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library / src / main / java / org / distorted / library / main / DistortedLibrary.java @ f046b159

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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.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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    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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    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)
297
    {
298
    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();
302

    
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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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    String enabledEffectV= VertexEffect.getAllGLSL();
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    String enabledEffectF= "{}";
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    String[] feedback = { "v_Position", "v_endPosition" };
309

    
310
    try
311
      {
312
      mFullProgram = new DistortedProgram(fullVertStream, fullFragStream, fullVertHeader, fullFragHeader,
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                                          enabledEffectV, enabledEffectF, mGLSL, feedback);
314
      }
315
    catch(Exception e)
316
      {
317
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile FULL program: "+e.getMessage());
318
      throw new RuntimeException(e.getMessage());
319
      }
320

    
321
    int fullProgramH = mFullProgram.getProgramHandle();
322
    EffectQueue.getUniforms(fullProgramH,3);
323
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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327
  private static void createProgramsOIT(Resources resources)
328
    {
329
    // MAIN OIT PROGRAM ////////////////////////////////
330
    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
332

    
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    int numF = FragmentEffect.getNumEnabled();
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    int numV = VertexEffect.getNumEnabled();
335

    
336
    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") + ("#define OIT\n");
337
    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") + ("#define OIT\n");
338

    
339
    String enabledEffectV= VertexEffect.getGLSL();
340
    String enabledEffectF= FragmentEffect.getGLSL();
341

    
342
    try
343
      {
344
      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
345
                                             enabledEffectV, enabledEffectF, mGLSL, null);
346
      }
347
    catch(Exception e)
348
      {
349
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
350
      throw new RuntimeException(e.getMessage());
351
      }
352

    
353
    int mainOITProgramH = mMainOITProgram.getProgramHandle();
354
    EffectQueue.getUniforms(mainOITProgramH,1);
355
    mMainOITTextureH    = GLES30.glGetUniformLocation( mainOITProgramH, "u_Texture");
356
    mMainOITSizeH       = GLES30.glGetUniformLocation( mainOITProgramH, "u_Size");
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    mMainOITNumRecordsH = GLES30.glGetUniformLocation( mainOITProgramH, "u_numRecords");
358

    
359
    // OIT CLEAR PROGRAM ////////////////////////////////////
360
    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
361
    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
362

    
363
    try
364
      {
365
      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
366
      }
367
    catch(Exception e)
368
      {
369
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
370
      throw new RuntimeException(e.getMessage());
371
      }
372

    
373
    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
374
    mOITClearDepthH        = GLES30.glGetUniformLocation( oitClearProgramH, "u_Depth");
375
    mOITClearTexCorrH      = GLES30.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
376
    mOITClearSizeH         = GLES30.glGetUniformLocation( oitClearProgramH, "u_Size");
377

    
378
    // OIT BUILD PROGRAM ////////////////////////////////////
379
    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
380
    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
381

    
382
    try
383
      {
384
      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
385
      }
386
    catch(Exception e)
387
      {
388
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
389
      throw new RuntimeException(e.getMessage());
390
      }
391

    
392
    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
393
    mOITBuildTextureH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Texture");
394
    mOITBuildDepthTextureH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
395
    mOITBuildDepthH        = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Depth");
396
    mOITBuildTexCorrH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
397
    mOITBuildSizeH         = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Size");
398
    mOITBuildNumRecordsH   = GLES30.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
399

    
400
    // OIT COLLAPSE PROGRAM ///////////////////////////
401
    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
402
    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
403

    
404
    try
405
      {
406
      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
407
      }
408
    catch(Exception e)
409
      {
410
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
411
      throw new RuntimeException(e.getMessage());
412
      }
413

    
414
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
415
    mOITCollapseDepthTextureH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
416
    mOITCollapseDepthH        = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
417
    mOITCollapseTexCorrH      = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
418
    mOITCollapseSizeH         = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Size");
419

    
420
    // OIT RENDER PROGRAM ///////////////////////////
421
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
422
    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
423

    
424
    try
425
      {
426
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
427
      }
428
    catch(Exception e)
429
      {
430
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
431
      throw new RuntimeException(e.getMessage());
432
      }
433

    
434
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
435
    mOITRenderDepthH        = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Depth");
436
    mOITRenderTexCorrH      = GLES30.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
437
    mOITRenderSizeH         = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Size");
438
    }
439

    
440
///////////////////////////////////////////////////////////////////////////////////////////////////
441

    
442
  private static void displayNormals(EffectQueue[] queues, MeshBase mesh)
443
    {
444
    int num = mesh.getNumVertices();
445
    int tfo = mesh.getTFO();
446

    
447
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
448
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
449
    InternalRenderState.switchOffDrawing();
450
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
451
    InternalRenderState.restoreDrawing();
452
    GLES30.glEndTransformFeedback();
453
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
454

    
455
    mNormalProgram.useProgram();
456
    GLES30.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
457
    mesh.bindTransformAttribs(mNormalProgram);
458
    GLES30.glLineWidth(8.0f);
459
    GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*num);
460
    }
461

    
462
///////////////////////////////////////////////////////////////////////////////////////////////////
463
// execute all VertexEffects and adjust all vertices
464

    
465
  public static void adjustVertices(MeshBase mesh)
466
    {
467
    if( mFullProgram!=null )
468
      {
469
      GLES30.glViewport(0, 0, 500, 500 ); // TODO ???
470

    
471
      int num = mesh.getNumVertices();
472
      int tfo = mesh.getTFO();
473

    
474
      mFullProgram.useProgram();
475
      mesh.bindVertexAttribs(mFullProgram);
476
      mesh.computeQueue();
477
      mesh.sendQueue();
478

    
479
      GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
480
      GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
481
      InternalRenderState.switchOffDrawing();
482
      GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
483
      InternalRenderState.restoreDrawing();
484
      GLES30.glEndTransformFeedback();
485
      GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
486

    
487
      mesh.copyTransformToVertex();
488
      }
489
    }
490

    
491
///////////////////////////////////////////////////////////////////////////////////////////////////
492

    
493
  static void drawPrivOIT(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
494
    {
495
    EffectQueue[] queues = effects.getQueues();
496

    
497
    EffectQueue.compute(queues, currTime);
498
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
499

    
500
    DistortedLibrary.mMainOITProgram.useProgram();
501
    GLES30.glUniform1i(DistortedLibrary.mMainOITTextureH, 0);
502
    GLES30.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
503
    GLES30.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
504
    mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram);
505

    
506
    float inflate     = mesh.getInflate();
507
    float distance    = surface.mDistance;
508
    float mipmap      = surface.mMipmap;
509
    float[] projection= surface.mProjectionMatrix;
510

    
511
    EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 1 );
512
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
513

    
514
    if( mesh.getShowNormals() )
515
      {
516
      DistortedLibrary.mMainProgram.useProgram();
517
      EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
518
      displayNormals(queues,mesh);
519
      }
520
    }
521

    
522
///////////////////////////////////////////////////////////////////////////////////////////////////
523

    
524
  static void drawPriv(DistortedEffects effects, MeshBase mesh, InternalOutputSurface surface, long currTime)
525
    {
526
    if( mMainProgram!=null )
527
      {
528
      EffectQueue[] queues = effects.getQueues();
529

    
530
      EffectQueue.compute(queues, currTime);
531
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
532

    
533
      mMainProgram.useProgram();
534
      GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0);
535
      mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
536

    
537
      float inflate     = mesh.getInflate();
538
      float distance    = surface.mDistance;
539
      float mipmap      = surface.mMipmap;
540
      float[] projection= surface.mProjectionMatrix;
541

    
542
      EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
543
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
544

    
545
      if( mesh.getShowNormals() ) displayNormals(queues,mesh);
546
      }
547
    }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550

    
551
  static void blitPriv(InternalOutputSurface surface)
552
    {
553
    if( mBlitProgram!=null )
554
      {
555
      mBlitProgram.useProgram();
556

    
557
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
558
      GLES30.glUniform1i(mBlitTextureH, 0);
559
      GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
560
      GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
561
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
562
      }
563
    }
564

    
565
///////////////////////////////////////////////////////////////////////////////////////////////////
566

    
567
  static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
568
    {
569
    if( mBlitDepthProgram!=null )
570
      {
571
      mBlitDepthProgram.useProgram();
572

    
573
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
574
      GLES30.glUniform1i(mBlitDepthTextureH, 0);
575
      GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
576
      GLES30.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
577
      GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
578
      GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
579
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
580
      }
581
    }
582

    
583
///////////////////////////////////////////////////////////////////////////////////////////////////
584
// yes it is safe to be mixing 3.0 and 3.1 like that, senior members of the OpenGL discussions forum assert
585

    
586
  private static int printPreviousBuffer()
587
    {
588
    int counter = 0;
589

    
590
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
591
                                                                GLES30.GL_MAP_READ_BIT);
592
    if( atomicBuf!=null )
593
      {
594
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
595
      counter = atomicIntBuf.get(0);
596
      }
597
    else
598
      {
599
      Log.e("effects", "print: failed to map atomic buffer");
600
      }
601

    
602
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
603

    
604
    return counter;
605
    }
606

    
607
///////////////////////////////////////////////////////////////////////////////////////////////////
608

    
609
  private static void zeroBuffer()
610
    {
611
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
612
        GLES30.GL_MAP_WRITE_BIT|GLES30.GL_MAP_INVALIDATE_BUFFER_BIT);
613
    if( atomicBuf!=null )
614
      {
615
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
616
      atomicIntBuf.put(0,0);
617
      }
618
    else
619
      {
620
      Log.e("effects", "zero: failed to map atomic buffer");
621
      }
622

    
623
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
624
    }
625

    
626
///////////////////////////////////////////////////////////////////////////////////////////////////
627
// reset atomic counter to 0
628

    
629
  static int zeroOutAtomic()
630
    {
631
    int counter = 0;
632

    
633
    if( mAtomicCounter[0]<0 )
634
      {
635
      GLES30.glGenBuffers(DistortedLibrary.FBO_QUEUE_SIZE,mAtomicCounter,0);
636

    
637
      for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)
638
        {
639
        GLES30.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
640
        GLES30.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES30.GL_DYNAMIC_DRAW);
641
        zeroBuffer();
642
        }
643
      }
644

    
645
    // reading the value of the buffer on every frame would slow down rendering by
646
    // dialog_about 3%; doing it only once every 5 frames affects speed by less than 1%.
647
    if( mCurrBuffer==0 )
648
      {
649
      GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
650
      counter = printPreviousBuffer();
651
      }
652

    
653
    if( ++mCurrBuffer>= DistortedLibrary.FBO_QUEUE_SIZE ) mCurrBuffer = 0;
654

    
655
    GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
656
    zeroBuffer();
657

    
658
    return counter;
659
    }
660

    
661
///////////////////////////////////////////////////////////////////////////////////////////////////
662
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
663

    
664
  static void oitClear(InternalOutputSurface surface, int counter)
665
    {
666
    if( mOITClearProgram!=null )
667
      {
668
      if( mLinkedListSSBO[0]<0 )
669
        {
670
        GLES30.glGenBuffers(1,mLinkedListSSBO,0);
671

    
672
        int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
673
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
674
        GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
675
        GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
676

    
677
        GLES30.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
678
        }
679

    
680
      // See if we have overflown the SSBO in one of the previous frames.
681
      // If yes, assume we need to make the SSBO larger.
682
      float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
683

    
684
      if( overflow>1.0f )
685
        {
686
        //android.util.Log.e("effects", "previous frame rendered "+counter+
687
        //                   " fragments, but there was only "+(mBufferSize*surface.mWidth*surface.mHeight)+" space");
688

    
689
        mBufferSize *= (int)(overflow+1.0f);
690
        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
        }
695

    
696
      mOITClearProgram.useProgram();
697

    
698
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
699
      GLES30.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
700
      GLES30.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
701
      GLES30.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
702
      GLES30.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
703
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
704
      }
705
    }
706

    
707
///////////////////////////////////////////////////////////////////////////////////////////////////
708
// Pass2 of the OIT algorithm - build per-pixel linked lists.
709

    
710
  static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
711
    {
712
    if( mOITBuildProgram!=null )
713
      {
714
      mOITBuildProgram.useProgram();
715

    
716
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
717
      GLES30.glUniform1i(mOITBuildTextureH, 0);
718
      GLES30.glUniform1i(mOITBuildDepthTextureH, 1);
719
      GLES30.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
720
      GLES30.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
721
      GLES30.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
722
      GLES30.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
723
      GLES30.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
724
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
725
      }
726
    }
727

    
728
///////////////////////////////////////////////////////////////////////////////////////////////////
729
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
730

    
731
  static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
732
    {
733
    if( mOITCollapseProgram!=null )
734
      {
735
      mOITCollapseProgram.useProgram();
736

    
737
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
738
      GLES30.glUniform1i(mOITCollapseDepthTextureH, 1);
739
      GLES30.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
740
      GLES30.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
741
      GLES30.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
742
      GLES30.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
743
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
744
      }
745
    }
746

    
747
///////////////////////////////////////////////////////////////////////////////////////////////////
748
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
749

    
750
  static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
751
    {
752
    if( mOITRenderProgram!=null )
753
      {
754
      mOITRenderProgram.useProgram();
755

    
756
      GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
757
      GLES30.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
758
      GLES30.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
759
      GLES30.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
760
      GLES30.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
761
      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
762
      }
763
    }
764

    
765
///////////////////////////////////////////////////////////////////////////////////////////////////
766

    
767
  static void setSSBOSize(float size)
768
    {
769
    mBufferSize = size;
770
    }
771

    
772
///////////////////////////////////////////////////////////////////////////////////////////////////
773
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
774
// PowerVR GE8100 / GE8300 compiler fails to compile OIT programs.
775

    
776
  private static void detectBuggyDrivers()
777
    {
778
    String vendor  = GLES30.glGetString(GLES30.GL_VENDOR);
779
    String version = GLES30.glGetString(GLES30.GL_VERSION);
780
    String renderer= GLES30.glGetString(GLES30.GL_RENDERER);
781

    
782
    /*
783
    android.util.Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
784
    android.util.Log.e("DISTORTED", "GL Version "  +GLES30.glGetString(GLES31.GL_VERSION));
785
    android.util.Log.e("DISTORTED", "GL Vendor "   +GLES30.glGetString(GLES31.GL_VENDOR));
786
    android.util.Log.e("DISTORTED", "GL Renderer " +GLES30.glGetString(GLES31.GL_RENDERER));
787
    */
788

    
789
    if( vendor.contains("ARM") )
790
      {
791
      if( version.contains("r12") )
792
        {
793
        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.");
794
        }
795
      }
796
    else if( vendor.contains("Imagination") )
797
      {
798
      if( renderer.contains("GE8") )
799
        {
800
        Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
801
        }
802
      }
803
    }
804

    
805
///////////////////////////////////////////////////////////////////////////////////////////////////
806
/**
807
 * Return OpenGL ES version supported by the hardware we are running on.
808
 * There are only two possibilities: 300 (OpenGL ES 3.0) or 310 (at least OpenGL ES 3.1)
809
 */
810
  static int getGLSL()
811
    {
812
    return mGLSL;
813
    }
814

    
815
///////////////////////////////////////////////////////////////////////////////////////////////////
816
/**
817
 * Have we successfully managed to compile the OIT programs?
818
 * Some hardware ( Imagination GE8100 / 8300, driver build 1.8@4490469 present in my HTC phone and,
819
 * sadly, Amazon Fire Stick 4K ) fails to compile the shaders. See relevant thread in Imagination's
820
 * support forum:
821
 *
822
 * https://forums.imgtec.com/t/ge8100-in-htc-desire-12-android-7-1-1-fragment-shader-fails-to-compile/2708
823
 */
824
  public static boolean OITCompilationSuccessful()
825
    {
826
    return mOITCompilationSuccessful;
827
    }
828

    
829
///////////////////////////////////////////////////////////////////////////////////////////////////
830
/**
831
 * Have we called onCreate yet, ie have we initialized the library?
832
 * @return <code>true</code> if the library is initialized and ready for action.
833
 */
834
  public static boolean isInitialized()
835
    {
836
    return mInitialized;
837
    }
838

    
839
///////////////////////////////////////////////////////////////////////////////////////////////////
840
/**
841
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
842
 * I.e. best called from GLSurfaceView.onCreate().
843
 * <p>
844
 * Needs to be called from a thread holding the OpenGL context.
845
 *   
846
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
847
 */
848
  public static void onCreate(final Context context) throws Exception
849
    {
850
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
851
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
852

    
853
    int glESversion = configurationInfo.reqGlEsVersion;
854
    int major = glESversion >> 16;
855
    int minor = glESversion & 0xff;
856

    
857
    if( major< 3 )
858
      {
859
      mGLSL = 100*major + 10*minor;
860
      throw new VertexCompilationException("at least OpenGL ES 3.0 required, this device supports only "+major+"."+minor);
861
      }
862
    else
863
      {
864
      mGLSL = (major==3 && minor==0) ? 300 : 310;
865
      }
866

    
867
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+major+"."+minor);
868
    mGLSL_VERSION = "#version "+mGLSL+" es\n";
869

    
870
    mInitialized = true;
871
    mOITCompilationSuccessful = false;
872

    
873
    detectBuggyDrivers();
874

    
875
    EffectMessageSender.startSending();
876

    
877
    final Resources resources = context.getResources();
878

    
879
    Exception exception=null;
880

    
881
    try
882
      {
883
      createPrograms(resources);
884
      }
885
    catch(Exception ex)
886
      {
887
      exception = ex;
888
      }
889

    
890
    try
891
      {
892
      createFullProgram(resources);
893
      }
894
    catch(Exception ex)
895
      {
896
      exception = ex;
897
      }
898

    
899
    if( mGLSL>=310)
900
      {
901
      try
902
        {
903
        createProgramsOIT(resources);
904
        mOITCompilationSuccessful = true;
905
        }
906
      catch(Exception ex)
907
        {
908
        exception = ex;
909
        }
910
      }
911

    
912
    try
913
      {
914
      EffectQueuePostprocess.createPrograms(resources, mGLSL);
915
      }
916
    catch(Exception ex)
917
      {
918
      exception = ex;
919
      }
920

    
921
    try
922
      {
923
      PostprocessEffect.createPrograms(mGLSL);
924
      }
925
    catch(Exception ex)
926
      {
927
      exception = ex;
928
      }
929

    
930
    if( exception!=null)
931
      {
932
      throw exception;
933
      }
934
    }
935

    
936
///////////////////////////////////////////////////////////////////////////////////////////////////
937
/**
938
 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
939
 * Must be called from Activity.onPause().
940
 */
941
  public static void onPause()
942
    {
943
    InternalObject.onPause();
944

    
945
    mLinkedListSSBO[0]= -1;
946

    
947
    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1;
948
    }
949

    
950
///////////////////////////////////////////////////////////////////////////////////////////////////
951
/**
952
 * Call this so that the Library can release its internal data structures.
953
 * Must be called from Activity.onDestroy(). 
954
 */
955
  public static void onDestroy()
956
    {
957
    InternalObject.onDestroy();
958
    InternalNodeData.onDestroy();
959
    InternalMaster.onDestroy();
960
    InternalOutputSurface.onDestroy();
961
    DistortedEffects.onDestroy();
962
    EffectQueue.onDestroy();
963
    Effect.onDestroy();
964
    EffectMessageSender.stopSending();
965

    
966
    mInitialized = false;
967
    }
968

    
969
///////////////////////////////////////////////////////////////////////////////////////////////////
970
/**
971
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
972
 * single (InputSurface,MeshBase) combo.
973
 *
974
 * @param type {@link EffectType}
975
 * @return The maximum number of effects of a given type.
976
 */
977
  @SuppressWarnings("unused")
978
  public static int getMax(EffectType type)
979
    {
980
    return EffectQueue.getMax(type.ordinal());
981
    }
982

    
983
///////////////////////////////////////////////////////////////////////////////////////////////////
984
/**
985
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
986
 * This can fail if:
987
 * <ul>
988
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
989
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
990
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
991
 *     time only decreasing the value of 'max' is permitted.
992
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
993
 * </ul>
994
 *
995
 * @param type {@link EffectType}
996
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
997
 *            than Byte.MAX_VALUE
998
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
999
 */
1000
  @SuppressWarnings("unused")
1001
  public static boolean setMax(EffectType type, int max)
1002
    {
1003
    return EffectQueue.setMax(type.ordinal(),max);
1004
    }
1005
  }
(3-3/14)