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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.examples.bitmaptree;
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import java.io.IOException;
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import java.io.InputStream;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import org.distorted.examples.R;
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import org.distorted.library.effect.EffectName;
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import org.distorted.library.effect.FragmentEffectChroma;
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import org.distorted.library.effect.MatrixEffectMove;
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import org.distorted.library.effect.MatrixEffectRotate;
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import org.distorted.library.effect.MatrixEffectScale;
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import org.distorted.library.effect.VertexEffectSink;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedFramebuffer;
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import org.distorted.library.main.DistortedNode;
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import org.distorted.library.main.DistortedScreen;
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import org.distorted.library.main.Distorted;
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import org.distorted.library.main.MeshCubes;
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import org.distorted.library.main.MeshFlat;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.type.Dynamic;
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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 org.distorted.library.type.Static3D;
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import android.graphics.Bitmap;
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import android.graphics.BitmapFactory;
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import android.opengl.GLES30;
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import android.opengl.GLSurfaceView;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class BitmapTreeRenderer implements GLSurfaceView.Renderer
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{
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private GLSurfaceView mView;
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private DistortedEffects mEffects;
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private DistortedTexture mLisaTexture, mGridTexture;
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private DistortedScreen mScreen;
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private DistortedNode mRoot;
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private MeshFlat mMeshFlat;
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private MeshCubes mMeshCubes;
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private int lisaHeight, lisaWidth;
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private boolean mDepth;
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private Static3D mScale, mMove;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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BitmapTreeRenderer(GLSurfaceView v)
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{
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mView = v;
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mDepth = true;
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mScale = new Static3D(1,1,1);
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mMove = new Static3D(0,0,0);
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Dynamic1D chromaDyn = new Dynamic1D(5000,0.0f);
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chromaDyn.add(new Static1D(0.0f));
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chromaDyn.add(new Static1D(0.8f));
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mEffects= new DistortedEffects();
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mEffects.apply(new MatrixEffectMove(mMove));
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mEffects.apply(new MatrixEffectScale(mScale));
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mEffects.apply(new FragmentEffectChroma(chromaDyn, new Static3D(0,0,1)));
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mScreen = new DistortedScreen();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void setDepthPriv()
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{
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if( mDepth ) mRoot.glEnable (GLES30.GL_DEPTH_TEST);
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else mRoot.glDisable(GLES30.GL_DEPTH_TEST);
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mRoot.glDepthMask(mDepth);
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// we can also, to save memory, delete/recreate
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// the depth buffer each time. This is optional.
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mRoot.enableDepthStencil(mDepth ? DistortedFramebuffer.DEPTH_NO_STENCIL:DistortedFramebuffer.NO_DEPTH_NO_STENCIL);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setDepth(boolean depth)
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{
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mDepth = depth;
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if( mRoot!=null ) setDepthPriv();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void onDrawFrame(GL10 glUnused)
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{
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mScreen.render(System.currentTimeMillis());
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void onSurfaceChanged(GL10 glUnused, int width, int height)
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{
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if( (float)lisaHeight/lisaWidth > (float)height/width )
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{
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int w = (height*lisaWidth)/lisaHeight;
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float factor = (float)height/lisaHeight;
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mMove.set((width-w)/2,0,0);
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mScale.set(factor,factor,factor);
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}
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else
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{
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int h = (width*lisaHeight)/lisaWidth;
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float factor = (float)width/lisaWidth;
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mMove.set(0,(height-h)/2,0);
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mScale.set(factor,factor,factor);
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}
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mScreen.resize(width, height);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
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{
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// TODO
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// This appears to be needed in case we create the app anew with NO DEPTH
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// (i.e. we set 'no depth' and then rotate screen). Investigate.
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GLES30.glEnable(GLES30.GL_CULL_FACE);
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GLES30.glCullFace(GLES30.GL_BACK);
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GLES30.glFrontFace(GLES30.GL_CW);
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InputStream is1 = mView.getContext().getResources().openRawResource(R.raw.monalisa);
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InputStream is2 = mView.getContext().getResources().openRawResource(R.raw.grid);
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Bitmap bitmap1, bitmap2;
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try
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{
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bitmap1 = BitmapFactory.decodeStream(is1);
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bitmap2 = BitmapFactory.decodeStream(is2);
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}
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finally
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{
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try
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{
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is1.close();
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is2.close();
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}
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catch(IOException e) { }
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}
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lisaWidth = bitmap1.getWidth();
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lisaHeight = bitmap1.getHeight();
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int gridWidth = bitmap2.getWidth();
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int gridHeight= bitmap2.getHeight();
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if( mLisaTexture==null ) mLisaTexture = new DistortedTexture(lisaWidth,lisaHeight);
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if( mGridTexture==null ) mGridTexture = new DistortedTexture(gridWidth,gridHeight);
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mLisaTexture.setTexture(bitmap1);
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mGridTexture.setTexture(bitmap2);
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DistortedEffects gridEffects = new DistortedEffects();
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final int GRID = 10;
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if( mMeshFlat==null ) mMeshFlat = new MeshFlat(1,1);
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if( mMeshCubes==null) mMeshCubes= new MeshCubes(GRID,GRID,1);
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mRoot = new DistortedNode(mLisaTexture, mEffects, mMeshFlat);
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mRoot.attach(mGridTexture,gridEffects,mMeshCubes);
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setDepthPriv();
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mScreen.detachAll();
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mScreen.attach(mRoot);
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float factor = lisaWidth/(2.0f*gridWidth);
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MatrixEffectMove move = new MatrixEffectMove( new Static3D((lisaWidth-factor*gridWidth)/2,(lisaHeight-factor*gridHeight)/2, gridWidth/(2.0f*GRID)));
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MatrixEffectScale scale = new MatrixEffectScale( new Static3D(factor,factor,factor) );
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gridEffects.apply(move);
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gridEffects.apply(scale);
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Dynamic1D rotDyn = new Dynamic1D(12000,0.0f);
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rotDyn.add(new Static1D( 0));
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rotDyn.add(new Static1D(360));
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rotDyn.setMode(Dynamic.MODE_JUMP);
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MatrixEffectRotate rotate = new MatrixEffectRotate(rotDyn, new Static3D(1,0,0), new Static3D(gridWidth/2,gridHeight/2,gridWidth/(2*GRID)));
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gridEffects.apply(rotate);
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Dynamic1D sinkDyn = new Dynamic1D(3000,0.0f);
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sinkDyn.add(new Static1D(1.0f));
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sinkDyn.add(new Static1D(0.3f));
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VertexEffectSink sink = new VertexEffectSink(sinkDyn, new Static3D(gridWidth/2,gridHeight/2, 0));
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gridEffects.apply(sink);
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DistortedEffects.enableEffect(EffectName.SINK);
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DistortedEffects.enableEffect(EffectName.CHROMA);
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try
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{
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Distorted.onCreate(mView.getContext());
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}
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catch(Exception ex)
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{
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android.util.Log.e("BitmapTree", ex.getMessage() );
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}
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}
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}
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