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Revision f89a986e

Added by Leszek Koltunski over 6 years ago

Order Independent Transparency: some progress

View differences:

src/main/java/org/distorted/library/main/DistortedEffects.java
399 399
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
400 400

  
401 401

  
402
    //android.util.Log.e("effects", "bufferSize: "+mBufferSize+" numRecords: "+((mBufferSize-surface.mWidth*surface.mHeight)/3) );
402
    //android.util.Log.e("effects", "width="+surface.mWidth+" height="+surface.mHeight+
403
    //    " bufferSize: "+mBufferSize+" numRecords: "+((mBufferSize-surface.mWidth*surface.mHeight)/3) );
403 404
    }
404 405

  
405 406
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/res/raw/blit_depth_fragment_shader.glsl
17 17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
18 18
//////////////////////////////////////////////////////////////////////////////////////////////
19 19

  
20
precision lowp float;
20
precision highp float;
21 21
precision highp uint;
22 22

  
23 23
#if __VERSION__ != 100
......
60 60
  {
61 61
  uint ptr = atomicCounterIncrement(u_Counter)-1u;
62 62

  
63
  if( ptr<u_numRecords )
64
    {/*
65
    uint color;
66
    vec2 c = vec2(0.0,1.0);
67

  
68
    uint rgb = ((uint(255.0*c.x))<<16u) + uint(255.0*c.y);
69

  
70
         if(  rgb       ==  0u ) color = (255u<<24u) + (255u<<16u) + 255u;
71
    else if( (rgb&255u) ==  0u ) color = (255u<<24u) + 255u;
72
    else if( (rgb&255u) <= 50u ) color = (255u<<16u) + 255u;
73
    else if( (rgb&255u) == 255u) color = (255u<<16u) + (255u<< 8u) + 255u;
74
    else                         color = (255u<< 8u) + 255u;
75
*/
76
vec4 c= vec4(1.0,1.0,0.0,1.0);
77
uint color = ((uint(255.0*c.r))<<24u) + ((uint(255.0*c.g))<<16u) + ((uint(255.0*c.b))<<8u) + uint(255.0*c.a);
78

  
79
    ptr = 3u*ptr + uint(u_Size.x*u_Size.y);
80

  
81
    u_Records[ptr   ] = 0u;
82
    u_Records[ptr+1u] = depth;
83
    u_Records[ptr+2u] = rgba;
84

  
85
    uint index = uint(ij.x + ij.y * float(u_Size.x));
86

  
87
    u_Records[index] = ptr;
88
    }
89
/*
90
  uint ptr = atomicCounterIncrement(u_Counter)-1u;
91

  
63 92
  if( ptr<u_numRecords )
64 93
    {
65 94
    ptr = 3u*ptr + uint(u_Size.x*u_Size.y);
......
76 105
      {
77 106
      if ( curr==0u || depth > u_Records[curr+1u] )  // need to insert here
78 107
        {
79
*/
108

  
80 109
        u_Records[ptr] = curr; // next of new record is curr
81 110
        memoryBarrier();
82 111
        uint res = atomicCompSwap( u_Records[prev], curr, ptr );
......
91 120
        }
92 121
      }
93 122
*/
94
    }
123
//    }
124

  
125

  
95 126
  }
96 127

  
97 128
//////////////////////////////////////////////////////////////////////////////////////////////
src/main/res/raw/blit_depth_render_fragment_shader.glsl
17 17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
18 18
//////////////////////////////////////////////////////////////////////////////////////////////
19 19

  
20
precision lowp float;
20
precision highp float;
21 21
precision highp uint;
22 22

  
23 23
#if __VERSION__ != 100
......
66 66
void main()                    		
67 67
  {
68 68
  uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x));
69

  
70
  if( u_Records[index] == 0u ) discard;
71
  else
72
    {
73
    index = u_Records[index];
74
    FRAG_COLOR = convert(u_Records[index+2u]);
75
    }
76

  
77
  u_Records[index] = 0u;
78

  
79
  /*
80
  uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x));
69 81
  uint curr = u_Records[index];
70 82

  
71 83
  if (curr == 0u) discard;
......
83 95
    if( color.a == 0.0 ) color = vec4(0.0,1.0,0.0,1.0);
84 96
    }
85 97

  
98

  
99
  if( curr>0u )
100
    {
101
    curr = u_Records[curr];
102
    color= convert(u_Records[curr+2u]);
103
    }
104

  
86 105
  gl_FragDepth = TEXTURE(u_DepthTexture, v_TexCoordinate).r;
87 106
  FRAG_COLOR = color;
88 107

  
89 108
//else
90 109
//  FRAG_COLOR = vec4(1.0,0.0,0.0,1.0);
110
*/
91 111
  }

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