Revision faa3ff56
Added by Leszek Koltunski almost 7 years ago
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java | ||
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private static int mIndex1, mIndex2; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// This implements the 'Better separable implementation using GPU fixed function sampling' from |
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// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms |
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/** |
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* Make the object glow with a specific color and a halo of specific radius. |
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* |
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* @param glowRadius The 'strength' if the effect, in pixels. 0 = no halo, 10 = halo of roughly 10 pixels |
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* around the whole object. |
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* @param color RGBA of the color with which to draw the glow. |
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*/ |
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public PostprocessEffectGlow(Data1D glowRadius, Data4D color) |
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private void computeGaussianKernel(int radius) |
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{ |
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super(EffectName.GLOW); |
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mGlowRadius = glowRadius; |
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mColor = color; |
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int offset = radius + radius*radius/4; |
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if( weightsCache[offset]==0.0f ) |
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{ |
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float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3); |
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mWeights[0] = GAUSSIAN[0]; |
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float sum = GAUSSIAN[0]; |
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int j; |
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for(int i=1; i<=radius; i++) |
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{ |
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x += P; |
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j = (int)x; |
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z = x-j; |
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mWeights[i] = (1-z)*GAUSSIAN[j] + z*GAUSSIAN[j+1]; |
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sum += 2*mWeights[i]; |
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} |
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for(int i=0; i<=radius; i++) mWeights[i] /= sum; |
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int numloops = radius/2; |
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weightsCache[offset] = mWeights[0]; |
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offsetsCache[offset] = 0.0f; |
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for(int i=0; i<numloops; i++) |
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{ |
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offsetsCache[offset+i+1] = mWeights[2*i+1]*(2*i+1) + mWeights[2*i+2]*(2*i+2); |
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weightsCache[offset+i+1] = mWeights[2*i+1] + mWeights[2*i+2]; |
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offsetsCache[offset+i+1]/= weightsCache[offset+i+1]; |
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} |
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if( radius%2 == 1 ) |
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{ |
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int index = offset + radius/2 +1; |
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offsetsCache[index]=radius; |
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weightsCache[index]=mWeights[radius]; |
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} |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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* |
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* @y.exclude |
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*/ |
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public boolean compute(float[] uniforms, int index, long currentDuration, long step ) |
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{ |
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mColor.get(uniforms,index+1,currentDuration,step); |
... | ... | |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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* |
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* @y.exclude |
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*/ |
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public int apply(float[] uniforms, int index, float qualityScale, DistortedFramebuffer buffer) |
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{ |
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if( mProgram1 ==null) |
... | ... | |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Have to call this before the shaders get compiled (i.e before Distorted.onCreate()) for the Effect to work. |
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*/ |
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public static void enable() |
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{ |
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final String glowVertex = |
... | ... | |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// This implements the 'Better separable implementation using GPU fixed function sampling' from |
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// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms |
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private void computeGaussianKernel(int radius) |
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/** |
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* Make the object glow with a specific color and a halo of specific radius. |
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* |
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* @param glowRadius The 'strength' if the effect, in pixels. 0 = no halo, 10 = halo of roughly 10 pixels |
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* around the whole object. |
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* @param color RGBA of the color with which to draw the glow. |
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*/ |
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public PostprocessEffectGlow(Data1D glowRadius, Data4D color) |
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{ |
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int offset = radius + radius*radius/4; |
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if( weightsCache[offset]==0.0f ) |
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{ |
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float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3); |
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mWeights[0] = GAUSSIAN[0]; |
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float sum = GAUSSIAN[0]; |
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int j; |
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for(int i=1; i<=radius; i++) |
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{ |
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x += P; |
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j = (int)x; |
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z = x-j; |
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mWeights[i] = (1-z)*GAUSSIAN[j] + z*GAUSSIAN[j+1]; |
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sum += 2*mWeights[i]; |
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} |
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for(int i=0; i<=radius; i++) mWeights[i] /= sum; |
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int numloops = radius/2; |
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weightsCache[offset] = mWeights[0]; |
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offsetsCache[offset] = 0.0f; |
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for(int i=0; i<numloops; i++) |
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{ |
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offsetsCache[offset+i+1] = mWeights[2*i+1]*(2*i+1) + mWeights[2*i+2]*(2*i+2); |
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weightsCache[offset+i+1] = mWeights[2*i+1] + mWeights[2*i+2]; |
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offsetsCache[offset+i+1]/= weightsCache[offset+i+1]; |
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} |
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if( radius%2 == 1 ) |
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{ |
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int index = offset + radius/2 +1; |
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offsetsCache[index]=radius; |
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weightsCache[index]=mWeights[radius]; |
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} |
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} |
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super(EffectName.GLOW); |
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mGlowRadius = glowRadius; |
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mColor = color; |
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} |
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} |
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