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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;
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import android.content.res.Resources;
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import android.opengl.GLES30;
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import org.distorted.library.message.EffectMessage;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.FragmentCompilationException;
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import org.distorted.library.program.FragmentUniformsException;
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import org.distorted.library.program.LinkingException;
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import org.distorted.library.program.VertexCompilationException;
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import org.distorted.library.program.VertexUniformsException;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Dynamic1D;
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import org.distorted.library.type.Static1D;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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class EffectQueuePostprocess extends EffectQueue
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{
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private static final int POSITION_DATA_SIZE= 2; // Post Program: size of the position data in elements
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private static final int TEX_DATA_SIZE = 2; // Post Program: size of the texture coordinate data in elements.
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private static final int NUM_UNIFORMS = 4;
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private static final int NUM_CACHE = 0;
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private static final int INDEX = EffectTypes.POSTPROCESS.ordinal();
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private static int mRadiusH;
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private static int mOneOverH;
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private static int mObjDH;
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private static int mMVPMatrixH;
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private static final FloatBuffer mQuadPositions, mQuadTexture;
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private static DistortedProgram mBlurProgram;
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static
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{
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int dataLength = 4;
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int bytes_per_float = 4;
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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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float[] textureData = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f };
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mQuadPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadPositions.put(positionData).position(0);
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mQuadTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE *dataLength*bytes_per_float).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mQuadTexture.put(textureData).position(0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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EffectQueuePostprocess(long id)
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{
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super(id,NUM_UNIFORMS,NUM_CACHE,INDEX );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void createProgram(Resources resources)
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throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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{
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final InputStream postVertexStream = resources.openRawResource(R.raw.blur_vertex_shader);
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final InputStream postFragmentStream = resources.openRawResource(R.raw.blur_fragment_shader);
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mBlurProgram = new DistortedProgram(postVertexStream,postFragmentStream, "", "");
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int blurProgramH = mBlurProgram.getProgramHandle();
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mRadiusH = GLES30.glGetUniformLocation( blurProgramH, "u_Radius");
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mOneOverH = GLES30.glGetUniformLocation( blurProgramH, "one_over_objD");
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mObjDH = GLES30.glGetUniformLocation( blurProgramH, "u_objD");
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mMVPMatrixH = GLES30.glGetUniformLocation( blurProgramH, "u_MVPMatrix");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void compute(long currTime)
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{
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if( currTime==mTime ) return;
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if( mTime==0 ) mTime = currTime;
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long step = (currTime-mTime);
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for(int i=0; i<mNumEffects; i++)
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{
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if( mInter[0][i]!=null && mInter[0][i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) )
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{
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for(int j=0; j<mNumListeners; j++)
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EffectMessageSender.newMessage( mListeners.elementAt(j),
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EffectMessage.EFFECT_FINISHED,
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(mID[i]<<EffectTypes.LENGTH)+EffectTypes.POSTPROCESS.type,
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mName[i],
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mObjectID);
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if( EffectNames.isUnity(mName[i], mUniforms, NUM_UNIFORMS*i) )
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{
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remove(i);
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i--;
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continue;
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}
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else mInter[0][i] = null;
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}
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mCurrentDuration[i] += step;
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}
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mTime = currTime;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void moveEffect(int index)
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{
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mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ];
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mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1];
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mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2];
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mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// w,h - width and height of hte input texture. MVP - Model-View-Projection matrix to apply to the
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// texture; df - output FBO.
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synchronized void render(float w, float h, float[] mvp, DistortedFramebuffer df)
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{
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mBlurProgram.useProgram();
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df.setAsOutput();
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GLES30.glUniform1f( mRadiusH, mUniforms[0]);
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GLES30.glUniform2f( mOneOverH, 1/w,1/h);
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GLES30.glUniform2f( mObjDH , w, h );
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GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mvp , 0);
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GLES30.glVertexAttribPointer(mBlurProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mBlurProgram.mAttribute[1], TEX_DATA_SIZE , GLES30.GL_FLOAT, false, 0, mQuadTexture);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// blur
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synchronized long add(EffectNames eln, Data1D degree)
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{
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if( mMax[INDEX]>mNumEffects )
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{
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if( degree instanceof Dynamic1D)
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{
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mInter[0][mNumEffects] = (Dynamic1D)degree;
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}
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else if( degree instanceof Static1D)
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{
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mInter[0][mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects] = ((Static1D)degree).getX();
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}
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else return -1;
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mInter[1][mNumEffects] = null;
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mInter[2][mNumEffects] = null;
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return addBase(eln);
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}
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return -1;
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}
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}
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