1 |
32d08f39
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2 |
|
|
// Copyright 2016 Leszek Koltunski //
|
3 |
|
|
// //
|
4 |
|
|
// This file is part of Distorted. //
|
5 |
|
|
// //
|
6 |
|
|
// Distorted is free software: you can redistribute it and/or modify //
|
7 |
|
|
// it under the terms of the GNU General Public License as published by //
|
8 |
|
|
// the Free Software Foundation, either version 2 of the License, or //
|
9 |
|
|
// (at your option) any later version. //
|
10 |
|
|
// //
|
11 |
|
|
// Distorted is distributed in the hope that it will be useful, //
|
12 |
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13 |
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
14 |
|
|
// GNU General Public License for more details. //
|
15 |
|
|
// //
|
16 |
|
|
// You should have received a copy of the GNU General Public License //
|
17 |
|
|
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
|
18 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
19 |
|
|
|
20 |
|
|
package org.distorted.examples.stencil;
|
21 |
|
|
|
22 |
|
|
import android.graphics.Bitmap;
|
23 |
|
|
import android.graphics.BitmapFactory;
|
24 |
b0568eb5
|
Leszek Koltunski
|
import android.opengl.GLES30;
|
25 |
32d08f39
|
Leszek Koltunski
|
import android.opengl.GLSurfaceView;
|
26 |
|
|
|
27 |
|
|
import org.distorted.examples.R;
|
28 |
01782e85
|
Leszek Koltunski
|
import org.distorted.library.main.Distorted;
|
29 |
|
|
import org.distorted.library.main.DistortedEffects;
|
30 |
|
|
import org.distorted.library.main.DistortedFramebuffer;
|
31 |
|
|
import org.distorted.library.main.DistortedNode;
|
32 |
|
|
import org.distorted.library.main.DistortedScreen;
|
33 |
|
|
import org.distorted.library.main.DistortedTexture;
|
34 |
32d08f39
|
Leszek Koltunski
|
import org.distorted.library.EffectNames;
|
35 |
|
|
import org.distorted.library.EffectTypes;
|
36 |
01782e85
|
Leszek Koltunski
|
import org.distorted.library.main.MeshCubes;
|
37 |
|
|
import org.distorted.library.main.MeshFlat;
|
38 |
|
|
import org.distorted.library.main.MeshObject;
|
39 |
32d08f39
|
Leszek Koltunski
|
import org.distorted.library.type.Dynamic1D;
|
40 |
|
|
import org.distorted.library.type.Static1D;
|
41 |
|
|
import org.distorted.library.type.Static3D;
|
42 |
|
|
|
43 |
|
|
import java.io.IOException;
|
44 |
|
|
import java.io.InputStream;
|
45 |
|
|
|
46 |
|
|
import javax.microedition.khronos.egl.EGLConfig;
|
47 |
|
|
import javax.microedition.khronos.opengles.GL10;
|
48 |
|
|
|
49 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
50 |
|
|
|
51 |
|
|
class StencilRenderer implements GLSurfaceView.Renderer
|
52 |
|
|
{
|
53 |
|
|
private GLSurfaceView mView;
|
54 |
|
|
private DistortedScreen mScreen;
|
55 |
aedd9013
|
leszek
|
private DistortedTexture mCubeTex, mFloorTex, mFBOTex;
|
56 |
|
|
private DistortedEffects mCube1Effects, mCube2Effects, mFloorEffects, mFBOEffects;
|
57 |
|
|
private DistortedNode mCube1Node, mCube2Node, mFloorNode, mFBONode;
|
58 |
|
|
private MeshObject mCubeMesh, mQuad;
|
59 |
|
|
|
60 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
61 |
|
|
|
62 |
|
|
void setScreen(boolean screen)
|
63 |
|
|
{
|
64 |
|
|
if( screen )
|
65 |
|
|
{
|
66 |
|
|
mScreen.detachAll();
|
67 |
|
|
mScreen.attach(mCube1Node);
|
68 |
|
|
mScreen.attach(mFloorNode);
|
69 |
|
|
mScreen.attach(mCube2Node);
|
70 |
|
|
}
|
71 |
|
|
else
|
72 |
|
|
{
|
73 |
|
|
mScreen.detachAll();
|
74 |
|
|
mScreen.attach(mFBONode);
|
75 |
|
|
mFBONode.attach(mCube1Node);
|
76 |
|
|
mFBONode.attach(mFloorNode);
|
77 |
559da65d
|
Leszek Koltunski
|
mFBONode.attach(mCube2Node);
|
78 |
|
|
mFBONode.enableDepthStencil(DistortedFramebuffer.BOTH_DEPTH_STENCIL);
|
79 |
aedd9013
|
leszek
|
}
|
80 |
|
|
}
|
81 |
32d08f39
|
Leszek Koltunski
|
|
82 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
83 |
|
|
|
84 |
|
|
StencilRenderer(GLSurfaceView v)
|
85 |
|
|
{
|
86 |
|
|
mView = v;
|
87 |
|
|
|
88 |
58e9e190
|
leszek
|
mCubeMesh = new MeshCubes(1,1,1);
|
89 |
aedd9013
|
leszek
|
mQuad = new MeshFlat(1,1);
|
90 |
32d08f39
|
Leszek Koltunski
|
|
91 |
|
|
mCubeTex = new DistortedTexture(1,1);
|
92 |
|
|
mFloorTex = new DistortedTexture(1,1);
|
93 |
aedd9013
|
leszek
|
mFBOTex = new DistortedTexture(1,1);
|
94 |
32d08f39
|
Leszek Koltunski
|
|
95 |
|
|
mCube1Effects = new DistortedEffects();
|
96 |
|
|
mCube2Effects = new DistortedEffects();
|
97 |
|
|
mFloorEffects = new DistortedEffects();
|
98 |
aedd9013
|
leszek
|
mFBOEffects = new DistortedEffects();
|
99 |
32d08f39
|
Leszek Koltunski
|
|
100 |
|
|
mCube2Effects.brightness(new Static1D(0.5f));
|
101 |
|
|
|
102 |
aedd9013
|
leszek
|
mCube1Node = new DistortedNode(mCubeTex ,mCube1Effects,mCubeMesh );
|
103 |
|
|
mCube2Node = new DistortedNode(mCubeTex ,mCube2Effects,mCubeMesh );
|
104 |
|
|
mFloorNode = new DistortedNode(mFloorTex,mFloorEffects,mQuad );
|
105 |
559da65d
|
Leszek Koltunski
|
mFBONode = new DistortedNode(mFBOTex ,mFBOEffects ,mQuad );
|
106 |
|
|
|
107 |
|
|
///////////////// The Meat of this App - shamelessly ripped off https://open.gl/depthstencils ///////////////////////
|
108 |
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
109 |
|
|
// Stuff to do just before we render the upper Cube
|
110 |
acb69927
|
Leszek Koltunski
|
// Nothing - i.e. use default OpenGL settings (one difference - in Distorted, Depth Test is on by default).
|
111 |
559da65d
|
Leszek Koltunski
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
112 |
|
|
// Stuff to do just before we render the Floor
|
113 |
aedd9013
|
leszek
|
mFloorNode.glEnable(GLES30.GL_STENCIL_TEST); // Enable Stencil when rendering this Node
|
114 |
|
|
mFloorNode.glStencilFunc(GLES30.GL_ALWAYS, 1, 0xFF); // Set any stencil to 1
|
115 |
|
|
mFloorNode.glStencilOp(GLES30.GL_KEEP, GLES30.GL_KEEP, GLES30.GL_REPLACE); // replace with 1 when we fail Depth test
|
116 |
|
|
mFloorNode.glStencilMask(0xFF); // Write to stencil buffer
|
117 |
|
|
mFloorNode.glDepthMask(false); // Don't write to depth buffer
|
118 |
559da65d
|
Leszek Koltunski
|
mFloorNode.glClear(GLES30.GL_STENCIL_BUFFER_BIT); // Clear stencil buffer (by default, with a 0)
|
119 |
b0568eb5
|
Leszek Koltunski
|
|
120 |
559da65d
|
Leszek Koltunski
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
121 |
|
|
// Stuff to do just before we render the lower Cube
|
122 |
aedd9013
|
leszek
|
mCube2Node.glEnable(GLES30.GL_STENCIL_TEST); // Enable Stencil when rendering this Node
|
123 |
864e7b05
|
Leszek Koltunski
|
// no, this is not retained; we have to set
|
124 |
|
|
// this again even though Floor just set it
|
125 |
aedd9013
|
leszek
|
mCube2Node.glStencilFunc(GLES30.GL_EQUAL, 1, 0xFF); // Pass test if stencil value is 1
|
126 |
|
|
mCube2Node.glStencilMask(0x00); // Don't write anything to stencil buffer
|
127 |
|
|
mCube2Node.glDepthMask(true); // Write to depth buffer
|
128 |
559da65d
|
Leszek Koltunski
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
129 |
32d08f39
|
Leszek Koltunski
|
|
130 |
1f9a52f1
|
leszek
|
mScreen = new DistortedScreen(mView);
|
131 |
32d08f39
|
Leszek Koltunski
|
mScreen.glClearColor(1.0f,1.0f,1.0f,1.0f);
|
132 |
1f9a52f1
|
leszek
|
mView.setEGLConfigChooser(5,6,5,0,16,8); // Screen: 16 bit depth, 8 bit STENCIL
|
133 |
aedd9013
|
leszek
|
|
134 |
|
|
setScreen(true);
|
135 |
32d08f39
|
Leszek Koltunski
|
}
|
136 |
|
|
|
137 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
138 |
aedd9013
|
leszek
|
|
139 |
32d08f39
|
Leszek Koltunski
|
public void onDrawFrame(GL10 glUnused)
|
140 |
|
|
{
|
141 |
|
|
mScreen.render(System.currentTimeMillis());
|
142 |
|
|
}
|
143 |
|
|
|
144 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
145 |
|
|
|
146 |
|
|
public void onSurfaceChanged(GL10 glUnused, int width, int height)
|
147 |
|
|
{
|
148 |
|
|
float cw = mCubeTex.getWidth();
|
149 |
|
|
float ch = mCubeTex.getHeight();
|
150 |
|
|
float cd = mCubeTex.getDepth(mCubeMesh);
|
151 |
|
|
|
152 |
|
|
float fw = mFloorTex.getWidth();
|
153 |
|
|
float fh = mFloorTex.getHeight();
|
154 |
aedd9013
|
leszek
|
float fd = mFloorTex.getDepth(mQuad);
|
155 |
32d08f39
|
Leszek Koltunski
|
|
156 |
559da65d
|
Leszek Koltunski
|
float bw = mFBOTex.getWidth();
|
157 |
|
|
float bh = mFBOTex.getHeight();
|
158 |
|
|
|
159 |
32d08f39
|
Leszek Koltunski
|
float cubeScale = 0.4f*(width>height ? height/ch:width/cw);
|
160 |
|
|
float floorScale= 0.8f*(width>height ? height/fh:width/fw);
|
161 |
|
|
|
162 |
|
|
Static3D cubeCenter = new Static3D(cw/2,ch ,-cd/2);
|
163 |
|
|
Static3D floorCenter= new Static3D(fw/2,fh/2,-fd/2);
|
164 |
|
|
|
165 |
|
|
Static3D axisX = new Static3D(1,0,0);
|
166 |
|
|
Static3D axisY = new Static3D(0,1,0);
|
167 |
|
|
Static3D axisZ = new Static3D(0,0,1);
|
168 |
|
|
|
169 |
|
|
Dynamic1D rotDyn = new Dynamic1D(5000,0.0f);
|
170 |
|
|
rotDyn.setMode(Dynamic1D.MODE_JUMP);
|
171 |
|
|
rotDyn.add(new Static1D( 0));
|
172 |
|
|
rotDyn.add(new Static1D(360));
|
173 |
|
|
|
174 |
|
|
float angle = 30.0f;
|
175 |
|
|
|
176 |
|
|
Static1D rotSt1 = new Static1D(angle);
|
177 |
|
|
Static1D rotSt2 = new Static1D(angle-90.0f);
|
178 |
|
|
|
179 |
559da65d
|
Leszek Koltunski
|
/////////////////////////////////////////////////////////////////////////////////////////////////////
|
180 |
|
|
// Those Matrix effects, i.e. correct positioning of Objects on the Screen, is admittedly quite hard.
|
181 |
|
|
// Figured out of experimentation.
|
182 |
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////
|
183 |
|
|
// Upper cube
|
184 |
32d08f39
|
Leszek Koltunski
|
mCube1Effects.abortEffects(EffectTypes.MATRIX);
|
185 |
|
|
mCube1Effects.move( new Static3D( (width-cubeScale*cw)/2 , height/2-cubeScale*ch , cubeScale *cd/2) );
|
186 |
|
|
mCube1Effects.scale(cubeScale);
|
187 |
|
|
mCube1Effects.rotate(rotSt1, axisX, cubeCenter);
|
188 |
|
|
mCube1Effects.rotate(rotDyn, axisY, cubeCenter);
|
189 |
|
|
|
190 |
559da65d
|
Leszek Koltunski
|
/////////////////////////////////////////////////////////////////////////////////////////////////////
|
191 |
|
|
// Floor
|
192 |
|
|
mFloorEffects.abortEffects(EffectTypes.MATRIX);
|
193 |
|
|
mFloorEffects.move( new Static3D( (width-floorScale*fw)/2 ,height/2-floorScale*fh/2, floorScale*fd/2) );
|
194 |
|
|
mFloorEffects.scale(floorScale);
|
195 |
|
|
mFloorEffects.rotate(rotSt2, axisX, floorCenter);
|
196 |
|
|
mFloorEffects.rotate(rotDyn, axisZ, floorCenter);
|
197 |
|
|
|
198 |
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////
|
199 |
|
|
// Lower cube
|
200 |
32d08f39
|
Leszek Koltunski
|
mCube2Effects.abortEffects(EffectTypes.MATRIX);
|
201 |
|
|
mCube2Effects.move( new Static3D( (width-cubeScale*cw)/2 , height/2-cubeScale*ch , cubeScale *cd/2) );
|
202 |
|
|
mCube2Effects.scale(cubeScale);
|
203 |
|
|
mCube2Effects.rotate(rotSt1, axisX, cubeCenter);
|
204 |
|
|
mCube2Effects.rotate(rotDyn, axisY, cubeCenter);
|
205 |
|
|
mCube2Effects.scale(new Static3D(1,-1,1) );
|
206 |
|
|
mCube2Effects.move( new Static3D( 0, -2*ch , 0) );
|
207 |
|
|
|
208 |
559da65d
|
Leszek Koltunski
|
/////////////////////////////////////////////////////////////////////////////////////////////////////
|
209 |
|
|
// Framebuffer
|
210 |
|
|
mFBOEffects.abortEffects(EffectTypes.MATRIX);
|
211 |
|
|
mFBOEffects.scale( new Static3D( (float)width/bw, (float)height/bh, 1.0f) );
|
212 |
aedd9013
|
leszek
|
|
213 |
559da65d
|
Leszek Koltunski
|
mFBONode.resize( (int)((float)width/bw), (int)((float)height/bh) );
|
214 |
|
|
mScreen.resize( width,height);
|
215 |
32d08f39
|
Leszek Koltunski
|
}
|
216 |
|
|
|
217 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
218 |
|
|
|
219 |
|
|
public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
|
220 |
|
|
{
|
221 |
|
|
InputStream is = mView.getContext().getResources().openRawResource(R.raw.cat);
|
222 |
|
|
Bitmap bitmap;
|
223 |
|
|
|
224 |
|
|
try
|
225 |
|
|
{
|
226 |
|
|
bitmap = BitmapFactory.decodeStream(is);
|
227 |
|
|
}
|
228 |
|
|
finally
|
229 |
|
|
{
|
230 |
|
|
try
|
231 |
|
|
{
|
232 |
|
|
is.close();
|
233 |
|
|
}
|
234 |
|
|
catch(IOException e) { }
|
235 |
|
|
}
|
236 |
|
|
|
237 |
|
|
mCubeTex.setTexture(bitmap);
|
238 |
|
|
mFloorTex.setColor(0xff000000); // ARGB
|
239 |
|
|
|
240 |
|
|
DistortedEffects.enableEffect(EffectNames.BRIGHTNESS);
|
241 |
|
|
|
242 |
|
|
try
|
243 |
|
|
{
|
244 |
|
|
Distorted.onCreate(mView.getContext());
|
245 |
|
|
}
|
246 |
|
|
catch(Exception ex)
|
247 |
|
|
{
|
248 |
|
|
android.util.Log.e("Stencil", ex.getMessage() );
|
249 |
|
|
}
|
250 |
|
|
}
|
251 |
|
|
}
|