Revision ec541169
Added by Leszek Koltunski 1 day ago
| src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.kt | ||
|---|---|---|
| 67 | 67 |
|
| 68 | 68 |
/////////////////////////////////////////////////////////////////////////////////////////// |
| 69 | 69 |
|
| 70 |
fun createPrograms(vert: ByteArray, frag: ByteArray, GLSL: Int)
|
|
| 70 |
fun createPrograms(vert: String, frag: String, GLSL: Int)
|
|
| 71 | 71 |
{
|
| 72 | 72 |
val numV = VertexEffect.getNumEnabled() |
| 73 | 73 |
|
| src/main/java/org/distorted/library/main/DistortedLibrary.kt | ||
|---|---|---|
| 47 | 47 |
import org.distorted.library.program.DistortedProgram |
| 48 | 48 |
import org.distorted.library.program.VertexCompilationException |
| 49 | 49 |
import org.distorted.library.type.Dynamic |
| 50 |
import org.distorted.library.shaders.* |
|
| 51 |
|
|
| 50 | 52 |
import java.nio.ByteBuffer |
| 51 | 53 |
import java.nio.ByteOrder |
| 52 | 54 |
import java.nio.FloatBuffer |
| ... | ... | |
| 278 | 280 |
interface LibraryUser |
| 279 | 281 |
{
|
| 280 | 282 |
fun distortedException(ex: Exception) |
| 281 |
fun localFile(fileID: Int): ByteArray |
|
| 282 | 283 |
fun logMessage(message: String) |
| 283 | 284 |
} |
| 284 | 285 |
private lateinit var mUser: LibraryUser |
| ... | ... | |
| 287 | 288 |
private fun createMainProgram() |
| 288 | 289 |
{
|
| 289 | 290 |
// MAIN PROGRAM //////////////////////////////////// |
| 290 |
val mainVertStream = mUser.localFile(R.raw.main_vertex_shader)
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val mainFragStream = mUser.localFile(R.raw.main_fragment_shader)
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val mainVertStream = Main.vertex()
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| 292 |
val mainFragStream = Main.fragment()
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| 292 | 293 |
|
| 293 | 294 |
val numF = FragmentEffect.getNumEnabled() |
| 294 | 295 |
val numV = VertexEffect.getNumEnabled() |
| ... | ... | |
| 324 | 325 |
mTransformFeedbackH = GLES30.glGetUniformLocation(mMainProgramH, "u_TransformFeedback") |
| 325 | 326 |
|
| 326 | 327 |
// BLIT PROGRAM //////////////////////////////////// |
| 327 |
val blitVertStream = mUser.localFile(R.raw.blit_vertex_shader)
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|
| 328 |
val blitFragStream = mUser.localFile(R.raw.blit_fragment_shader)
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| 328 |
val blitVertStream = Blit.vertex()
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| 329 |
val blitFragStream = Blit.fragment()
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|
| 329 | 330 |
|
| 330 | 331 |
try |
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{
|
| ... | ... | |
| 342 | 343 |
mBlitDepthH = GLES30.glGetUniformLocation(blitProgramH, "u_Depth") |
| 343 | 344 |
|
| 344 | 345 |
// BLIT DEPTH PROGRAM //////////////////////////////////// |
| 345 |
val blitDepthVertStream = mUser.localFile(R.raw.blit_depth_vertex_shader)
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val blitDepthFragStream = mUser.localFile(R.raw.blit_depth_fragment_shader)
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| 346 |
val blitDepthVertStream = BlitDepth.vertex()
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| 347 |
val blitDepthFragStream = BlitDepth.fragment()
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|
| 347 | 348 |
|
| 348 | 349 |
try |
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{
|
| ... | ... | |
| 364 | 365 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private fun createNormalProgram() |
| 366 | 367 |
{
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| 367 |
val normalVertexStream = mUser.localFile(R.raw.normal_vertex_shader)
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| 368 |
val normalFragmentStream = mUser.localFile(R.raw.normal_fragment_shader)
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val normalVertexStream = Normal.vertex()
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val normalFragmentStream = Normal.fragment()
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| 369 | 370 |
|
| 370 | 371 |
try |
| 371 | 372 |
{
|
| ... | ... | |
| 384 | 385 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 385 | 386 |
private fun createFullProgram() |
| 386 | 387 |
{
|
| 387 |
val fullVertStream = mUser.localFile(R.raw.main_vertex_shader)
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| 388 |
val fullFragStream = mUser.localFile(R.raw.main_fragment_shader)
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| 388 |
val fullVertStream = Main.vertex()
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| 389 |
val fullFragStream = Main.fragment()
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|
| 389 | 390 |
|
| 390 | 391 |
val numV = allEnabled |
| 391 | 392 |
|
| ... | ... | |
| 423 | 424 |
private fun createOITProgram() |
| 424 | 425 |
{
|
| 425 | 426 |
// MAIN OIT PROGRAM //////////////////////////////// |
| 426 |
val mainVertStream = mUser.localFile(R.raw.main_vertex_shader)
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| 427 |
val mainFragStream = mUser.localFile(R.raw.main_fragment_shader)
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| 427 |
val mainVertStream = Main.vertex()
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| 428 |
val mainFragStream = Main.fragment()
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| 428 | 429 |
|
| 429 | 430 |
val numF = FragmentEffect.getNumEnabled() |
| 430 | 431 |
val numV = VertexEffect.getNumEnabled() |
| ... | ... | |
| 458 | 459 |
mMainOITNumRecordsH = GLES30.glGetUniformLocation(mMainOITProgramH, "u_numRecords") |
| 459 | 460 |
|
| 460 | 461 |
// OIT CLEAR PROGRAM //////////////////////////////////// |
| 461 |
val oitClearVertStream = mUser.localFile(R.raw.oit_vertex_shader)
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| 462 |
val oitClearFragStream = mUser.localFile(R.raw.oit_clear_fragment_shader)
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| 462 |
val oitClearVertStream = Oit.vertex()
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| 463 |
val oitClearFragStream = Oit.fragment_clear()
|
|
| 463 | 464 |
|
| 464 | 465 |
try |
| 465 | 466 |
{
|
| ... | ... | |
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mOITClearSizeH = GLES30.glGetUniformLocation(oitClearProgramH, "u_Size") |
| 478 | 479 |
|
| 479 | 480 |
// OIT BUILD PROGRAM //////////////////////////////////// |
| 480 |
val oitBuildVertStream = mUser.localFile(R.raw.oit_vertex_shader)
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|
| 481 |
val oitBuildFragStream = mUser.localFile(R.raw.oit_build_fragment_shader)
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| 481 |
val oitBuildVertStream = Oit.vertex()
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|
| 482 |
val oitBuildFragStream = Oit.fragment_build()
|
|
| 482 | 483 |
|
| 483 | 484 |
try |
| 484 | 485 |
{
|
| ... | ... | |
| 499 | 500 |
mOITBuildNumRecordsH = GLES30.glGetUniformLocation(oitBuildProgramH, "u_numRecords") |
| 500 | 501 |
|
| 501 | 502 |
// OIT COLLAPSE PROGRAM /////////////////////////// |
| 502 |
val oitCollapseVertStream = mUser.localFile(R.raw.oit_vertex_shader)
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| 503 |
val oitCollapseFragStream = mUser.localFile(R.raw.oit_collapse_fragment_shader)
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| 503 |
val oitCollapseVertStream = Oit.vertex()
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| 504 |
val oitCollapseFragStream = Oit.fragment_collapse()
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| 504 | 505 |
|
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try |
| 506 | 507 |
{
|
| ... | ... | |
| 519 | 520 |
mOITCollapseSizeH = GLES30.glGetUniformLocation(oitCollapseProgramH, "u_Size") |
| 520 | 521 |
|
| 521 | 522 |
// OIT RENDER PROGRAM /////////////////////////// |
| 522 |
val oitRenderVertStream = mUser.localFile(R.raw.oit_vertex_shader)
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| 523 |
val oitRenderFragStream = mUser.localFile(R.raw.oit_render_fragment_shader)
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| 523 |
val oitRenderVertStream = Oit.vertex()
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| 524 |
val oitRenderFragStream = Oit.fragment_render()
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| 524 | 525 |
|
| 525 | 526 |
try |
| 526 | 527 |
{
|
| ... | ... | |
| 1050 | 1051 |
|
| 1051 | 1052 |
try |
| 1052 | 1053 |
{
|
| 1053 |
val vertStream = mUser.localFile(R.raw.main_vertex_shader)
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| 1054 |
val fragStream = mUser.localFile(R.raw.preprocess_fragment_shader)
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| 1054 |
val vertStream = Main.vertex()
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| 1055 |
val fragStream = Postprocess.fragment()
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| 1055 | 1056 |
createPrograms(vertStream, fragStream, gLSL) |
| 1056 | 1057 |
} |
| 1057 | 1058 |
catch (ex: Exception) |
| src/main/java/org/distorted/library/program/DistortedProgram.kt | ||
|---|---|---|
| 306 | 306 |
} |
| 307 | 307 |
|
| 308 | 308 |
/////////////////////////////////////////////////////////////////////////////////////////////// |
| 309 |
private fun readTextFileFromRawResource(inputBytes: ByteArray, doAttributes: Boolean): String?
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|
| 309 |
private fun readTextFileFromRawResource(inputBytes: String, doAttributes: Boolean): String?
|
|
| 310 | 310 |
{
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| 311 | 311 |
val body = StringBuilder() |
| 312 | 312 |
var attrList: String? = "" |
| 313 | 313 |
|
| 314 | 314 |
try |
| 315 | 315 |
{
|
| 316 |
val lines = inputBytes.toString(Charsets.UTF_8).lines()
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| 316 |
val lines = inputBytes.lines() |
|
| 317 | 317 |
|
| 318 | 318 |
for (nextLine in lines) |
| 319 | 319 |
{
|
| ... | ... | |
| 446 | 446 |
* |
| 447 | 447 |
* @y.exclude |
| 448 | 448 |
*/ |
| 449 |
constructor(vert: ByteArray, frag: ByteArray, vertHeader: String,
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| 449 |
constructor(vert: String, frag: String, vertHeader: String,
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| 450 | 450 |
fragHeader: String, glslVersion: Int, feedback: Array<String>?) |
| 451 | 451 |
{
|
| 452 | 452 |
init(glslVersion) |
| ... | ... | |
| 473 | 473 |
* |
| 474 | 474 |
* @y.exclude |
| 475 | 475 |
*/ |
| 476 |
constructor(vert: ByteArray, frag: ByteArray, vertHeader: String, fragHeader: String,
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| 476 |
constructor(vert: String, frag: String, vertHeader: String, fragHeader: String,
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| 477 | 477 |
enabledVert: String?, enabledFrag: String?, glslVersion: Int, feedback: Array<String>?) |
| 478 | 478 |
{
|
| 479 | 479 |
init(glslVersion) |
| ... | ... | |
| 503 | 503 |
* |
| 504 | 504 |
* @y.exclude |
| 505 | 505 |
*/ |
| 506 |
constructor( vert: ByteArray, frag: ByteArray, vertHeader: String, fragHeader: String, glslVersion: Int) :
|
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| 506 |
constructor( vert: String, frag: String, vertHeader: String, fragHeader: String, glslVersion: Int) :
|
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| 507 | 507 |
this(vert, frag, vertHeader, fragHeader, glslVersion, null) |
| 508 | 508 |
|
| 509 | 509 |
/////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/java/org/distorted/library/shaders/Blit.kt | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 2 |
// Copyright 2025 Leszek Koltunski leszek@koltunski.pl // |
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| 3 |
// // |
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// This file is part of Distorted. // |
|
| 5 |
// // |
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// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library 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 GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
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| 21 |
package org.distorted.library.shaders |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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object Blit |
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{
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// a_Position Per-vertex position. |
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// v_TexCoordinate |
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// u_Depth Distance from the near plane to render plane, in clip coords |
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|
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fun vertex() : String |
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{
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return """ |
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precision lowp float; |
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| 36 |
|
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| 37 |
in vec2 a_Position; |
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| 38 |
out vec2 v_TexCoordinate; |
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uniform float u_Depth; |
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| 40 |
|
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| 41 |
void main() |
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| 42 |
{
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| 43 |
v_TexCoordinate = a_Position + 0.5; |
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| 44 |
gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
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} |
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""".trimIndent() |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 50 |
// fragColor The output color |
|
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// v_TexCoordinate Interpolated texture coordinate per fragment. |
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// u_Texture The input texture. |
|
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|
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| 54 |
fun fragment() : String |
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| 55 |
{
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| 56 |
return """ |
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| 57 |
precision lowp float; |
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| 58 |
|
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| 59 |
out vec4 fragColor; |
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| 60 |
in vec2 v_TexCoordinate; |
|
| 61 |
uniform sampler2D u_Texture; |
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| 62 |
|
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| 63 |
void main() |
|
| 64 |
{
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| 65 |
fragColor = texture(u_Texture,v_TexCoordinate); |
|
| 66 |
} |
|
| 67 |
""".trimIndent() |
|
| 68 |
} |
|
| 69 |
} |
|
| src/main/java/org/distorted/library/shaders/BlitDepth.kt | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2025 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library 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 GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
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| 21 |
package org.distorted.library.shaders |
|
| 22 |
|
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| 23 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 24 |
|
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| 25 |
object BlitDepth |
|
| 26 |
{
|
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| 27 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 28 |
// a_Position - Per-vertex position. |
|
| 29 |
// u_TexCorr - when we blit from postprocessing buffers, the buffers can be |
|
| 30 |
// larger than necessary (there is just one static set being reused!) |
|
| 31 |
// so we need to compensate here by adjusting the texture coords. |
|
| 32 |
|
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| 33 |
fun vertex() : String |
|
| 34 |
{
|
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| 35 |
return """ |
|
| 36 |
precision highp float; |
|
| 37 |
|
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| 38 |
in vec2 a_Position; |
|
| 39 |
out vec2 v_TexCoordinate; |
|
| 40 |
uniform vec2 u_TexCorr; |
|
| 41 |
|
|
| 42 |
void main() |
|
| 43 |
{
|
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| 44 |
v_TexCoordinate = (a_Position + 0.5) * u_TexCorr; |
|
| 45 |
gl_Position = vec4(2.0*a_Position,0.0,1.0); |
|
| 46 |
} |
|
| 47 |
""".trimIndent() |
|
| 48 |
} |
|
| 49 |
|
|
| 50 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 51 |
// fragColor - The output color |
|
| 52 |
// v_TexCoordinate - Interpolated texture coordinate per fragment. |
|
| 53 |
// |
|
| 54 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 55 |
// why -0.0003 ? On some drivers (for example Qualcomm's V@331, V@415 on Adreno 308 - also on |
|
| 56 |
// some Mali devices ) without it the depth test - when postprocessing a flat 2D object - does |
|
| 57 |
// not pass (for unknown reasons) and we don't see the Glow halo. See for example the 'Glowing |
|
| 58 |
// Leaf' test app. |
|
| 59 |
// Why exactly 0.0003? Testing of the Cube app on the SM-A315F. ( Mali G52, drivr r20p0 ) |
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| 60 |
// 0.0003 shouldn't hurt anyway. |
|
| 61 |
|
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| 62 |
fun fragment() : String |
|
| 63 |
{
|
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| 64 |
return """ |
|
| 65 |
precision highp float; |
|
| 66 |
|
|
| 67 |
out vec4 fragColor; |
|
| 68 |
in vec2 v_TexCoordinate; |
|
| 69 |
uniform sampler2D u_Texture; |
|
| 70 |
uniform sampler2D u_DepthTexture; |
|
| 71 |
|
|
| 72 |
void main() |
|
| 73 |
{
|
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| 74 |
gl_FragDepth = texture(u_DepthTexture,v_TexCoordinate).r -0.0003; |
|
| 75 |
fragColor = texture(u_Texture ,v_TexCoordinate); |
|
| 76 |
} |
|
| 77 |
""".trimIndent() |
|
| 78 |
} |
|
| 79 |
} |
|
| src/main/java/org/distorted/library/shaders/Main.kt | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2025 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library 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 GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
package org.distorted.library.shaders |
|
| 22 |
|
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| 23 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 24 |
|
|
| 25 |
object Main |
|
| 26 |
{
|
|
| 27 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 28 |
|
|
| 29 |
fun vertex() : String |
|
| 30 |
{
|
|
| 31 |
return """ |
|
| 32 |
precision highp float; |
|
| 33 |
precision highp int; |
|
| 34 |
|
|
| 35 |
in vec3 a_Position; // Per-vertex position. |
|
| 36 |
in vec3 a_Normal; // Per-vertex normal vector. |
|
| 37 |
in vec2 a_TexCoordinate; // Per-vertex texture coordinate. |
|
| 38 |
in float a_Component; // The component a vertex belongs to. |
|
| 39 |
// to a vertex effect. An effect will only be active on a vertex iff (a_Association & vAssociation[effect]) != 0. |
|
| 40 |
// ( see VertexEffect.retSection() ) |
|
| 41 |
|
|
| 42 |
out vec3 v_Position; // for Transform Feedback only |
|
| 43 |
out vec3 v_endPosition; // for Transform Feedback only |
|
| 44 |
out vec3 v_Normal; // |
|
| 45 |
out vec2 v_TexCoordinate; // |
|
| 46 |
|
|
| 47 |
uniform mat4 u_MVPMatrix; // u_MVMatrixP * projection. |
|
| 48 |
uniform mat4 u_MVMatrixP; // the combined model/view matrix. (for points) |
|
| 49 |
uniform mat4 u_MVMatrixV; // the combined model/view matrix. (for vectors) |
|
| 50 |
// which need to work differently on points and vectors |
|
| 51 |
uniform float u_Inflate; // how much should we inflate (>0.0) or deflate (<0.0) the mesh. |
|
| 52 |
uniform int u_TransformFeedback; // are we doing the transform feedback now? |
|
| 53 |
|
|
| 54 |
#ifdef COMP_CENTERS |
|
| 55 |
layout (std140) uniform componentCenter |
|
| 56 |
{
|
|
| 57 |
vec4 vComCenter[MAX_COMPON]; // centers of mesh components. 4 floats: (x,y,z,unused) |
|
| 58 |
}; |
|
| 59 |
#endif |
|
| 60 |
|
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| 61 |
#ifdef BUGGY_UBOS |
|
| 62 |
layout (packed) uniform componentAssociation |
|
| 63 |
{
|
|
| 64 |
ivec2 vComAssoc[MAX_COMPON]; // component 'AND' and 'EQU' Associations |
|
| 65 |
}; |
|
| 66 |
#else |
|
| 67 |
layout (std140) uniform componentAssociation |
|
| 68 |
{
|
|
| 69 |
ivec4 vComAssoc[MAX_COMPON]; // component 'AND' and 'EQU' Associations |
|
| 70 |
}; |
|
| 71 |
#endif |
|
| 72 |
|
|
| 73 |
#if NUM_VERTEX>0 |
|
| 74 |
uniform int vNumEffects; // total number of vertex effects |
|
| 75 |
|
|
| 76 |
layout (std140) uniform vUniformProperties |
|
| 77 |
{
|
|
| 78 |
ivec4 vProperties[NUM_VERTEX]; // their properties, 4 ints: |
|
| 79 |
// 1: name of the effect |
|
| 80 |
// 2: effect's AND association |
|
| 81 |
// 3: reserved int (probably another AND assoc in the future) |
|
| 82 |
// 4: effect's EQU association |
|
| 83 |
}; |
|
| 84 |
|
|
| 85 |
layout (std140) uniform vUniformFloats |
|
| 86 |
{
|
|
| 87 |
vec4 vUniforms[3*NUM_VERTEX]; // i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2]. |
|
| 88 |
// The first vec4 is the Interpolated values, |
|
| 89 |
// second vec4: first float - cache, next 3: Center, the third - the Region. |
|
| 90 |
}; |
|
| 91 |
|
|
| 92 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 93 |
// HELPER FUNCTIONS |
|
| 94 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 95 |
// Return degree of the point as defined by the Region. Currently only supports spherical regions. |
|
| 96 |
// |
|
| 97 |
// Let 'PS' be the vector from point P (the current vertex) to point S (the center of the effect). |
|
| 98 |
// Let region.xyz be the vector from point S to point O (the center point of the region sphere) |
|
| 99 |
// Let region.w be the radius of the region sphere. |
|
| 100 |
// (This all should work regardless if S is inside or outside of the sphere). |
|
| 101 |
// |
|
| 102 |
// Then, the degree of a point with respect to a given (spherical!) Region is defined by: |
|
| 103 |
// |
|
| 104 |
// If P is outside the sphere, return 0. |
|
| 105 |
// Otherwise, let X be the point where the halfline SP meets the sphere - then return |PX|/|SX|, |
|
| 106 |
// aka the 'degree' of point P. |
|
| 107 |
// |
|
| 108 |
// We solve the triangle OPX. |
|
| 109 |
// We know the lengths |PO|, |OX| and the angle OPX, because cos(OPX) = cos(180-OPS) = -cos(OPS) = -PS*PO/(|PS|*|PO|) |
|
| 110 |
// then from the law of cosines PX^2 + PO^2 - 2*PX*PO*cos(OPX) = OX^2 so PX = -a + sqrt(a^2 + OX^2 - PO^2) |
|
| 111 |
// where a = PS*PO/|PS| but we are really looking for d = |PX|/(|PX|+|PS|) = 1/(1+ (|PS|/|PX|) ) and |
|
| 112 |
// |PX|/|PS| = -b + sqrt(b^2 + (OX^2-PO^2)/PS^2) where b=PS*PO/|PS|^2 which can be computed with only one sqrt. |
|
| 113 |
|
|
| 114 |
float degree(in vec4 region, in vec3 PS) |
|
| 115 |
{
|
|
| 116 |
float ps_sq = dot(PS,PS); |
|
| 117 |
|
|
| 118 |
if( ps_sq==0.0 ) return 1.0; |
|
| 119 |
|
|
| 120 |
vec3 PO = PS + region.xyz; |
|
| 121 |
float d = region.w*region.w-dot(PO,PO); |
|
| 122 |
|
|
| 123 |
if( d<=0.0 ) return 0.0; |
|
| 124 |
|
|
| 125 |
float b = dot(PS,PO)/ps_sq; |
|
| 126 |
|
|
| 127 |
return 1.0 / (1.0 + 1.0/(sqrt(b*b + d/ps_sq)-b)); |
|
| 128 |
} |
|
| 129 |
|
|
| 130 |
#endif // NUM_VERTEX>0 |
|
| 131 |
|
|
| 132 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 133 |
|
|
| 134 |
void main() |
|
| 135 |
{
|
|
| 136 |
int component = int(a_Component); |
|
| 137 |
vec3 n = a_Normal; |
|
| 138 |
#ifdef COMP_CENTERS |
|
| 139 |
vec3 v = a_Position + u_Inflate*(a_Position - vComCenter[component].xyz); |
|
| 140 |
#else |
|
| 141 |
vec3 v = a_Position + u_Inflate*a_Position; |
|
| 142 |
#endif |
|
| 143 |
|
|
| 144 |
#ifdef POSTPROCESS |
|
| 145 |
if( (uint(vComAssoc[component].x) & 0x80000000u) != 0u ) |
|
| 146 |
{
|
|
| 147 |
v = vec3(0.0, 0.0, 0.0); |
|
| 148 |
} |
|
| 149 |
#endif |
|
| 150 |
|
|
| 151 |
#if NUM_VERTEX>0 |
|
| 152 |
int effect=0; |
|
| 153 |
int andC = vComAssoc[component].x & 0x7fffffff; |
|
| 154 |
int equC = vComAssoc[component].y; |
|
| 155 |
|
|
| 156 |
for(int i=0; i<vNumEffects; i++) |
|
| 157 |
{
|
|
| 158 |
if( ((andC & vProperties[i].y) != 0) || (equC == vProperties[i].w) ) |
|
| 159 |
{
|
|
| 160 |
// ENABLED EFFECTS WILL BE INSERTED HERE |
|
| 161 |
|
|
| 162 |
} |
|
| 163 |
effect+=3; |
|
| 164 |
} |
|
| 165 |
#endif |
|
| 166 |
|
|
| 167 |
#ifdef PREAPPLY |
|
| 168 |
v_Position = v; |
|
| 169 |
v_endPosition= n; |
|
| 170 |
#else |
|
| 171 |
if( u_TransformFeedback == 1 ) |
|
| 172 |
{
|
|
| 173 |
vec4 tmp1 = u_MVMatrixP * vec4(v,1.0); |
|
| 174 |
vec4 tmp2 = normalize(u_MVMatrixV * vec4(n,0.0)); |
|
| 175 |
|
|
| 176 |
v_Position = vec3(tmp1); |
|
| 177 |
v_endPosition = vec3(tmp1+100.0*tmp2); |
|
| 178 |
} |
|
| 179 |
else |
|
| 180 |
{
|
|
| 181 |
v_Position = v; |
|
| 182 |
} |
|
| 183 |
#endif |
|
| 184 |
|
|
| 185 |
v_TexCoordinate = a_TexCoordinate; |
|
| 186 |
v_Normal = normalize(vec3(u_MVMatrixV*vec4(n,0.0))); |
|
| 187 |
gl_Position = u_MVPMatrix*vec4(v,1.0); |
|
| 188 |
} |
|
| 189 |
""".trimIndent() |
|
| 190 |
} |
|
| 191 |
|
|
| 192 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 193 |
|
|
| 194 |
fun fragment() : String |
|
| 195 |
{
|
|
| 196 |
return """ |
|
| 197 |
precision highp float; |
|
| 198 |
precision highp int; |
|
| 199 |
|
|
| 200 |
in vec3 v_Position; // Interpolated position for this fragment. |
|
| 201 |
in vec3 v_Normal; // Interpolated normal for this fragment. |
|
| 202 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 203 |
|
|
| 204 |
out vec4 fragColor; // The output color |
|
| 205 |
|
|
| 206 |
uniform sampler2D u_Texture; // The input texture. |
|
| 207 |
|
|
| 208 |
#ifdef OIT |
|
| 209 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 210 |
// per-pixel linked list. Order Independent Transparency. |
|
| 211 |
|
|
| 212 |
uniform uvec2 u_Size; |
|
| 213 |
uniform uint u_numRecords; |
|
| 214 |
|
|
| 215 |
layout (binding=0, offset=0) uniform atomic_uint u_Counter; |
|
| 216 |
|
|
| 217 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 218 |
{ // one for each pixel in the Output rectangle.
|
|
| 219 |
uint u_Records[]; // |
|
| 220 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 221 |
// triplets of (pointer,depth,rgba). |
|
| 222 |
#endif |
|
| 223 |
|
|
| 224 |
#if NUM_FRAGMENT>0 |
|
| 225 |
uniform int fNumEffects; // total number of fragment effects |
|
| 226 |
|
|
| 227 |
uniform ivec4 fProperties[NUM_FRAGMENT]; // their properties, 4 ints: |
|
| 228 |
// name of the effect, unused, unused, unused |
|
| 229 |
|
|
| 230 |
uniform vec4 fUniforms[3*NUM_FRAGMENT]; // i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2]. |
|
| 231 |
// The first vec4 is the Interpolated values, |
|
| 232 |
// second vec4: first float - cache, next 3: Center, the third - the Region. |
|
| 233 |
|
|
| 234 |
#endif // NUM_FRAGMENT>0 |
|
| 235 |
|
|
| 236 |
#ifdef OIT |
|
| 237 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 238 |
// Concurrent insert to a linked list. Tim Harris, 'pragmatic implementation of non-blocking |
|
| 239 |
// linked-lists', 2001. |
|
| 240 |
// This arranges fragments by decreasing 'depth', so one would think - from back to front, but |
|
| 241 |
// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back. |
|
| 242 |
|
|
| 243 |
void insert( vec2 ij, uint depth, uint rgba ) |
|
| 244 |
{
|
|
| 245 |
uint ptr = atomicCounterIncrement(u_Counter); |
|
| 246 |
|
|
| 247 |
if( ptr<u_numRecords ) |
|
| 248 |
{
|
|
| 249 |
ptr = 3u*ptr + u_Size.x*u_Size.y; |
|
| 250 |
|
|
| 251 |
u_Records[ptr+1u] = depth; |
|
| 252 |
u_Records[ptr+2u] = rgba; |
|
| 253 |
|
|
| 254 |
memoryBarrier(); |
|
| 255 |
|
|
| 256 |
uint prev = uint(ij.x) + uint(ij.y) * u_Size.x; |
|
| 257 |
uint curr = u_Records[prev]; |
|
| 258 |
|
|
| 259 |
while (true) |
|
| 260 |
{
|
|
| 261 |
if ( curr==0u || depth > u_Records[curr+1u] ) // need to insert here |
|
| 262 |
{
|
|
| 263 |
u_Records[ptr] = curr; // next of new record is curr |
|
| 264 |
memoryBarrier(); |
|
| 265 |
uint res = atomicCompSwap( u_Records[prev], curr, ptr ); |
|
| 266 |
|
|
| 267 |
if (res==curr) break; // done! |
|
| 268 |
else curr = res; // could not insert! retry from same place in list |
|
| 269 |
} |
|
| 270 |
else // advance in list |
|
| 271 |
{
|
|
| 272 |
prev = curr; |
|
| 273 |
curr = u_Records[prev]; |
|
| 274 |
} |
|
| 275 |
} |
|
| 276 |
} |
|
| 277 |
} |
|
| 278 |
|
|
| 279 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 280 |
|
|
| 281 |
uint convert(vec4 c) |
|
| 282 |
{
|
|
| 283 |
return ((uint(255.0*c.r))<<24u) + ((uint(255.0*c.g))<<16u) + ((uint(255.0*c.b))<<8u) + uint(255.0*c.a); |
|
| 284 |
} |
|
| 285 |
|
|
| 286 |
#endif // OIT |
|
| 287 |
|
|
| 288 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 289 |
|
|
| 290 |
void main() |
|
| 291 |
{
|
|
| 292 |
vec4 color = texture(u_Texture,v_TexCoordinate); |
|
| 293 |
|
|
| 294 |
#if NUM_FRAGMENT>0 |
|
| 295 |
vec3 diff; |
|
| 296 |
float degree; |
|
| 297 |
int effect=0; |
|
| 298 |
|
|
| 299 |
for(int i=0; i<fNumEffects; i++) |
|
| 300 |
{
|
|
| 301 |
diff = (v_Position - fUniforms[effect+1].yzw)/fUniforms[effect+2].xyz; |
|
| 302 |
degree = max(0.0,1.0-dot(diff,diff)); |
|
| 303 |
|
|
| 304 |
// ENABLED EFFECTS WILL BE INSERTED HERE |
|
| 305 |
|
|
| 306 |
effect+=3; |
|
| 307 |
} |
|
| 308 |
#endif |
|
| 309 |
|
|
| 310 |
float z = v_Normal.z; |
|
| 311 |
if( z<0.0 ) z = -z; |
|
| 312 |
|
|
| 313 |
vec4 converted = vec4(color.rgb * (1.0 + 4.0*z) * 0.200, color.a); |
|
| 314 |
|
|
| 315 |
#ifdef OIT |
|
| 316 |
if( converted.a > 0.97 ) |
|
| 317 |
{
|
|
| 318 |
fragColor= converted; |
|
| 319 |
} |
|
| 320 |
else |
|
| 321 |
{
|
|
| 322 |
if( converted.a > 0.0 ) |
|
| 323 |
{
|
|
| 324 |
const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough. |
|
| 325 |
vec2 pixel = vec2(gl_FragCoord.xy); |
|
| 326 |
insert(pixel, uint(S*(1.0-gl_FragCoord.z)/2.0), convert(converted) ); |
|
| 327 |
} |
|
| 328 |
discard; |
|
| 329 |
} |
|
| 330 |
#else |
|
| 331 |
fragColor = converted; |
|
| 332 |
#endif |
|
| 333 |
} |
|
| 334 |
""".trimIndent() |
|
| 335 |
} |
|
| 336 |
} |
|
| src/main/java/org/distorted/library/shaders/Normal.kt | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2025 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library 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 GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
package org.distorted.library.shaders |
|
| 22 |
|
|
| 23 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 24 |
|
|
| 25 |
object Normal |
|
| 26 |
{
|
|
| 27 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 28 |
|
|
| 29 |
fun vertex() : String |
|
| 30 |
{
|
|
| 31 |
return """ |
|
| 32 |
precision lowp float; |
|
| 33 |
|
|
| 34 |
in vec3 a_Position; |
|
| 35 |
uniform mat4 u_Projection; |
|
| 36 |
|
|
| 37 |
void main() |
|
| 38 |
{
|
|
| 39 |
gl_Position = u_Projection * vec4(a_Position, 1.0); |
|
| 40 |
} |
|
| 41 |
""".trimIndent() |
|
| 42 |
} |
|
| 43 |
|
|
| 44 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 45 |
|
|
| 46 |
fun fragment() : String |
|
| 47 |
{
|
|
| 48 |
return """ |
|
| 49 |
precision lowp float; |
|
| 50 |
|
|
| 51 |
out vec4 fragColor; |
|
| 52 |
|
|
| 53 |
void main() |
|
| 54 |
{
|
|
| 55 |
fragColor = vec4(1.0,0.0,0.0,1.0); |
|
| 56 |
} |
|
| 57 |
""".trimIndent() |
|
| 58 |
} |
|
| 59 |
} |
|
| src/main/java/org/distorted/library/shaders/Oit.kt | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2025 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library 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 GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
package org.distorted.library.shaders |
|
| 22 |
|
|
| 23 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 24 |
|
|
| 25 |
object Oit |
|
| 26 |
{
|
|
| 27 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 28 |
// a_Position Per-vertex position. |
|
| 29 |
// v_Pixel 2D pixel coords in window space |
|
| 30 |
// u_Depth Distance from the near plane to render plane, in clip coords |
|
| 31 |
// u_TexCorr When we blit from postprocessing buffers, the buffers can be |
|
| 32 |
// larger than necessary (there is just one static set being |
|
| 33 |
// reused!) so we need to compensate here by adjusting the texture |
|
| 34 |
// coords. |
|
| 35 |
|
|
| 36 |
fun vertex() : String |
|
| 37 |
{
|
|
| 38 |
return """ |
|
| 39 |
precision highp float; |
|
| 40 |
precision highp int; |
|
| 41 |
|
|
| 42 |
in vec2 a_Position; |
|
| 43 |
out vec2 v_TexCoordinate; |
|
| 44 |
out vec2 v_Pixel; |
|
| 45 |
|
|
| 46 |
uniform float u_Depth; |
|
| 47 |
uniform vec2 u_TexCorr; |
|
| 48 |
uniform uvec2 u_Size; |
|
| 49 |
|
|
| 50 |
void main() |
|
| 51 |
{
|
|
| 52 |
v_TexCoordinate = (a_Position + 0.5) * u_TexCorr; |
|
| 53 |
v_Pixel = (a_Position + 0.5) * vec2(u_Size); |
|
| 54 |
gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
|
| 55 |
} |
|
| 56 |
""".trimIndent() |
|
| 57 |
} |
|
| 58 |
|
|
| 59 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 60 |
|
|
| 61 |
fun fragment_build() : String |
|
| 62 |
{
|
|
| 63 |
return """ |
|
| 64 |
precision highp float; |
|
| 65 |
precision highp int; |
|
| 66 |
|
|
| 67 |
out vec4 fragColor; |
|
| 68 |
in vec2 v_TexCoordinate; |
|
| 69 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 70 |
|
|
| 71 |
uniform sampler2D u_Texture; |
|
| 72 |
uniform sampler2D u_DepthTexture; |
|
| 73 |
|
|
| 74 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 75 |
// per-pixel linked list. Order Independent Transparency. |
|
| 76 |
|
|
| 77 |
uniform uvec2 u_Size; |
|
| 78 |
uniform uint u_numRecords; |
|
| 79 |
|
|
| 80 |
layout (binding=0, offset=0) uniform atomic_uint u_Counter; |
|
| 81 |
|
|
| 82 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 83 |
{ // one for each pixel in the Output rectangle.
|
|
| 84 |
uint u_Records[]; // |
|
| 85 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 86 |
// triplets of (pointer,depth,rgba). |
|
| 87 |
|
|
| 88 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 89 |
// Concurrent insert to a linked list. Tim Harris, 'pragmatic implementation of non-blocking |
|
| 90 |
// linked-lists', 2001. |
|
| 91 |
// This arranges fragments by decreasing 'depth', so one would think - from back to front, but |
|
| 92 |
// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back. |
|
| 93 |
|
|
| 94 |
void insert( vec2 ij, uint depth, uint rgba ) |
|
| 95 |
{
|
|
| 96 |
uint ptr = atomicCounterIncrement(u_Counter); |
|
| 97 |
|
|
| 98 |
if( ptr<u_numRecords ) |
|
| 99 |
{
|
|
| 100 |
ptr = 3u*ptr + u_Size.x*u_Size.y; |
|
| 101 |
|
|
| 102 |
u_Records[ptr+1u] = depth; |
|
| 103 |
u_Records[ptr+2u] = rgba; |
|
| 104 |
|
|
| 105 |
memoryBarrier(); |
|
| 106 |
|
|
| 107 |
uint prev = uint(ij.x) + uint(ij.y) * u_Size.x; |
|
| 108 |
uint curr = u_Records[prev]; |
|
| 109 |
|
|
| 110 |
while (true) |
|
| 111 |
{
|
|
| 112 |
if ( curr==0u || depth > u_Records[curr+1u] ) // need to insert here |
|
| 113 |
{
|
|
| 114 |
u_Records[ptr] = curr; // next of new record is curr |
|
| 115 |
memoryBarrier(); |
|
| 116 |
uint res = atomicCompSwap( u_Records[prev], curr, ptr ); |
|
| 117 |
|
|
| 118 |
if (res==curr) break; // done! |
|
| 119 |
else curr = res; // could not insert! retry from same place in list |
|
| 120 |
} |
|
| 121 |
else // advance in list |
|
| 122 |
{
|
|
| 123 |
prev = curr; |
|
| 124 |
curr = u_Records[prev]; |
|
| 125 |
} |
|
| 126 |
} |
|
| 127 |
} |
|
| 128 |
} |
|
| 129 |
|
|
| 130 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 131 |
|
|
| 132 |
uint convert(vec4 c) |
|
| 133 |
{
|
|
| 134 |
return ((uint(255.0*c.r))<<24u) + ((uint(255.0*c.g))<<16u) + ((uint(255.0*c.b))<<8u) + uint(255.0*c.a); |
|
| 135 |
} |
|
| 136 |
|
|
| 137 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 138 |
// Pass2 of the OIT algorithm - build the LinkedList phase. |
|
| 139 |
|
|
| 140 |
void main() |
|
| 141 |
{
|
|
| 142 |
vec4 color= texture(u_Texture , v_TexCoordinate); |
|
| 143 |
float depth= texture(u_DepthTexture, v_TexCoordinate).r; |
|
| 144 |
|
|
| 145 |
if( color.a > 0.97 ) |
|
| 146 |
{
|
|
| 147 |
gl_FragDepth = depth; |
|
| 148 |
fragColor = color; |
|
| 149 |
} |
|
| 150 |
else |
|
| 151 |
{
|
|
| 152 |
if( color.a > 0.0 ) |
|
| 153 |
{
|
|
| 154 |
const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough. |
|
| 155 |
insert(v_Pixel, uint(S*(1.0-depth)/2.0), convert(color) ); |
|
| 156 |
} |
|
| 157 |
discard; |
|
| 158 |
} |
|
| 159 |
} |
|
| 160 |
""".trimIndent() |
|
| 161 |
} |
|
| 162 |
|
|
| 163 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 164 |
|
|
| 165 |
fun fragment_clear() : String |
|
| 166 |
{
|
|
| 167 |
return """ |
|
| 168 |
precision highp float; |
|
| 169 |
precision highp int; |
|
| 170 |
|
|
| 171 |
in vec2 v_TexCoordinate; |
|
| 172 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 173 |
|
|
| 174 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 175 |
// per-pixel linked list. Order Independent Transparency. |
|
| 176 |
|
|
| 177 |
uniform uvec2 u_Size; |
|
| 178 |
|
|
| 179 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 180 |
{ // one for each pixel in the Output rectangle.
|
|
| 181 |
uint u_Records[]; // |
|
| 182 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 183 |
// triplets of (pointer,depth,rgba). |
|
| 184 |
|
|
| 185 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 186 |
// Pass1 of the OIT algorithm - 'clear the head pointers' phase. |
|
| 187 |
// No we cannot optimize this out by moving the 'u_Records[index]=0u' to the end of the Pass3, |
|
| 188 |
// because between passes the size of the surface we render to might change. |
|
| 189 |
|
|
| 190 |
void main() |
|
| 191 |
{
|
|
| 192 |
uint index= uint(v_Pixel.x) + uint(v_Pixel.y) * u_Size.x; |
|
| 193 |
u_Records[index] = 0u; |
|
| 194 |
discard; |
|
| 195 |
} |
|
| 196 |
""".trimIndent() |
|
| 197 |
} |
|
| 198 |
|
|
| 199 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 200 |
|
|
| 201 |
fun fragment_collapse() : String |
|
| 202 |
{
|
|
| 203 |
return """ |
|
| 204 |
precision highp float; |
|
| 205 |
precision highp int; |
|
| 206 |
|
|
| 207 |
out vec4 fragColor; // The output color |
|
| 208 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 209 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 210 |
|
|
| 211 |
uniform sampler2D u_DepthTexture; |
|
| 212 |
|
|
| 213 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 214 |
// per-pixel linked list. Order Independent Transparency. |
|
| 215 |
|
|
| 216 |
uniform uvec2 u_Size; |
|
| 217 |
|
|
| 218 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 219 |
{ // one for each pixel in the Output rectangle.
|
|
| 220 |
uint u_Records[]; // |
|
| 221 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 222 |
// triplets of (pointer,depth,rgba). |
|
| 223 |
|
|
| 224 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 225 |
// Pass3 of the OIT algorithm - traverse the per-pixel LinkedList and cut occluded fragments. |
|
| 226 |
|
|
| 227 |
void main() |
|
| 228 |
{
|
|
| 229 |
uint prev = uint(v_Pixel.x) + uint(v_Pixel.y) * u_Size.x; |
|
| 230 |
uint curr = u_Records[prev]; |
|
| 231 |
|
|
| 232 |
if (curr != 0u) |
|
| 233 |
{
|
|
| 234 |
const float S= 2147483647.0; |
|
| 235 |
float depth = texture(u_DepthTexture, v_TexCoordinate).r; |
|
| 236 |
uint texdepth = uint(S*(1.0-depth)/2.0); |
|
| 237 |
|
|
| 238 |
while( curr != 0u ) |
|
| 239 |
{
|
|
| 240 |
if( u_Records[curr+1u] <= texdepth ) |
|
| 241 |
{
|
|
| 242 |
u_Records[prev] = 0u; |
|
| 243 |
break; |
|
| 244 |
} |
|
| 245 |
|
|
| 246 |
prev = curr; |
|
| 247 |
curr = u_Records[curr]; |
|
| 248 |
} |
|
| 249 |
} |
|
| 250 |
else discard; |
|
| 251 |
} |
|
| 252 |
""".trimIndent() |
|
| 253 |
} |
|
| 254 |
|
|
| 255 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 256 |
|
|
| 257 |
fun fragment_render() : String |
|
| 258 |
{
|
|
| 259 |
return """ |
|
| 260 |
precision highp float; |
|
| 261 |
precision highp int; |
|
| 262 |
|
|
| 263 |
out vec4 fragColor; // The output color |
|
| 264 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 265 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 266 |
|
|
| 267 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 268 |
// per-pixel linked list. Order Independent Transparency. |
|
| 269 |
|
|
| 270 |
uniform uvec2 u_Size; |
|
| 271 |
|
|
| 272 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 273 |
{ // one for each pixel in the Output rectangle.
|
|
| 274 |
uint u_Records[]; // |
|
| 275 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 276 |
// triplets of (pointer,depth,rgba). |
|
| 277 |
|
|
| 278 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 279 |
|
|
| 280 |
vec4 convert(uint rgba) |
|
| 281 |
{
|
|
| 282 |
return vec4( float((rgba>>24u)&255u),float((rgba>>16u)&255u),float((rgba>>8u)&255u),float(rgba&255u) ) / 255.0; |
|
| 283 |
} |
|
| 284 |
|
|
| 285 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 286 |
// A over B (https://en.wikipedia.org/wiki/Alpha_compositing) |
|
| 287 |
|
|
| 288 |
vec4 blend(vec4 A,vec4 B) |
|
| 289 |
{
|
|
| 290 |
float b = B.a * (1.0-A.a); |
|
| 291 |
float a = A.a + b; |
|
| 292 |
|
|
| 293 |
return vec4( (A.rgb*A.a + B.rgb*b)/a , a ); |
|
| 294 |
} |
|
| 295 |
|
|
| 296 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 297 |
// Pass4 of the OIT algorithm - keep traversing the linked list, build the final color and blend it. |
|
| 298 |
|
|
| 299 |
void main() |
|
| 300 |
{
|
|
| 301 |
uint prev = uint(v_Pixel.x) + uint(v_Pixel.y) * u_Size.x; |
|
| 302 |
uint curr = u_Records[prev]; |
|
| 303 |
|
|
| 304 |
if (curr != 0u) |
|
| 305 |
{
|
|
| 306 |
const float S= 2147483647.0; |
|
| 307 |
gl_FragDepth = 1.0 - 2.0*float(u_Records[curr+1u])/S; |
|
| 308 |
vec4 color = convert(u_Records[curr+2u]); |
|
| 309 |
curr = u_Records[curr]; |
|
| 310 |
|
|
| 311 |
while (curr != 0u) |
|
| 312 |
{
|
|
| 313 |
color = blend( color , convert(u_Records[curr+2u]) ); |
|
| 314 |
curr = u_Records[curr]; |
|
| 315 |
} |
|
| 316 |
|
|
| 317 |
fragColor = color; |
|
| 318 |
} |
|
| 319 |
else discard; |
|
| 320 |
} |
|
| 321 |
""".trimIndent() |
|
| 322 |
} |
|
| 323 |
} |
|
| src/main/java/org/distorted/library/shaders/Postprocess.kt | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2025 Leszek Koltunski leszek@koltunski.pl // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// This library is free software; you can redistribute it and/or // |
|
| 7 |
// modify it under the terms of the GNU Lesser General Public // |
|
| 8 |
// License as published by the Free Software Foundation; either // |
|
| 9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// This library 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 GNU // |
|
| 14 |
// Lesser General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU Lesser General Public // |
|
| 17 |
// License along with this library; if not, write to the Free Software // |
|
| 18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
| 19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 20 |
|
|
| 21 |
package org.distorted.library.shaders |
|
| 22 |
|
|
| 23 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 24 |
|
|
| 25 |
object Postprocess |
|
| 26 |
{
|
|
| 27 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 28 |
// v_TexCoordinate Interpolated texture coordinate per fragment. |
|
| 29 |
// u_Texture The input texture. |
|
| 30 |
|
|
| 31 |
fun fragment() : String |
|
| 32 |
{
|
|
| 33 |
return """ |
|
| 34 |
precision highp float; |
|
| 35 |
|
|
| 36 |
in vec2 v_TexCoordinate; |
|
| 37 |
out vec4 fragColor; |
|
| 38 |
uniform vec4 u_Color; |
|
| 39 |
uniform sampler2D u_Texture; |
|
| 40 |
|
|
| 41 |
void main() |
|
| 42 |
{
|
|
| 43 |
vec4 color = texture(u_Texture,v_TexCoordinate); |
|
| 44 |
fragColor = vec4(u_Color.rgb, sign(color.a)*u_Color.a); |
|
| 45 |
} |
|
| 46 |
""".trimIndent() |
|
| 47 |
} |
|
| 48 |
} |
|
Also available in: Unified diff
Move the shaders from resource files directly to the code.