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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;
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import android.graphics.Bitmap;
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import android.graphics.Matrix;
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import android.opengl.GLES30;
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import android.opengl.GLUtils;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Class which represents a OpenGL Texture object.
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* <p>
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* Create a Texture of arbitrary size and feed some pixels to it via the setTexture() method.
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* <p>
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* Keep all objects created in a static LinkedList. The point: we need to be able to mark
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* Textures for deletion, and delete all marked objects later at a convenient time (that's
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* because we can only delete from a thread that holds the OpenGL context so here we provide a
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* framework where one is able to mark for deletion at any time and actual deletion takes place
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* on the next render).
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*/
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public class DistortedTexture extends DistortedRenderable
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{
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private Bitmap mBmp= null;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// We have to flip vertically every single Bitmap that we get fed with.
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//
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// Reason: textures read from files are the only objects in OpenGL which have their origins at the
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// upper-left corner. Everywhere else the origin is in the lower-left corner. Thus we have to flip.
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// The alternative solution, namely inverting the y-coordinate of the TexCoord does not really work-
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// i.e. it works only in case of rendering directly to the screen, but if we render to an FBO and
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// then take the FBO and render to screen, (DistortedTree does so!) things get inverted as textures
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// created from FBO have their origins in the lower-left... Mindfuck!
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private static Bitmap flipBitmap(Bitmap src)
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{
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Matrix matrix = new Matrix();
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matrix.preScale(1.0f,-1.0f);
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return Bitmap.createBitmap(src,0,0,src.getWidth(),src.getHeight(), matrix,true);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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void create()
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{
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if( mBmp!=null && mColorH !=null )
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{
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if( mColorH[0]==NOT_CREATED_YET )
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{
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GLES30.glGenTextures(1, mColorH, 0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
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GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR );
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GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR );
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GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE );
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GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE );
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GLUtils.texImage2D(GLES30.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
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}
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else
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{
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
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GLUtils.texSubImage2D(GLES30.GL_TEXTURE_2D, 0,0,0,flipBitmap(mBmp));
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}
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mBmp = null;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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void delete()
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{
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if( mColorH !=null && mColorH[0]>=0 )
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{
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GLES30.glDeleteTextures(1, mColorH, 0);
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mColorH[0] = NOT_CREATED_YET;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// called from onDestroy(); mark OpenGL assets as 'not created'
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void destroy()
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{
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if( mColorH[0]!=DONT_CREATE ) mColorH[0] = NOT_CREATED_YET;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void getUniforms(int mProgramH)
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{
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int textureH= GLES30.glGetUniformLocation( mProgramH, "u_Texture");
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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GLES30.glUniform1i(textureH, 0);
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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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* Create empty texture of given dimensions.
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*/
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public DistortedTexture(int width, int height)
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{
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super(width,height,NOT_CREATED_YET);
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mBmp= null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Sets the underlying android.graphics.Bitmap object.
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* <p>
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* You can only recycle() the passed Bitmap once the OpenGL context gets created (i.e. after call
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* to GLSurfaceView.onSurfaceCreated) because only after this point can the Library upload it to the GPU!
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*
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* @param bmp The android.graphics.Bitmap object to apply effects to and display.
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*/
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public void setTexture(Bitmap bmp)
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{
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mBmp= bmp;
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}
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}
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