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library / src / main / java / org / distorted / library / main / DistortedLibrary.java @ f953bee0

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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.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 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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  public static final int GLSL = 310;
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  public static final String GLSL_VERSION= "#version 310 es\n";
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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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  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= DistortedLibrary.GLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
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    String mainFragHeader= DistortedLibrary.GLSL_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, DistortedLibrary.GLSL, 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= GLES31.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, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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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  = GLES31.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES31.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, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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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      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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    mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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    mBlitDepthDepthH        = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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    mBlitDepthTexCorrH      = GLES31.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, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
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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  = GLES31.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createProgramsOIT(Resources resources)
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    {
292
    // MAIN OIT 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= DistortedLibrary.GLSL_VERSION +
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                           ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") +
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                           ("#define OIT\n");
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    String mainFragHeader= DistortedLibrary.GLSL_VERSION +
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                           ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") +
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                           ("#define OIT\n");
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    String enabledEffectV= VertexEffect.getGLSL();
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    String enabledEffectF= FragmentEffect.getGLSL();
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309
    try
310
      {
311
      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
312
                                             enabledEffectV, enabledEffectF, DistortedLibrary.GLSL, null);
313
      }
314
    catch(Exception e)
315
      {
316
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile MAIN OIT program: "+e.getMessage());
317
      throw new RuntimeException(e.getMessage());
318
      }
319

    
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    int mainOITProgramH = mMainOITProgram.getProgramHandle();
321
    EffectQueue.getUniforms(mainOITProgramH,1);
322
    mMainOITTextureH    = GLES31.glGetUniformLocation( mainOITProgramH, "u_Texture");
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    mMainOITSizeH       = GLES31.glGetUniformLocation( mainOITProgramH, "u_Size");
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    mMainOITNumRecordsH = GLES31.glGetUniformLocation( mainOITProgramH, "u_numRecords");
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326
    // OIT CLEAR PROGRAM ////////////////////////////////////
327
    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
328
    final InputStream oitClearFragStream = resources.openRawResource(R.raw.oit_clear_fragment_shader);
329

    
330
    try
331
      {
332
      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
333
      }
334
    catch(Exception e)
335
      {
336
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT CLEAR program: "+e.getMessage());
337
      throw new RuntimeException(e.getMessage());
338
      }
339

    
340
    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
341
    mOITClearDepthH        = GLES31.glGetUniformLocation( oitClearProgramH, "u_Depth");
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    mOITClearTexCorrH      = GLES31.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
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    mOITClearSizeH         = GLES31.glGetUniformLocation( oitClearProgramH, "u_Size");
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    // OIT BUILD PROGRAM ////////////////////////////////////
346
    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
347
    final InputStream oitBuildFragStream = resources.openRawResource(R.raw.oit_build_fragment_shader);
348

    
349
    try
350
      {
351
      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
352
      }
353
    catch(Exception e)
354
      {
355
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT BUILD program: "+e.getMessage());
356
      throw new RuntimeException(e.getMessage());
357
      }
358

    
359
    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
360
    mOITBuildTextureH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Texture");
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    mOITBuildDepthTextureH = GLES31.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
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    mOITBuildDepthH        = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Depth");
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    mOITBuildTexCorrH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
364
    mOITBuildSizeH         = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Size");
365
    mOITBuildNumRecordsH   = GLES31.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
366

    
367
    // OIT COLLAPSE PROGRAM ///////////////////////////
368
    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
369
    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
370

    
371
    try
372
      {
373
      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
374
      }
375
    catch(Exception e)
376
      {
377
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT COLLAPSE program: "+e.getMessage());
378
      throw new RuntimeException(e.getMessage());
379
      }
380

    
381
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
382
    mOITCollapseDepthTextureH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
383
    mOITCollapseDepthH        = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
384
    mOITCollapseTexCorrH      = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
385
    mOITCollapseSizeH         = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Size");
386

    
387
    // OIT RENDER PROGRAM ///////////////////////////
388
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
389
    final InputStream oitRenderFragStream = resources.openRawResource(R.raw.oit_render_fragment_shader);
390

    
391
    try
392
      {
393
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
394
      }
395
    catch(Exception e)
396
      {
397
      Log.e("EFFECTS", e.getClass().getSimpleName()+" trying to compile OIT RENDER program: "+e.getMessage());
398
      throw new RuntimeException(e.getMessage());
399
      }
400

    
401
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
402
    mOITRenderDepthH        = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Depth");
403
    mOITRenderTexCorrH      = GLES31.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
404
    mOITRenderSizeH         = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Size");
405
    }
406

    
407
///////////////////////////////////////////////////////////////////////////////////////////////////
408

    
409
  private static void displayNormals(EffectQueue[] queues, MeshBase mesh)
410
    {
411
    int num = mesh.getNumVertices();
412
    int tfo = mesh.getTFO();
413

    
414
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
415
    GLES31.glBeginTransformFeedback( GLES31.GL_POINTS);
416
    InternalRenderState.switchOffDrawing();
417
    GLES31.glDrawArrays( GLES31.GL_POINTS, 0, num );
418
    InternalRenderState.restoreDrawing();
419
    GLES31.glEndTransformFeedback();
420
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
421

    
422
    DistortedLibrary.mNormalProgram.useProgram();
423
    GLES31.glUniformMatrix4fv(DistortedLibrary.mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
424
    mesh.bindTransformAttribs(DistortedLibrary.mNormalProgram);
425
    GLES31.glLineWidth(8.0f);
426
    GLES31.glDrawArrays(GLES31.GL_LINES, 0, 2*num);
427
    }
428

    
429
///////////////////////////////////////////////////////////////////////////////////////////////////
430

    
431
  static void drawPrivOIT(EffectQueue[] queues, float halfW, float halfH, MeshBase mesh, InternalOutputSurface surface, long currTime)
432
    {
433
    float halfZ = halfW*mesh.getZFactor();
434

    
435
    EffectQueue.compute(queues, currTime, halfW, halfH, halfZ );
436
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
437

    
438
    DistortedLibrary.mMainOITProgram.useProgram();
439
    GLES31.glUniform1i(DistortedLibrary.mMainOITTextureH, 0);
440
    GLES31.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
441
    GLES31.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
442
    mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram);
443

    
444
    float inflate     = mesh.getInflate();
445
    int width         = surface.mWidth;
446
    int height        = surface.mHeight;
447
    float distance    = surface.mDistance;
448
    float mipmap      = surface.mMipmap;
449
    float[] projection= surface.mProjectionMatrix;
450

    
451
    EffectQueue.send(queues, width, height, distance, mipmap, projection, inflate, halfW, halfH, halfZ, 1 );
452
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
453

    
454
    if( mesh.getShowNormals() )
455
      {
456
      DistortedLibrary.mMainProgram.useProgram();
457
      EffectQueue.send(queues, width, height, distance, mipmap, projection, inflate, halfW, halfH, halfZ, 0 );
458
      displayNormals(queues,mesh);
459
      }
460
    }
461

    
462
///////////////////////////////////////////////////////////////////////////////////////////////////
463

    
464
  static void drawPriv(EffectQueue[] queues, float halfW, float halfH, MeshBase mesh, InternalOutputSurface surface, long currTime)
465
    {
466
    float halfZ = halfW*mesh.getZFactor();
467

    
468
    EffectQueue.compute(queues, currTime, halfW, halfH, halfZ );
469
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
470

    
471
    DistortedLibrary.mMainProgram.useProgram();
472
    GLES31.glUniform1i(DistortedLibrary.mMainTextureH, 0);
473
    mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
474

    
475
    float inflate     = mesh.getInflate();
476
    int width         = surface.mWidth;
477
    int height        = surface.mHeight;
478
    float distance    = surface.mDistance;
479
    float mipmap      = surface.mMipmap;
480
    float[] projection= surface.mProjectionMatrix;
481

    
482
    EffectQueue.send(queues, width, height, distance, mipmap, projection, inflate, halfW, halfH, halfZ, 0 );
483
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
484

    
485
    if( mesh.getShowNormals() ) displayNormals(queues,mesh);
486
    }
487

    
488
///////////////////////////////////////////////////////////////////////////////////////////////////
489

    
490
  static void blitPriv(InternalOutputSurface surface)
491
    {
492
    mBlitProgram.useProgram();
493

    
494
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
495
    GLES31.glUniform1i(mBlitTextureH, 0);
496
    GLES31.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
497
    GLES31.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
498
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
499
    }
500

    
501
///////////////////////////////////////////////////////////////////////////////////////////////////
502

    
503
  static void blitDepthPriv(InternalOutputSurface surface, float corrW, float corrH)
504
    {
505
    mBlitDepthProgram.useProgram();
506

    
507
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
508
    GLES31.glUniform1i(mBlitDepthTextureH, 0);
509
    GLES31.glUniform1i(mBlitDepthDepthTextureH, 1);
510
    GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
511
    GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
512
    GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
513
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
514
    }
515

    
516
///////////////////////////////////////////////////////////////////////////////////////////////////
517

    
518
  private static int printPreviousBuffer()
519
    {
520
    int counter = 0;
521

    
522
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
523
                                                                GLES31.GL_MAP_READ_BIT);
524
    if( atomicBuf!=null )
525
      {
526
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
527
      counter = atomicIntBuf.get(0);
528
      }
529
    else
530
      {
531
      android.util.Log.e("effects", "print: failed to map atomic buffer");
532
      }
533

    
534
    GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
535

    
536
    return counter;
537
    }
538

    
539
///////////////////////////////////////////////////////////////////////////////////////////////////
540

    
541
  private static void zeroBuffer()
542
    {
543
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
544
        GLES31.GL_MAP_WRITE_BIT|GLES31.GL_MAP_INVALIDATE_BUFFER_BIT);
545
    if( atomicBuf!=null )
546
      {
547
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
548
      atomicIntBuf.put(0,0);
549
      }
550
    else
551
      {
552
      android.util.Log.e("effects", "zero: failed to map atomic buffer");
553
      }
554

    
555
    GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
556
    }
557

    
558
///////////////////////////////////////////////////////////////////////////////////////////////////
559
// reset atomic counter to 0
560

    
561
  static int zeroOutAtomic()
562
    {
563
    int counter = 0;
564

    
565
    if( mAtomicCounter[0]<0 )
566
      {
567
      GLES31.glGenBuffers(DistortedLibrary.FBO_QUEUE_SIZE,mAtomicCounter,0);
568

    
569
      for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)
570
        {
571
        GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
572
        GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES31.GL_DYNAMIC_DRAW);
573
        zeroBuffer();
574
        }
575
      }
576

    
577
    // reading the value of the buffer on every frame would slow down rendering by
578
    // dialog_about 3%; doing it only once every 5 frames affects speed by less than 1%.
579
    if( mCurrBuffer==0 )
580
      {
581
      GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
582
      counter = printPreviousBuffer();
583
      }
584

    
585
    if( ++mCurrBuffer>= DistortedLibrary.FBO_QUEUE_SIZE ) mCurrBuffer = 0;
586

    
587
    GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
588
    zeroBuffer();
589

    
590
    return counter;
591
    }
592

    
593
///////////////////////////////////////////////////////////////////////////////////////////////////
594
// Pass1 of the OIT algorithm. Clear per-pixel head-pointers.
595

    
596
  static void oitClear(InternalOutputSurface surface, int counter)
597
    {
598
    if( mLinkedListSSBO[0]<0 )
599
      {
600
      GLES31.glGenBuffers(1,mLinkedListSSBO,0);
601

    
602
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
603
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
604
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
605
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
606

    
607
      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
608
      }
609

    
610
    // See if we have overflown the SSBO in one of the previous frames.
611
    // If yes, assume we need to make the SSBO larger.
612
    float overflow = counter/(mBufferSize*surface.mWidth*surface.mHeight);
613

    
614
    if( overflow>1.0f )
615
      {
616
      //android.util.Log.e("effects", "previous frame rendered "+counter+
617
      //                   " fragments, but there was only "+(mBufferSize*surface.mWidth*surface.mHeight)+" space");
618

    
619
      mBufferSize *= (int)(overflow+1.0f);
620
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
621
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
622
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
623
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
624
      }
625

    
626
    mOITClearProgram.useProgram();
627

    
628
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
629
    GLES31.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
630
    GLES31.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
631
    GLES31.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
632
    GLES31.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
633
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
634
    }
635

    
636
///////////////////////////////////////////////////////////////////////////////////////////////////
637
// Pass2 of the OIT algorithm - build per-pixel linked lists.
638

    
639
  static void oitBuild(InternalOutputSurface surface, float corrW, float corrH)
640
    {
641
    mOITBuildProgram.useProgram();
642

    
643
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
644
    GLES31.glUniform1i(mOITBuildTextureH, 0);
645
    GLES31.glUniform1i(mOITBuildDepthTextureH, 1);
646
    GLES31.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
647
    GLES31.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
648
    GLES31.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
649
    GLES31.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
650
    GLES31.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
651
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
652
    }
653

    
654
///////////////////////////////////////////////////////////////////////////////////////////////////
655
// Pass3 of the OIT algorithm. Cut occluded parts of the linked list.
656

    
657
  static void oitCollapse(InternalOutputSurface surface, float corrW, float corrH)
658
    {
659
    mOITCollapseProgram.useProgram();
660

    
661
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
662
    GLES31.glUniform1i(mOITCollapseDepthTextureH, 1);
663
    GLES31.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
664
    GLES31.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
665
    GLES31.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
666
    GLES31.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
667
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
668
    }
669

    
670
///////////////////////////////////////////////////////////////////////////////////////////////////
671
// Pass4 of the OIT algorithm. Render all the transparent pixels from the per-pixel linked lists.
672

    
673
  static void oitRender(InternalOutputSurface surface, float corrW, float corrH)
674
    {
675
    mOITRenderProgram.useProgram();
676

    
677
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
678
    GLES31.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
679
    GLES31.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
680
    GLES31.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
681
    GLES31.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
682
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
683
    }
684

    
685
///////////////////////////////////////////////////////////////////////////////////////////////////
686

    
687
  static void setSSBOSize(float size)
688
    {
689
    mBufferSize = size;
690
    }
691

    
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
694
// PowerVR GE8100 compiler fails to compile OIT programs.
695

    
696
  private static void detectBuggyDrivers()
697
    {
698
    String vendor  = GLES31.glGetString(GLES31.GL_VENDOR);
699
    String version = GLES31.glGetString(GLES31.GL_VERSION);
700
    String renderer= GLES31.glGetString(GLES31.GL_RENDERER);
701

    
702
    /*
703
    android.util.Log.e("DISTORTED", "GLSL Version "+GLES31.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
704
    android.util.Log.e("DISTORTED", "GL Version "  +GLES31.glGetString(GLES31.GL_VERSION));
705
    android.util.Log.e("DISTORTED", "GL Vendor "   +GLES31.glGetString(GLES31.GL_VENDOR));
706
    android.util.Log.e("DISTORTED", "GL Renderer " +GLES31.glGetString(GLES31.GL_RENDERER));
707
    */
708

    
709
    if( vendor.contains("ARM") )
710
      {
711
      if( version.contains("r12") )
712
        {
713
        android.util.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.");
714
        }
715
      }
716
    else if( vendor.contains("Imagination") )
717
      {
718
      if( renderer.contains("GE8") )
719
        {
720
        android.util.Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
721
        }
722
      }
723
    }
724

    
725
///////////////////////////////////////////////////////////////////////////////////////////////////
726
/**
727
 * Have we called onCreate yet, ie have we initialized the library?
728
 * @return <code>true</code> if the library is initialized and ready for action.
729
 */
730
  public static boolean isInitialized()
731
    {
732
    return mInitialized;
733
    }
734

    
735
///////////////////////////////////////////////////////////////////////////////////////////////////
736
/**
737
 * When OpenGL context gets created, call this method so that the library can initialise its internal data structures.
738
 * I.e. best called from GLSurfaceView.onCreate().
739
 * <p>
740
 * Needs to be called from a thread holding the OpenGL context.
741
 *   
742
 * @param context Context of the App using the library - used to open up Resources and read Shader code.
743
 */
744
  public static void onCreate(final Context context) throws Exception
745
    {
746
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
747
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
748
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+configurationInfo.getGlEsVersion());
749

    
750
    mInitialized = true;
751

    
752
    detectBuggyDrivers();
753

    
754
    EffectMessageSender.startSending();
755

    
756
    final Resources resources = context.getResources();
757

    
758
    Exception exception=null;
759

    
760
    try
761
      {
762
      createPrograms(resources);
763
      }
764
    catch(Exception ex)
765
      {
766
      exception = ex;
767
      }
768

    
769
    try
770
      {
771
      createProgramsOIT(resources);
772
      }
773
    catch(Exception ex)
774
      {
775
      exception = ex;
776
      }
777

    
778
    try
779
      {
780
      EffectQueuePostprocess.createPrograms(resources);
781
      }
782
    catch(Exception ex)
783
      {
784
      exception = ex;
785
      }
786

    
787
    try
788
      {
789
      PostprocessEffect.createPrograms();
790
      }
791
    catch(Exception ex)
792
      {
793
      exception = ex;
794
      }
795

    
796
    if( exception!=null)
797
      {
798
      throw exception;
799
      }
800
    }
801

    
802
///////////////////////////////////////////////////////////////////////////////////////////////////
803
/**
804
 * Call this so that the Library can release the OpenGL related data that needs to be recreated.
805
 * Must be called from Activity.onPause().
806
 */
807
  public static void onPause()
808
    {
809
    InternalObject.onPause();
810

    
811
    mLinkedListSSBO[0]= -1;
812

    
813
    for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++) mAtomicCounter[i] = -1;
814
    }
815

    
816
///////////////////////////////////////////////////////////////////////////////////////////////////
817
/**
818
 * Call this so that the Library can release its internal data structures.
819
 * Must be called from Activity.onDestroy(). 
820
 */
821
  public static void onDestroy()
822
    {
823
    InternalObject.onDestroy();
824
    InternalNodeData.onDestroy();
825
    InternalMaster.onDestroy();
826
    InternalOutputSurface.onDestroy();
827
    DistortedEffects.onDestroy();
828
    EffectQueue.onDestroy();
829
    Effect.onDestroy();
830
    EffectMessageSender.stopSending();
831

    
832
    mInitialized = false;
833
    }
834

    
835
///////////////////////////////////////////////////////////////////////////////////////////////////
836
/**
837
 * Returns the maximum number of effects of a given type that can be simultaneously applied to a
838
 * single (InputSurface,MeshBase) combo.
839
 *
840
 * @param type {@link EffectType}
841
 * @return The maximum number of effects of a given type.
842
 */
843
  @SuppressWarnings("unused")
844
  public static int getMax(EffectType type)
845
    {
846
    return EffectQueue.getMax(type.ordinal());
847
    }
848

    
849
///////////////////////////////////////////////////////////////////////////////////////////////////
850
/**
851
 * Sets the maximum number of effects that can be stored in a single EffectQueue at one time.
852
 * This can fail if:
853
 * <ul>
854
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
855
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
856
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link DistortedLibrary#onCreate}. After this
857
 *     time only decreasing the value of 'max' is permitted.
858
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
859
 * </ul>
860
 *
861
 * @param type {@link EffectType}
862
 * @param max new maximum number of simultaneous effects. Has to be a non-negative number not greater
863
 *            than Byte.MAX_VALUE
864
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
865
 */
866
  @SuppressWarnings("unused")
867
  public static boolean setMax(EffectType type, int max)
868
    {
869
    return EffectQueue.setMax(type.ordinal(),max);
870
    }
871
  }
(3-3/14)