Revision f1d5ea12
Added by Leszek Koltunski almost 9 years ago
| src/main/java/org/distorted/library/DistortedEffects.java | ||
|---|---|---|
| 305 | 305 |
EffectQueueMatrix.sendZero(df,halfInputW,halfInputH,halfInputW*mesh.zFactor); |
| 306 | 306 |
EffectQueueVertex.sendZero(); |
| 307 | 307 |
EffectQueueFragment.sendZero(); |
| 308 |
EffectQueuePostprocess.sendZero(df.mWidth, df.mHeight, mMVPMatrix); |
|
| 309 | 308 |
|
| 310 | 309 |
GLES30.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mesh.mMeshPositions); |
| 311 | 310 |
GLES30.glVertexAttribPointer(mProgram.mAttribute[1], NORMAL_DATA_SIZE , GLES30.GL_FLOAT, false, 0, mesh.mMeshNormals); |
| src/main/java/org/distorted/library/EffectQueuePostprocess.java | ||
|---|---|---|
| 49 | 49 |
private static final int NUM_CACHE = 0; |
| 50 | 50 |
private static final int INDEX = EffectTypes.POSTPROCESS.ordinal(); |
| 51 | 51 |
|
| 52 |
private static int mNumEffectsH; |
|
| 53 |
private static int mTypeH; |
|
| 54 |
private static int mUniformsH; |
|
| 52 |
private static int mRadiusH; |
|
| 53 |
private static int mOneOverH; |
|
| 55 | 54 |
private static int mObjDH; |
| 56 | 55 |
private static int mMVPMatrixH; |
| 57 | 56 |
|
| 58 | 57 |
private static final FloatBuffer mQuadPositions, mQuadTexture; |
| 59 |
private static DistortedProgram mProgram; |
|
| 58 |
private static DistortedProgram mBlurProgram;
|
|
| 60 | 59 |
|
| 61 | 60 |
static |
| 62 | 61 |
{
|
| ... | ... | |
| 84 | 83 |
static void createProgram(Resources resources) |
| 85 | 84 |
throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException |
| 86 | 85 |
{
|
| 87 |
final InputStream postVertexStream = resources.openRawResource(R.raw.post_vertex_shader);
|
|
| 88 |
final InputStream postFragmentStream = resources.openRawResource(R.raw.post_fragment_shader);
|
|
| 86 |
final InputStream postVertexStream = resources.openRawResource(R.raw.blur_vertex_shader);
|
|
| 87 |
final InputStream postFragmentStream = resources.openRawResource(R.raw.blur_fragment_shader);
|
|
| 89 | 88 |
|
| 90 |
String postFragmentHeader= ("#version 100\n#define NUM_POSTPROCESS " + DistortedEffects.getMaxPostprocess()+"\n");
|
|
| 89 |
mBlurProgram = new DistortedProgram(postVertexStream,postFragmentStream, "", "");
|
|
| 91 | 90 |
|
| 92 |
for(EffectNames name: EffectNames.values() ) |
|
| 93 |
{
|
|
| 94 |
if( name.getType()== EffectTypes.POSTPROCESS) |
|
| 95 |
postFragmentHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
|
|
| 96 |
} |
|
| 97 |
|
|
| 98 |
mProgram = new DistortedProgram(postVertexStream,postFragmentStream, "", postFragmentHeader); |
|
| 99 |
|
|
| 100 |
int postProgramH = mProgram.getProgramHandle(); |
|
| 101 |
getUniforms(postProgramH); |
|
| 102 |
} |
|
| 103 |
|
|
| 104 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 105 |
|
|
| 106 |
private static void getUniforms(int mProgramH) |
|
| 107 |
{
|
|
| 108 |
mNumEffectsH= GLES30.glGetUniformLocation( mProgramH, "pNumEffects"); |
|
| 109 |
mTypeH = GLES30.glGetUniformLocation( mProgramH, "pType"); |
|
| 110 |
mUniformsH = GLES30.glGetUniformLocation( mProgramH, "pUniforms"); |
|
| 111 |
mObjDH = GLES30.glGetUniformLocation( mProgramH, "u_objD"); |
|
| 112 |
mMVPMatrixH = GLES30.glGetUniformLocation(mProgramH, "u_MVPMatrix"); |
|
| 91 |
int blurProgramH = mBlurProgram.getProgramHandle(); |
|
| 92 |
mRadiusH = GLES30.glGetUniformLocation( blurProgramH, "u_Radius"); |
|
| 93 |
mOneOverH = GLES30.glGetUniformLocation( blurProgramH, "one_over_objD"); |
|
| 94 |
mObjDH = GLES30.glGetUniformLocation( blurProgramH, "u_objD"); |
|
| 95 |
mMVPMatrixH = GLES30.glGetUniformLocation( blurProgramH, "u_MVPMatrix"); |
|
| 113 | 96 |
} |
| 114 | 97 |
|
| 115 | 98 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 156 | 139 |
mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3]; |
| 157 | 140 |
} |
| 158 | 141 |
|
| 159 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 160 |
|
|
| 161 |
synchronized static void sendZero(float w, float h, float[] mvp) |
|
| 162 |
{
|
|
| 163 |
GLES30.glUniform1i( mNumEffectsH, 0); |
|
| 164 |
GLES30.glUniform2f( mObjDH , w, h); |
|
| 165 |
GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mvp , 0); |
|
| 166 |
} |
|
| 167 |
|
|
| 168 | 142 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 169 | 143 |
// w,h - width and height of hte input texture. MVP - Model-View-Projection matrix to apply to the |
| 170 | 144 |
// texture; df - output FBO. |
| 171 | 145 |
|
| 172 | 146 |
synchronized void render(float w, float h, float[] mvp, DistortedFramebuffer df) |
| 173 | 147 |
{
|
| 174 |
mProgram.useProgram(); |
|
| 148 |
mBlurProgram.useProgram();
|
|
| 175 | 149 |
df.setAsOutput(); |
| 176 | 150 |
|
| 177 |
GLES30.glUniform1i( mNumEffectsH, mNumEffects); |
|
| 151 |
GLES30.glUniform1f( mRadiusH, mUniforms[0]); |
|
| 152 |
GLES30.glUniform2f( mOneOverH, 1/w,1/h); |
|
| 178 | 153 |
GLES30.glUniform2f( mObjDH , w, h ); |
| 179 | 154 |
GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mvp , 0); |
| 180 | 155 |
|
| 181 |
if( mNumEffects>0 ) |
|
| 182 |
{
|
|
| 183 |
GLES30.glUniform1iv( mTypeH , mNumEffects, mName ,0); |
|
| 184 |
GLES30.glUniform4fv( mUniformsH, (NUM_UNIFORMS/4)*mNumEffects, mUniforms,0); |
|
| 185 |
} |
|
| 186 |
|
|
| 187 |
GLES30.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
|
| 188 |
GLES30.glVertexAttribPointer(mProgram.mAttribute[1], TEX_DATA_SIZE , GLES30.GL_FLOAT, false, 0, mQuadTexture); |
|
| 156 |
GLES30.glVertexAttribPointer(mBlurProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
|
| 157 |
GLES30.glVertexAttribPointer(mBlurProgram.mAttribute[1], TEX_DATA_SIZE , GLES30.GL_FLOAT, false, 0, mQuadTexture); |
|
| 189 | 158 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
| 190 | 159 |
} |
| 191 | 160 |
|
| src/main/res/raw/blur_fragment_shader.glsl | ||
|---|---|---|
| 1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
precision lowp float; |
|
| 21 |
|
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| 22 |
varying vec2 v_TexCoordinate; |
|
| 23 |
uniform sampler2D u_Texture; |
|
| 24 |
uniform vec2 one_over_objD; |
|
| 25 |
uniform float u_Radius; |
|
| 26 |
|
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| 27 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 28 |
|
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| 29 |
void main() |
|
| 30 |
{
|
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| 31 |
vec2 tex; |
|
| 32 |
vec4 pixel = vec4(0.0); |
|
| 33 |
float denom = 1.0 / ((2.0*u_Radius+1.0)*(2.0*u_Radius+1.0)); |
|
| 34 |
|
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| 35 |
for (float x = -u_Radius; x <= u_Radius; x+=1.0) |
|
| 36 |
for (float y = -u_Radius; y <= u_Radius; y+=1.0) |
|
| 37 |
{
|
|
| 38 |
tex = vec2(v_TexCoordinate.x + x*one_over_objD.x, v_TexCoordinate.y + y*one_over_objD.y); |
|
| 39 |
pixel += texture2D(u_Texture,tex)*denom; |
|
| 40 |
} |
|
| 41 |
|
|
| 42 |
gl_FragColor = pixel; |
|
| 43 |
} |
|
| src/main/res/raw/blur_vertex_shader.glsl | ||
|---|---|---|
| 1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
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| 20 |
precision lowp float; |
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| 21 |
|
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| 22 |
uniform vec2 u_objD; // object width X object height. |
|
| 23 |
uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
|
| 24 |
|
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| 25 |
attribute vec2 a_Position; // Per-vertex position information we will pass in. |
|
| 26 |
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
|
| 27 |
varying vec2 v_TexCoordinate; // |
|
| 28 |
|
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| 29 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 30 |
// empty 2D vertex shader for postprocessing |
|
| 31 |
|
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| 32 |
void main() |
|
| 33 |
{
|
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| 34 |
v_TexCoordinate = a_TexCoordinate; |
|
| 35 |
gl_Position = u_MVPMatrix*vec4( u_objD*a_Position, 0.0, 1.0); |
|
| 36 |
} |
|
| src/main/res/raw/post_fragment_shader.glsl | ||
|---|---|---|
| 1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
precision lowp float; |
|
| 21 |
|
|
| 22 |
varying vec2 v_TexCoordinate; |
|
| 23 |
uniform sampler2D u_Texture; |
|
| 24 |
uniform vec2 u_objD; |
|
| 25 |
uniform int pNumEffects; // total number of postprocessing effects |
|
| 26 |
|
|
| 27 |
#if NUM_POSTPROCESS>0 |
|
| 28 |
uniform int pType[NUM_POSTPROCESS]; // their types. |
|
| 29 |
uniform vec4 pUniforms[NUM_POSTPROCESS]; // i-th effect is 1 vec4: [i]. |
|
| 30 |
|
|
| 31 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 32 |
// BLUR EFFECT |
|
| 33 |
|
|
| 34 |
void blur(out vec4 pixel,float radius) |
|
| 35 |
{
|
|
| 36 |
pixel = vec4(0.0); |
|
| 37 |
|
|
| 38 |
float blurSizeH = 1.0 / u_objD.x; |
|
| 39 |
float blurSizeV = 1.0 / u_objD.y; |
|
| 40 |
float denom = 1.0 / ((2.0*radius+1.0)*(2.0*radius+1.0)); |
|
| 41 |
|
|
| 42 |
for (float x = -radius; x <= radius; x+=1.0) |
|
| 43 |
for (float y = -radius; y <= radius; y+=1.0) |
|
| 44 |
{
|
|
| 45 |
pixel += texture2D( u_Texture, vec2(v_TexCoordinate.x + x*blurSizeH, v_TexCoordinate.y + y*blurSizeV) ) *denom; |
|
| 46 |
} |
|
| 47 |
} |
|
| 48 |
|
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| 49 |
#endif |
|
| 50 |
|
|
| 51 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 52 |
|
|
| 53 |
void main() |
|
| 54 |
{
|
|
| 55 |
vec4 pixel = texture2D(u_Texture,v_TexCoordinate); |
|
| 56 |
|
|
| 57 |
#if NUM_POSTPROCESS>0 |
|
| 58 |
for(int i=0; i<pNumEffects; i++) |
|
| 59 |
{
|
|
| 60 |
if( pType[i]==BLUR ) blur(pixel,pUniforms[i].x); |
|
| 61 |
} |
|
| 62 |
#endif |
|
| 63 |
|
|
| 64 |
gl_FragColor = pixel; |
|
| 65 |
} |
|
| src/main/res/raw/post_vertex_shader.glsl | ||
|---|---|---|
| 1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
precision lowp float; |
|
| 21 |
|
|
| 22 |
uniform vec2 u_objD; // object width X object height. |
|
| 23 |
// point (0,0) is the center of the object |
|
| 24 |
uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
|
| 25 |
|
|
| 26 |
attribute vec2 a_Position; // Per-vertex position information we will pass in. |
|
| 27 |
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
|
| 28 |
varying vec2 v_TexCoordinate; // |
|
| 29 |
|
|
| 30 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 31 |
// empty 2D vertex shader for postprocessing |
|
| 32 |
|
|
| 33 |
void main() |
|
| 34 |
{
|
|
| 35 |
v_TexCoordinate = a_TexCoordinate; |
|
| 36 |
gl_Position = u_MVPMatrix*vec4( u_objD*a_Position, 0.0, 1.0); |
|
| 37 |
} |
|
Also available in: Unified diff
Small progress with Blur.