bfe45b4a Leszek Koltunski
    {
571 f482efa3 Leszek Koltunski
    if( mBlitProgram!=null )
572
      {
573
      mBlitProgram.useProgram();
574 bfe45b4a Leszek Koltunski
575 f482efa3 Leszek Koltunski
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
576
      GLES30.glUniform1i(mBlitTextureH, 0);
577
      GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
578
      GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
579
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
580
      }
581 bfe45b4a Leszek Koltunski
    }
582
583
///////////////////////////////////////////////////////////////////////////////////////////////////
584
585 7602a827 Leszek Koltunski
  static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
586 bfe45b4a Leszek Koltunski
    {
587 f482efa3 Leszek Koltunski
    if( mBlitDepthProgram!=null )
588
      {
589
      mBlitDepthProgram.useProgram();
590
591
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
592
      GLES30.glUniform1i(mBlitDepthTextureH, 0);
593
      GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
594
      GLES30.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
595
      GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
596
      GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
597
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
598
      }
599 bfe45b4a Leszek Koltunski
    }
600
601
///////////////////////////////////////////////////////////////////////////////////////////////////
602 b7074bc6 Leszek Koltunski
// yes it is safe to be mixing 3.0 and 3.1 like that, senior members of the OpenGL discussions forum assert
603 bfe45b4a Leszek Koltunski
604
  private static int printPreviousBuffer()
605
    {
606
    int counter = 0;
607
608 b7074bc6 Leszek Koltunski
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
609
                                                                GLES30.GL_MAP_READ_BIT);
610 bfe45b4a Leszek Koltunski
    if( atomicBuf!=null )
611
      {
612
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
613
      counter = atomicIntBuf.get(0);
614
      }
615
    else
616
      {
617 b7074bc6 Leszek Koltunski
      Log.e("effects", "print: failed to map atomic buffer");
618 bfe45b4a Leszek Koltunski
      }
619
620 b7074bc6 Leszek Koltunski
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
621 bfe45b4a Leszek Koltunski
622
    return counter;
623
    }
624
625
///////////////////////////////////////////////////////////////////////////////////////////////////
626
627
  private static void zeroBuffer()
628
    {
629 b7074bc6 Leszek Koltunski
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
630
        GLES30.GL_MAP_WRITE_BIT|GLES30.GL_MAP_INVALIDATE_BUFFER_BIT);
631 bfe45b4a Leszek Koltunski
    if( atomicBuf!=null )
632
      {
633
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
634
      atomicIntBuf.put(0,0);
635
      }
636
    else
637
      {
638 b7074bc6 Leszek Koltunski
      Log.e("effects", "zero: failed to map atomic buffer");
639 bfe45b4a Leszek Koltunski
      }
640
641 b7074bc6 Leszek Koltunski
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
642 bfe45b4a Leszek Koltunski
    }
643
644
///////////////////////////////////////////////////////////////////////////////////////////////////
645
// reset atomic counter to 0
646
647
  static int zeroOutAtomic()
648
    {
649
    int counter = 0;
650
651
    if( mAtomicCounter[0]<0 )
652
      {
653 b7074bc6 Leszek Koltunski
      GLES30.glGenBuffers(DistortedLibrary.FBO_QUEUE_SIZE,mAtomicCounter,0);
654 bfe45b4a Leszek Koltunski
655 7602a827 Leszek Koltunski
      for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)
656 bfe45b4a Leszek Koltunski
        {
657 b7074bc6 Leszek Koltunski
        GLES30.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
658
        GLES30.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES30.GL_DYNAMIC_DRAW);
659 bfe45b4a Leszek Koltunski
        zeroBuffer();
660
        }
661
      }
662
663
    // reading the value of the buffer on every frame would slow down rendering by
664 f953bee0 Leszek Koltunski
    // dialog_about 3%; doing it only once every 5 frames affects speed by less than 1%.
665 bfe45b4a Leszek Koltunski
    if( mCurrBuffer==0 )
666
      {
667 b7074bc6 Leszek Koltunski
      GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
668 bfe45b4a Leszek Koltunski
      counter = printPreviousBuffer();
669
      }
670
671 7602a827 Leszek Koltunski
    if( ++mCurrBuffer>= DistortedLibrary.FBO_QUEUE_SIZE ) mCurrBuffer = 0;
672 bfe45b4a Leszek Koltunski
673 b7074bc6 Leszek Koltunski
    GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
674 bfe45b4a Leszek Koltunski
    zeroBuffer();
675
676
    return counter;
677
    }
678
679
///////////////////////////////////////////////////////////////////////////////////////////////////
680 809dcae3 Leszek Koltunski
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
681 bfe45b4a Leszek Koltunski
682 7602a827 Leszek Koltunski
  static void oitClear(InternalOutputSurface surface, int counter)
683 bfe45b4a Leszek Koltunski
    {
684 f482efa3 Leszek Koltunski
    if( mOITClearProgram!=null )
685 bfe45b4a Leszek Koltunski
      {
686 f482efa3 Leszek Koltunski
      if( mLinkedListSSBO[0]<0 )
687
        {
688
        GLES30.glGenBuffers(1,mLinkedListSSBO,0);
689 bfe45b4a Leszek Koltunski
690 f482efa3 Leszek Koltunski
        int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
691
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
692
        GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
693
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
694 bfe45b4a Leszek Koltunski
695 f482efa3 Leszek Koltunski
        GLES30.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
696
        }
697 bfe45b4a Leszek Koltunski
698 f482efa3 Leszek Koltunski
      // See if we have overflown the SSBO in one of the previous frames.
699
      // If yes, assume we need to make the SSBO larger.
700
      float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
701 bfe45b4a Leszek Koltunski
702 f482efa3 Leszek Koltunski
      if( overflow>1.0f )
703
        {
704
        //android.util.Log.e("effects", "previous frame rendered "+counter+
705
        //                   " fragments, but there was only "+(mBufferSize*surface.mWidth*surface.mHeight)+" space");
706
707
        mBufferSize *= (int)(overflow+1.0f);
708
        int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
709
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
710
        GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
711
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
712
        }
713 bfe45b4a Leszek Koltunski
714 f482efa3 Leszek Koltunski
      mOITClearProgram.useProgram();
715 bfe45b4a Leszek Koltunski
716 f482efa3 Leszek Koltunski
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
717
      GLES30.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
718
      GLES30.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
719
      GLES30.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
720
      GLES30.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
721
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
722
      }
723 bfe45b4a Leszek Koltunski
    }
724
725
///////////////////////////////////////////////////////////////////////////////////////////////////
726
// Pass2 of the OIT algorithm - build per-pixel linked lists.
727
728 7602a827 Leszek Koltunski
  static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
729 bfe45b4a Leszek Koltunski
    {
730 f482efa3 Leszek Koltunski
    if( mOITBuildProgram!=null )
731
      {
732
      mOITBuildProgram.useProgram();
733
734
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
735
      GLES30.glUniform1i(mOITBuildTextureH, 0);
736
      GLES30.glUniform1i(mOITBuildDepthTextureH, 1);
737
      GLES30.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
738
      GLES30.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
739
      GLES30.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
740
      GLES30.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
741
      GLES30.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
742
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
743
      }
744 bfe45b4a Leszek Koltunski
    }
745
746
///////////////////////////////////////////////////////////////////////////////////////////////////
747
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
748
749 7602a827 Leszek Koltunski
  static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
750 bfe45b4a Leszek Koltunski
    {
751 f482efa3 Leszek Koltunski
    if( mOITCollapseProgram!=null )
752
      {
753
      mOITCollapseProgram.useProgram();
754
755
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
756
      GLES30.glUniform1i(mOITCollapseDepthTextureH, 1);
757
      GLES30.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
758
      GLES30.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
759
      GLES30.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
760
      GLES30.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
761
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
762
      }
763 bfe45b4a Leszek Koltunski
    }
764
765
///////////////////////////////////////////////////////////////////////////////////////////////////
766
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
767
768 7602a827 Leszek Koltunski
  static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
769 bfe45b4a Leszek Koltunski
    {
770 f482efa3 Leszek Koltunski
    if( mOITRenderProgram!=null )
771
      {
772
      mOITRenderProgram.useProgram();
773
774
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
775
      GLES30.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
776
      GLES30.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
777
      GLES30.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
778
      GLES30.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
779
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
780
      }
781 bfe45b4a Leszek Koltunski
    }
782
783
///////////////////////////////////////////////////////////////////////////////////////////////////
784
785
  static void setSSBOSize(float size)
786
    {
787
    mBufferSize = size;
788
    }
789
790 edea9cf3 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
791
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
792 b7074bc6 Leszek Koltunski
// PowerVR GE8100 / GE8300 compiler fails to compile OIT programs.
793 edea9cf3 Leszek Koltunski
794 c43abe6c Leszek Koltunski
  private static void detectBuggyDrivers()
795 edea9cf3 Leszek Koltunski
    {
796 b7074bc6 Leszek Koltunski
    String vendor  = GLES30.glGetString(GLES30.GL_VENDOR);
797
    String version = GLES30.glGetString(GLES30.GL_VERSION);
798
    String renderer= GLES30.glGetString(GLES30.GL_RENDERER);
799 edea9cf3 Leszek Koltunski
800
    /*
801 b7074bc6 Leszek Koltunski
    android.util.Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
802
    android.util.Log.e("DISTORTED", "GL Version "  +GLES30.glGetString(GLES31.GL_VERSION));
803
    android.util.Log.e("DISTORTED", "GL Vendor "   +GLES30.glGetString(GLES31.GL_VENDOR));
804
    android.util.Log.e("DISTORTED", "GL Renderer " +GLES30.glGetString(GLES31.GL_RENDERER));
805 edea9cf3 Leszek Koltunski
    */
806
807
    if( vendor.contains("ARM") )
808
      {
809
      if( version.contains("r12") )
810
        {
811 b7074bc6 Leszek Koltunski
        Log.e("DISTORTED", "You are running this on a ARM Mali driver r12.\nThis is a buggy driver, please update to r22. Problems with flashing expected.");
812 edea9cf3 Leszek Koltunski
        }
813
      }
814
    else if( vendor.contains("Imagination") )
815
      {
816
      if( renderer.contains("GE8") )
817
        {
818 b7074bc6 Leszek Koltunski
        Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
819 a79650a2 Leszek Koltunski
        Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
820 edea9cf3 Leszek Koltunski
        }
821
      }
822
    }
823
824 b7074bc6 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
825
/**
826
 * Return OpenGL ES version supported by the hardware we are running on.
827 60fdf71d Leszek Koltunski
 * There are only three possibilities: 300 (OpenGL ES 3.0) or 310 (at least OpenGL ES 3.1)
828
 * or 200 (OpenGL ES 2.0)
829 b7074bc6 Leszek Koltunski
 */
830 60fdf71d Leszek Koltunski
  public static int getGLSL()
831 b7074bc6 Leszek Koltunski
    {
832
    return mGLSL;
833
    }
834
835
///////////////////////////////////////////////////////////////////////////////////////////////////
836
/**
837
 * Have we successfully managed to compile the OIT programs?
838
 * Some hardware ( Imagination GE8100 / 8300, driver build 1.8@4490469 present in my HTC phone and,
839
 * sadly, Amazon Fire Stick 4K ) fails to compile the shaders. See relevant thread in Imagination's
840
 * support forum:
841
 *
842
 * https://forums.imgtec.com/t/ge8100-in-htc-desire-12-android-7-1-1-fragment-shader-fails-to-compile/2708
843
 */
844
  public static boolean OITCompilationSuccessful()
845
    {
846
    return mOITCompilationSuccessful;
847
    }
848
849 421c2728 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
850 310e14fb leszek
/**
851
 * Have we called onCreate yet, ie have we initialized the library?
852 1dfc9074 leszek
 * @return <code>true</code> if the library is initialized and ready for action.
853 310e14fb leszek
 */
854
  public static boolean isInitialized()
855 421c2728 Leszek Koltunski
    {
856 55c14a19 Leszek Koltunski
    return mInitialized;
857 421c2728 Leszek Koltunski
    }
858
859 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
860
/**
861 c43abe6c Leszek Koltunski
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
862 432442f9 Leszek Koltunski
 * I.e. best called from GLSurfaceView.onCreate().
863 6a06a912 Leszek Koltunski
 * <p>
864 432442f9 Leszek Koltunski
 * Needs to be called from a thread holding the OpenGL context.
865 6a06a912 Leszek Koltunski
 *   
866 015642fb Leszek Koltunski
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
867 6a06a912 Leszek Koltunski
 */
868 edea9cf3 Leszek Koltunski
  public static void onCreate(final Context context) throws Exception
869 d6e94c84 Leszek Koltunski
    {
870 30beb34f Leszek Koltunski
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
871
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
872 b7074bc6 Leszek Koltunski
873
    int glESversion = configurationInfo.reqGlEsVersion;
874
    int major = glESversion >> 16;
875
    int minor = glESversion & 0xff;
876
877
    if( major< 3 )
878
      {
879
      mGLSL = 100*major + 10*minor;
880
      throw new VertexCompilationException("at least OpenGL ES 3.0 required, this device supports only "+major+"."+minor);
881
      }
882
    else
883
      {
884
      mGLSL = (major==3 && minor==0) ? 300 : 310;
885
      }
886
887
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+major+"."+minor);
888
    mGLSL_VERSION = "#version "+mGLSL+" es\n";
889 edea9cf3 Leszek Koltunski
890
    mInitialized = true;
891 b7074bc6 Leszek Koltunski
    mOITCompilationSuccessful = false;
892 edea9cf3 Leszek Koltunski
893
    detectBuggyDrivers();
894
895 0e924ba5 Leszek Koltunski
    EffectMessageSender.startSending();
896
897 d6e94c84 Leszek Koltunski
    final Resources resources = context.getResources();
898 c90b9e01 Leszek Koltunski
899 edea9cf3 Leszek Koltunski
    Exception exception=null;
900
901
    try
902
      {
903 bfe45b4a Leszek Koltunski
      createPrograms(resources);
904 edea9cf3 Leszek Koltunski
      }
905
    catch(Exception ex)
906
      {
907
      exception = ex;
908
      }
909
910 f046b159 Leszek Koltunski
    try
911
      {
912
      createFullProgram(resources);
913
      }
914
    catch(Exception ex)
915
      {
916
      exception = ex;
917
      }
918
919 b7074bc6 Leszek Koltunski
    if( mGLSL>=310)
920 edea9cf3 Leszek Koltunski
      {
921 b7074bc6 Leszek Koltunski
      try
922
        {
923
        createProgramsOIT(resources);
924
        mOITCompilationSuccessful = true;
925
        }
926
      catch(Exception ex)
927
        {
928
        exception = ex;
929
        }
930 edea9cf3 Leszek Koltunski
      }
931
932 a13dde77 Leszek Koltunski
    try
933
      {
934 b7074bc6 Leszek Koltunski
      EffectQueuePostprocess.createPrograms(resources, mGLSL);
935 a13dde77 Leszek Koltunski
      }
936
    catch(Exception ex)
937
      {
938
      exception = ex;
939
      }
940
941 edea9cf3 Leszek Koltunski
    try
942
      {
943 b7074bc6 Leszek Koltunski
      PostprocessEffect.createPrograms(mGLSL);
944 edea9cf3 Leszek Koltunski
      }
945
    catch(Exception ex)
946
      {
947
      exception = ex;
948
      }
949
950
    if( exception!=null)
951
      {
952
      throw exception;
953
      }
954 6a06a912 Leszek Koltunski
    }
955
956 05ecc6fe Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
957
/**
958 78e89fb5 Leszek Koltunski
 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
959 05ecc6fe Leszek Koltunski
 * Must be called from Activity.onPause().
960
 */
961
  public static void onPause()
962
    {
963 7602a827 Leszek Koltunski
    InternalObject.onPause();
964 bfe45b4a Leszek Koltunski
965
    mLinkedListSSBO[0]= -1;
966
967 7602a827 Leszek Koltunski
    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1;
968 05ecc6fe Leszek Koltunski
    }
969
970 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
971
/**
972
 * Call this so that the Library can release its internal data structures.
973
 * Must be called from Activity.onDestroy(). 
974
 */
975
  public static void onDestroy()
976
    {
977 7602a827 Leszek Koltunski
    InternalObject.onDestroy();
978
    InternalNodeData.onDestroy();
979
    InternalMaster.onDestroy();
980
    InternalOutputSurface.onDestroy();
981 46b572b5 Leszek Koltunski
    DistortedEffects.onDestroy();
982 42571056 Leszek Koltunski
    EffectQueue.onDestroy();
983 26a4e5f6 leszek
    Effect.onDestroy();
984 07206c71 Leszek Koltunski
    DeferredJobs.onDestroy();
985 6a06a912 Leszek Koltunski
    EffectMessageSender.stopSending();
986 f8686932 Leszek Koltunski
987 55c14a19 Leszek Koltunski
    mInitialized = false;
988 6a06a912 Leszek Koltunski
    }
989 bfe45b4a Leszek Koltunski
990
///////////////////////////////////////////////////////////////////////////////////////////////////
991
/**
992
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
993
 * single (InputSurface,MeshBase) combo.
994
 *
995
 * @param type {@link EffectType}
996
 * @return The maximum number of effects of a given type.
997
 */
998
  @SuppressWarnings("unused")
999
  public static int getMax(EffectType type)
1000
    {
1001
    return EffectQueue.getMax(type.ordinal());
1002
    }
1003
1004
///////////////////////////////////////////////////////////////////////////////////////////////////
1005
/**
1006
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
1007
 * This can fail if:
1008
 * <ul>
1009
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
1010
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
1011 7602a827 Leszek Koltunski
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
1012 bfe45b4a Leszek Koltunski
 *     time only decreasing the value of 'max' is permitted.
1013
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
1014
 * </ul>
1015
 *
1016
 * @param type {@link EffectType}
1017
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
1018
 *            than Byte.MAX_VALUE
1019
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
1020
 */
1021
  @SuppressWarnings("unused")
1022
  public static boolean setMax(EffectType type, int max)
1023
    {
1024
    return EffectQueue.setMax(type.ordinal(),max);
1025
    }
1026 f8f6d457 leszek
  }