Merge "Fixing renderscript uniform binding bugs. Working on custom shaders."

This commit is contained in:
Alex Sakhartchouk
2010-08-30 10:39:46 -07:00
committed by Android (Google) Code Review
10 changed files with 362 additions and 43 deletions

View File

@@ -17,6 +17,11 @@
package android.renderscript;
import java.io.IOException;
import java.io.InputStream;
import java.io.UnsupportedEncodingException;
import android.content.res.Resources;
import android.util.Config;
import android.util.Log;
@@ -95,6 +100,44 @@ public class Program extends BaseObj {
return this;
}
public BaseProgramBuilder setShader(Resources resources, int resourceID) {
byte[] str;
int strLength;
InputStream is = resources.openRawResource(resourceID);
try {
try {
str = new byte[1024];
strLength = 0;
while(true) {
int bytesLeft = str.length - strLength;
if (bytesLeft == 0) {
byte[] buf2 = new byte[str.length * 2];
System.arraycopy(str, 0, buf2, 0, str.length);
str = buf2;
bytesLeft = str.length - strLength;
}
int bytesRead = is.read(str, strLength, bytesLeft);
if (bytesRead <= 0) {
break;
}
strLength += bytesRead;
}
} finally {
is.close();
}
} catch(IOException e) {
throw new Resources.NotFoundException();
}
try {
mShader = new String(str, 0, strLength, "UTF-8");
} catch (UnsupportedEncodingException e) {
Log.e("Renderscript shader creation", "Could not decode shader string");
}
return this;
}
public void addInput(Element e) throws IllegalStateException {
// Should check for consistant and non-conflicting names...
if(mInputCount >= MAX_INPUT) {

View File

@@ -107,14 +107,10 @@ public class ProgramVertex extends Program {
public Allocation mAlloc;
public MatrixAllocation(RenderScript rs) {
mModel = new Matrix4f();
mProjection = new Matrix4f();
mTexture = new Matrix4f();
mAlloc = Allocation.createSized(rs, Element.createUser(rs, Element.DataType.FLOAT_32), 48);
mAlloc.subData1D(MODELVIEW_OFFSET, 16, mModel.mMat);
mAlloc.subData1D(PROJECTION_OFFSET, 16, mProjection.mMat);
mAlloc.subData1D(TEXTURE_OFFSET, 16, mTexture.mMat);
loadModelview(new Matrix4f());
loadProjection(new Matrix4f());
loadTexture(new Matrix4f());
}
public void destroy() {

View File

@@ -0,0 +1,18 @@
varying lowp float light0_Diffuse;
varying lowp float light0_Specular;
varying lowp float light1_Diffuse;
varying lowp float light1_Specular;
void main() {
vec2 t0 = varTex0.xy;
lowp vec4 col = texture2D(uni_Tex0, t0).rgba;
/*col = col * (light0_Diffuse * UNI_light0_DiffuseColor + light1_Diffuse * UNI_light1_DiffuseColor);
col += light0_Specular * UNI_light0_SpecularColor;
col += light1_Specular * UNI_light1_SpecularColor;*/
col = col * (light0_Diffuse + light1_Diffuse);
col += light0_Specular;
col += light1_Specular;
gl_FragColor = col;
}

View File

@@ -0,0 +1,42 @@
varying float light0_Diffuse;
varying float light0_Specular;
varying float light1_Diffuse;
varying float light1_Specular;
/*
rs_matrix4x4 model;
float3 light0_Posision;
float light0_Diffuse;
float light0_Specular;
float light0_CosinePower;
float3 light1_Posision;
float light1_Diffuse;
float light1_Specular;
float light1_CosinePower;
*/
// This is where actual shader code begins
void main() {
vec4 worldPos = UNI_model * ATTRIB_position;
gl_Position = UNI_MVP * worldPos;
mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
vec3 worldNorm = model3 * ATTRIB_normal;
vec3 V = normalize(-worldPos.xyz);
vec3 light0Vec = normalize(UNI_light0_Posision - worldPos.xyz);
vec3 light0R = reflect(light0Vec, worldNorm);
light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse;
float light0Spec = clamp(dot(light0R, V), 0.001, 1.0);
light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular;
vec3 light1Vec = normalize(UNI_light1_Posision - worldPos.xyz);
vec3 light1R = reflect(light1Vec, worldNorm);
light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse;
float light1Spec = clamp(dot(light1R, V), 0.001, 1.0);
light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular;
gl_PointSize = 1.0;
varTex0 = ATTRIB_texture0;
}

View File

@@ -65,6 +65,13 @@ public class RsRenderStatesRS {
private ProgramVertex mProgVertex;
private ProgramVertex.MatrixAllocation mPVA;
// Custom shaders
private ProgramVertex mProgVertexCustom;
private ProgramVertex.MatrixAllocation mPVACustom;
private ProgramFragment mProgFragmentCustom;
private ScriptField_VertexShaderConstants_s mVSConst;
private ScriptField_FragentShaderConstants_s mFSConst;
private ProgramRaster mCullBack;
private ProgramRaster mCullFront;
@@ -178,6 +185,42 @@ public class RsRenderStatesRS {
mScript.set_gProgVertex(mProgVertex);
}
private void initCustomShaders() {
mVSConst = new ScriptField_VertexShaderConstants_s(mRS, 1);
mFSConst = new ScriptField_FragentShaderConstants_s(mRS, 1);
mScript.bind_gVSConstants(mVSConst);
mScript.bind_gFSConstants(mFSConst);
// Initialize the shader builder
ProgramVertex.ShaderBuilder pvbCustom = new ProgramVertex.ShaderBuilder(mRS);
// Specify the resource that contains the shader string
pvbCustom.setShader(mRes, R.raw.shaderv);
// Use a script field to spcify the input layout
pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS));
// Define the constant input layout
pvbCustom.addConstant(mVSConst.getAllocation().getType());
mProgVertexCustom = pvbCustom.create();
// Bind the source of constant data
mProgVertexCustom.bindConstants(mVSConst.getAllocation(), 1);
mPVACustom = new ProgramVertex.MatrixAllocation(mRS);
mProgVertexCustom.bindAllocation(mPVACustom);
ProgramFragment.ShaderBuilder pfbCustom = new ProgramFragment.ShaderBuilder(mRS);
// Specify the resource that contains the shader string
pfbCustom.setShader(mRes, R.raw.shaderf);
//Tell the builder how many textures we have
pfbCustom.setTextureCount(1);
// Define the constant input layout
pfbCustom.addConstant(mFSConst.getAllocation().getType());
mProgFragmentCustom = pfbCustom.create();
// Bind the source of constant data
mProgFragmentCustom.bindConstants(mFSConst.getAllocation(), 1);
mScript.set_gProgVertexCustom(mProgVertexCustom);
mScript.set_gProgFragmentCustom(mProgFragmentCustom);
}
private Allocation loadTextureRGB(int id) {
final Allocation allocation = Allocation.createFromBitmapResource(mRS, mRes,
id, Element.RGB_565(mRS), true);
@@ -274,6 +317,7 @@ public class RsRenderStatesRS {
loadImages();
initMesh();
initProgramRaster();
initCustomShaders();
mRS.contextBindRootScript(mScript);
}

View File

@@ -17,6 +17,7 @@
#pragma rs java_package_name(com.android.samples)
#include "rs_graphics.rsh"
#include "shader_def.rsh"
rs_program_vertex gProgVertex;
rs_program_fragment gProgFragmentColor;
@@ -51,6 +52,15 @@ rs_sampler gNearestClamp;
rs_program_raster gCullBack;
rs_program_raster gCullFront;
// Custom vertex shader compunents
VertexShaderConstants *gVSConstants;
FragentShaderConstants *gFSConstants;
// Export these out to easily set the inputs to shader
VertexShaderInputs *gVSInputs;
// Custom shaders we use for lighting
rs_program_vertex gProgVertexCustom;
rs_program_fragment gProgFragmentCustom;
#pragma rs export_var(gProgVertex, gProgFragmentColor, gProgFragmentTexture)
#pragma rs export_var(gProgStoreBlendNoneDepth, gProgStoreBlendNone, gProgStoreBlendAlpha, gProgStoreBlendAdd)
#pragma rs export_var(gTexOpaque, gTexTorus, gTexTransparent)
@@ -58,6 +68,7 @@ rs_program_raster gCullFront;
#pragma rs export_var(gFontSans, gFontSerif, gFontSerifBold, gFontSerifItalic, gFontSerifBoldItalic, gFontMono)
#pragma rs export_var(gLinearClamp, gLinearWrap, gMipLinearWrap, gNearestClamp)
#pragma rs export_var(gCullBack, gCullFront)
#pragma rs export_var(gVSConstants, gFSConstants, gVSInputs, gProgVertexCustom, gProgFragmentCustom)
//What we are showing
#pragma rs export_var(gDisplayMode)
@@ -274,7 +285,7 @@ void displayTextureSamplers() {
float gTorusRotation = 0;
void displayCullingSamplers() {
void displayCullingSamples() {
rsgBindProgramVertex(gProgVertex);
// Setup the projectioni matrix with 60 degree field of view
rs_matrix4x4 proj;
@@ -315,6 +326,94 @@ void displayCullingSamplers() {
rsgDrawText("Displaying mesh front/back face culling", 10, rsgGetHeight() - 10);
}
float gLight0Rotation = 0;
float gLight1Rotation = 0;
void setupCustomShaderLights() {
float4 light0Pos = {-5.0f, 5.0f, -10.0f, 1.0f};
float4 light1Pos = {2.0f, 5.0f, 15.0f, 1.0f};
float3 light0DiffCol = {0.9f, 0.7f, 0.7f};
float3 light0SpecCol = {0.9f, 0.8f, 0.8f};
float3 light1DiffCol = {0.7f, 0.7f, 0.9f};
float3 light1SpecCol = {0.8f, 0.8f, 0.9f};
gLight0Rotation += 150.0f * rsGetDt();
if(gLight0Rotation > 360.0f) {
gLight0Rotation -= 360.0f;
}
gLight1Rotation -= 50.0f * rsGetDt();
if(gLight1Rotation > 360.0f) {
gLight1Rotation -= 360.0f;
}
rs_matrix4x4 l0Mat;
rsMatrixLoadRotate(&l0Mat, gLight0Rotation, 1.0f, 0.0f, 0.0f);
light0Pos = rsMatrixMultiply(&l0Mat, light0Pos);
rs_matrix4x4 l1Mat;
rsMatrixLoadRotate(&l1Mat, gLight1Rotation, 0.0f, 0.0f, 1.0f);
light1Pos = rsMatrixMultiply(&l1Mat, light1Pos);
// Set light 0 properties
gVSConstants->light0_Posision.x = light0Pos.x;
gVSConstants->light0_Posision.y = light0Pos.y;
gVSConstants->light0_Posision.z = light0Pos.z;
gVSConstants->light0_Diffuse = 1.0f;
gVSConstants->light0_Specular = 0.5f;
gVSConstants->light0_CosinePower = 70.0f;
// Set light 1 properties
gVSConstants->light1_Posision.x = light1Pos.x;
gVSConstants->light1_Posision.y = light1Pos.y;
gVSConstants->light1_Posision.z = light1Pos.z;
gVSConstants->light1_Diffuse = 1.0f;
gVSConstants->light1_Specular = 0.7f;
gVSConstants->light1_CosinePower = 50.0f;
// Update fragmetn shader constants
// Set light 0 colors
gFSConstants->light0_DiffuseColor = light0DiffCol;
gFSConstants->light0_SpecularColor = light0SpecCol;
// Set light 1 colors
gFSConstants->light1_DiffuseColor = light1DiffCol;
gFSConstants->light1_SpecularColor = light1SpecCol;
}
void displayCustomShaderSamples() {
// Update vertex shader constants
// Load model matrix
// Aplly a rotation to our mesh
gTorusRotation += 50.0f * rsGetDt();
if(gTorusRotation > 360.0f) {
gTorusRotation -= 360.0f;
}
// Position our model on the screen
rsMatrixLoadTranslate(&gVSConstants->model, 0.0f, 0.0f, -10.0f);
rsMatrixRotate(&gVSConstants->model, gTorusRotation, 1.0f, 0.0f, 0.0f);
setupCustomShaderLights();
rsgBindProgramVertex(gProgVertexCustom);
// Setup the projectioni matrix with 60 degree field of view
rs_matrix4x4 proj;
float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
rsMatrixLoadPerspective(&proj, 30.0f, aspect, 0.1f, 100.0f);
rsgProgramVertexLoadProjectionMatrix(&proj);
// Fragment shader with texture
rsgBindProgramStore(gProgStoreBlendNoneDepth);
rsgBindProgramFragment(gProgFragmentCustom);
rsgBindSampler(gProgFragmentCustom, 0, gLinearClamp);
rsgBindTexture(gProgFragmentCustom, 0, gTexTorus);
// Use back face culling
rsgBindProgramRaster(gCullBack);
rsgDrawMesh(gTorusMesh);
rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
rsgBindFont(gFontMono);
rsgDrawText("Custom shader sample", 10, rsgGetHeight() - 10);
}
int root(int launchID) {
rsgClearColor(0.2f, 0.2f, 0.2f, 0.0f);
@@ -337,7 +436,10 @@ int root(int launchID) {
displayTextureSamplers();
break;
case 5:
displayCullingSamplers();
displayCullingSamples();
break;
case 6:
displayCustomShaderSamples();
break;
}

View File

@@ -0,0 +1,47 @@
// Copyright (C) 2009 The Android Open Source Project
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#pragma version(1)
#pragma rs java_package_name(com.android.samples)
typedef struct VertexShaderConstants_s {
rs_matrix4x4 model;
float3 light0_Posision;
float light0_Diffuse;
float light0_Specular;
float light0_CosinePower;
float3 light1_Posision;
float light1_Diffuse;
float light1_Specular;
float light1_CosinePower;
} VertexShaderConstants;
typedef struct FragentShaderConstants_s {
float3 light0_DiffuseColor;
float3 light0_SpecularColor;
float3 light1_DiffuseColor;
float3 light1_SpecularColor;
} FragentShaderConstants;
typedef struct VertexShaderInputs_s {
float4 position;
float3 normal;
float4 texture0;
} VertexShaderInputs;

View File

@@ -146,13 +146,24 @@ void ProgramVertex::createShader()
// Cannot be complex
rsAssert(!f->getFieldCount());
switch(f->getComponent().getVectorSize()) {
case 1: mShader.append("uniform float UNI_"); break;
case 2: mShader.append("uniform vec2 UNI_"); break;
case 3: mShader.append("uniform vec3 UNI_"); break;
case 4: mShader.append("uniform vec4 UNI_"); break;
default:
rsAssert(0);
if(f->getType() == RS_TYPE_MATRIX_4X4) {
mShader.append("uniform mat4 UNI_");
}
else if(f->getType() == RS_TYPE_MATRIX_3X3) {
mShader.append("uniform mat3 UNI_");
}
else if(f->getType() == RS_TYPE_MATRIX_2X2) {
mShader.append("uniform mat2 UNI_");
}
else {
switch(f->getComponent().getVectorSize()) {
case 1: mShader.append("uniform float UNI_"); break;
case 2: mShader.append("uniform vec2 UNI_"); break;
case 3: mShader.append("uniform vec3 UNI_"); break;
case 4: mShader.append("uniform vec4 UNI_"); break;
default:
rsAssert(0);
}
}
mShader.append(fn);
@@ -250,41 +261,53 @@ void ProgramVertex::setupGL2(const Context *rsc, ProgramVertexState *state, Shad
const Element *f = e->getField(field);
uint32_t offset = e->getFieldOffsetBytes(field);
int32_t slot = sc->vtxUniformSlot(uidx);
const char *fieldName = e->getFieldName(field);
const float *fd = reinterpret_cast<const float *>(&data[offset]);
//LOGE("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i", slot, offset, ct, field, uidx);
// If this field is padding, skip it
if(fieldName[0] == '#') {
continue;
}
//LOGE("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", slot, offset, ct, field, uidx, fieldName);
if (slot >= 0) {
switch(f->getComponent().getVectorSize()) {
case 1:
//LOGE("Uniform 1 = %f", fd[0]);
glUniform1fv(slot, 1, fd);
break;
case 2:
//LOGE("Uniform 2 = %f %f", fd[0], fd[1]);
glUniform2fv(slot, 1, fd);
break;
case 3:
//LOGE("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
glUniform3fv(slot, 1, fd);
break;
case 4:
//LOGE("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
glUniform4fv(slot, 1, fd);
break;
default:
rsAssert(0);
if(f->getType() == RS_TYPE_MATRIX_4X4) {
glUniformMatrix4fv(slot, 1, GL_FALSE, fd);
}
else if(f->getType() == RS_TYPE_MATRIX_3X3) {
glUniformMatrix3fv(slot, 1, GL_FALSE, fd);
}
else if(f->getType() == RS_TYPE_MATRIX_2X2) {
glUniformMatrix2fv(slot, 1, GL_FALSE, fd);
}
else {
switch(f->getComponent().getVectorSize()) {
case 1:
//LOGE("Uniform 1 = %f", fd[0]);
glUniform1fv(slot, 1, fd);
break;
case 2:
//LOGE("Uniform 2 = %f %f", fd[0], fd[1]);
glUniform2fv(slot, 1, fd);
break;
case 3:
//LOGE("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
glUniform3fv(slot, 1, fd);
break;
case 4:
//LOGE("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
glUniform4fv(slot, 1, fd);
break;
default:
rsAssert(0);
}
}
}
uidx ++;
}
}
for (uint32_t ct=0; ct < mConstantCount; ct++) {
uint32_t glSlot = sc->vtxUniformSlot(ct + 1);
}
state->mLast.set(this);
rsc->checkError("ProgramVertex::setupGL2");
}
@@ -340,7 +363,8 @@ void ProgramVertex::initAddUserElement(const Element *e, String8 *names, uint32_
const Element *ce = e->getField(ct);
if (ce->getFieldCount()) {
initAddUserElement(ce, names, count, prefix);
} else {
}
else if(e->getFieldName(ct)[0] != '#') {
String8 tmp(prefix);
tmp.append(e->getFieldName(ct));
names[*count].setTo(tmp.string());

View File

@@ -129,7 +129,7 @@ void VertexArray::setupGL2(const Context *rsc, class VertexArrayState *state, Sh
rsc->checkError("VertexArray::setupGL2 disabled");
for (uint32_t ct=0; ct < mCount; ct++) {
uint32_t slot = 0;
int32_t slot = 0;
if (mAttribs[ct].name[0] == '#') {
continue;
@@ -150,6 +150,9 @@ void VertexArray::setupGL2(const Context *rsc, class VertexArrayState *state, Sh
continue;
}
}
if(slot < 0) {
continue;
}
//logAttrib(ct, slot);
glEnableVertexAttribArray(slot);