Revision f1d5ea12
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/DistortedEffects.java | ||
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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 | ||
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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; |
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54 |
private static int mUniformsH; |
|
52 |
private static int mRadiusH; |
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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);
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|
86 |
final InputStream postVertexStream = resources.openRawResource(R.raw.blur_vertex_shader);
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|
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");
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|
89 |
mBlurProgram = new DistortedProgram(postVertexStream,postFragmentStream, "", "");
|
|
91 | 90 |
|
92 |
for(EffectNames name: EffectNames.values() ) |
|
93 |
{ |
|
94 |
if( name.getType()== EffectTypes.POSTPROCESS) |
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95 |
postFragmentHeader += ("#define "+name.name()+" "+name.ordinal()+"\n"); |
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96 |
} |
|
97 |
|
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98 |
mProgram = new DistortedProgram(postVertexStream,postFragmentStream, "", postFragmentHeader); |
|
99 |
|
|
100 |
int postProgramH = mProgram.getProgramHandle(); |
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101 |
getUniforms(postProgramH); |
|
102 |
} |
|
103 |
|
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104 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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105 |
|
|
106 |
private static void getUniforms(int mProgramH) |
|
107 |
{ |
|
108 |
mNumEffectsH= GLES30.glGetUniformLocation( mProgramH, "pNumEffects"); |
|
109 |
mTypeH = GLES30.glGetUniformLocation( mProgramH, "pType"); |
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110 |
mUniformsH = GLES30.glGetUniformLocation( mProgramH, "pUniforms"); |
|
111 |
mObjDH = GLES30.glGetUniformLocation( mProgramH, "u_objD"); |
|
112 |
mMVPMatrixH = GLES30.glGetUniformLocation(mProgramH, "u_MVPMatrix"); |
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91 |
int blurProgramH = mBlurProgram.getProgramHandle(); |
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92 |
mRadiusH = GLES30.glGetUniformLocation( blurProgramH, "u_Radius"); |
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93 |
mOneOverH = GLES30.glGetUniformLocation( blurProgramH, "one_over_objD"); |
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94 |
mObjDH = GLES30.glGetUniformLocation( blurProgramH, "u_objD"); |
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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 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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160 |
|
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161 |
synchronized static void sendZero(float w, float h, float[] mvp) |
|
162 |
{ |
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GLES30.glUniform1i( mNumEffectsH, 0); |
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GLES30.glUniform2f( mObjDH , w, h); |
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GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mvp , 0); |
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166 |
} |
|
167 |
|
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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); |
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151 |
GLES30.glUniform1f( mRadiusH, mUniforms[0]); |
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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); |
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184 |
GLES30.glUniform4fv( mUniformsH, (NUM_UNIFORMS/4)*mNumEffects, mUniforms,0); |
|
185 |
} |
|
186 |
|
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187 |
GLES30.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
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188 |
GLES30.glVertexAttribPointer(mProgram.mAttribute[1], TEX_DATA_SIZE , GLES30.GL_FLOAT, false, 0, mQuadTexture); |
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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 |
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src/main/res/raw/blur_fragment_shader.glsl | ||
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1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
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3 |
// // |
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4 |
// This file is part of Distorted. // |
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5 |
// // |
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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 // |
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9 |
// (at your option) any later version. // |
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10 |
// // |
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11 |
// Distorted is distributed in the hope that it will be useful, // |
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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 |
// // |
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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/>. // |
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18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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19 |
|
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20 |
precision lowp float; |
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21 |
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22 |
varying vec2 v_TexCoordinate; |
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23 |
uniform sampler2D u_Texture; |
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24 |
uniform vec2 one_over_objD; |
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25 |
uniform float u_Radius; |
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26 |
|
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27 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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28 |
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void main() |
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{ |
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31 |
vec2 tex; |
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32 |
vec4 pixel = vec4(0.0); |
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33 |
float denom = 1.0 / ((2.0*u_Radius+1.0)*(2.0*u_Radius+1.0)); |
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34 |
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35 |
for (float x = -u_Radius; x <= u_Radius; x+=1.0) |
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for (float y = -u_Radius; y <= u_Radius; y+=1.0) |
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{ |
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tex = vec2(v_TexCoordinate.x + x*one_over_objD.x, v_TexCoordinate.y + y*one_over_objD.y); |
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39 |
pixel += texture2D(u_Texture,tex)*denom; |
|
40 |
} |
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41 |
|
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42 |
gl_FragColor = pixel; |
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43 |
} |
src/main/res/raw/blur_vertex_shader.glsl | ||
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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 |
// // |
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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 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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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. |
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23 |
uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
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24 |
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25 |
attribute vec2 a_Position; // Per-vertex position information we will pass in. |
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26 |
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
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varying vec2 v_TexCoordinate; // |
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28 |
|
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29 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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30 |
// empty 2D vertex shader for postprocessing |
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31 |
|
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32 |
void main() |
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33 |
{ |
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34 |
v_TexCoordinate = a_TexCoordinate; |
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35 |
gl_Position = u_MVPMatrix*vec4( u_objD*a_Position, 0.0, 1.0); |
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36 |
} |
src/main/res/raw/post_fragment_shader.glsl | ||
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1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
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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 |
varying vec2 v_TexCoordinate; |
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23 |
uniform sampler2D u_Texture; |
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24 |
uniform vec2 u_objD; |
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25 |
uniform int pNumEffects; // total number of postprocessing effects |
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26 |
|
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27 |
#if NUM_POSTPROCESS>0 |
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28 |
uniform int pType[NUM_POSTPROCESS]; // their types. |
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29 |
uniform vec4 pUniforms[NUM_POSTPROCESS]; // i-th effect is 1 vec4: [i]. |
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30 |
|
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31 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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32 |
// BLUR EFFECT |
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33 |
|
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34 |
void blur(out vec4 pixel,float radius) |
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35 |
{ |
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36 |
pixel = vec4(0.0); |
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37 |
|
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38 |
float blurSizeH = 1.0 / u_objD.x; |
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39 |
float blurSizeV = 1.0 / u_objD.y; |
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40 |
float denom = 1.0 / ((2.0*radius+1.0)*(2.0*radius+1.0)); |
|
41 |
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42 |
for (float x = -radius; x <= radius; x+=1.0) |
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43 |
for (float y = -radius; y <= radius; y+=1.0) |
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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 |
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51 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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52 |
|
|
53 |
void main() |
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54 |
{ |
|
55 |
vec4 pixel = texture2D(u_Texture,v_TexCoordinate); |
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56 |
|
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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 |
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|
64 |
gl_FragColor = pixel; |
|
65 |
} |
src/main/res/raw/post_vertex_shader.glsl | ||
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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.