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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.stencil;
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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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import org.distorted.examples.R;
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import org.distorted.library.main.Distorted;
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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.DistortedTexture;
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import org.distorted.library.EffectNames;
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import org.distorted.library.EffectTypes;
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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.MeshObject;
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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 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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///////////////////////////////////////////////////////////////////////////////////////////////////
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class StencilRenderer implements GLSurfaceView.Renderer
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{
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private GLSurfaceView mView;
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private DistortedScreen mScreen;
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private DistortedTexture mCubeTex, mFloorTex, mFBOTex;
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private DistortedEffects mCube1Effects, mCube2Effects, mFloorEffects, mFBOEffects;
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private DistortedNode mCube1Node, mCube2Node, mFloorNode, mFBONode;
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private MeshObject mCubeMesh, mQuad;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setScreen(boolean screen)
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{
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if( screen )
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{
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mScreen.detachAll();
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mScreen.attach(mCube1Node);
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mScreen.attach(mFloorNode);
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mScreen.attach(mCube2Node);
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}
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else
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{
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mScreen.detachAll();
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mScreen.attach(mFBONode);
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mFBONode.attach(mCube1Node);
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mFBONode.attach(mFloorNode);
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mFBONode.attach(mCube2Node);
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mFBONode.enableDepthStencil(DistortedFramebuffer.BOTH_DEPTH_STENCIL);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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StencilRenderer(GLSurfaceView v)
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{
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mView = v;
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mCubeMesh = new MeshCubes(1,1,1);
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mQuad = new MeshFlat(1,1);
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mCubeTex = new DistortedTexture(1,1);
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mFloorTex = new DistortedTexture(1,1);
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mFBOTex = new DistortedTexture(1,1);
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mCube1Effects = new DistortedEffects();
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mCube2Effects = new DistortedEffects();
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mFloorEffects = new DistortedEffects();
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mFBOEffects = new DistortedEffects();
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mCube2Effects.brightness(new Static1D(0.5f));
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mCube1Node = new DistortedNode(mCubeTex ,mCube1Effects,mCubeMesh );
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mCube2Node = new DistortedNode(mCubeTex ,mCube2Effects,mCubeMesh );
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mFloorNode = new DistortedNode(mFloorTex,mFloorEffects,mQuad );
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mFBONode = new DistortedNode(mFBOTex ,mFBOEffects ,mQuad );
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///////////////// The Meat of this App - shamelessly ripped off https://open.gl/depthstencils ///////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Stuff to do just before we render the upper Cube
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// Nothing - i.e. use default OpenGL settings (one difference - in Distorted, Depth Test is on by default).
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Stuff to do just before we render the Floor
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mFloorNode.glEnable(GLES30.GL_STENCIL_TEST); // Enable Stencil when rendering this Node
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mFloorNode.glStencilFunc(GLES30.GL_ALWAYS, 1, 0xFF); // Set any stencil to 1
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mFloorNode.glStencilOp(GLES30.GL_KEEP, GLES30.GL_KEEP, GLES30.GL_REPLACE); // replace with 1 when we fail Depth test
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mFloorNode.glStencilMask(0xFF); // Write to stencil buffer
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mFloorNode.glDepthMask(false); // Don't write to depth buffer
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mFloorNode.glClear(GLES30.GL_STENCIL_BUFFER_BIT); // Clear stencil buffer (by default, with a 0)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Stuff to do just before we render the lower Cube
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mCube2Node.glEnable(GLES30.GL_STENCIL_TEST); // Enable Stencil when rendering this Node
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// no, this is not retained; we have to set
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// this again even though Floor just set it
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mCube2Node.glStencilFunc(GLES30.GL_EQUAL, 1, 0xFF); // Pass test if stencil value is 1
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mCube2Node.glStencilMask(0x00); // Don't write anything to stencil buffer
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mCube2Node.glDepthMask(true); // Write to depth buffer
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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mScreen = new DistortedScreen(mView);
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mScreen.glClearColor(1.0f,1.0f,1.0f,1.0f);
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mView.setEGLConfigChooser(5,6,5,0,16,8); // Screen: 16 bit depth, 8 bit STENCIL
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setScreen(true);
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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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float cw = mCubeTex.getWidth();
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float ch = mCubeTex.getHeight();
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float cd = mCubeTex.getDepth(mCubeMesh);
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float fw = mFloorTex.getWidth();
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float fh = mFloorTex.getHeight();
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float fd = mFloorTex.getDepth(mQuad);
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float bw = mFBOTex.getWidth();
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float bh = mFBOTex.getHeight();
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float cubeScale = 0.4f*(width>height ? height/ch:width/cw);
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float floorScale= 0.8f*(width>height ? height/fh:width/fw);
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Static3D cubeCenter = new Static3D(cw/2,ch ,-cd/2);
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Static3D floorCenter= new Static3D(fw/2,fh/2,-fd/2);
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Static3D axisX = new Static3D(1,0,0);
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Static3D axisY = new Static3D(0,1,0);
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Static3D axisZ = new Static3D(0,0,1);
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Dynamic1D rotDyn = new Dynamic1D(5000,0.0f);
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rotDyn.setMode(Dynamic1D.MODE_JUMP);
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rotDyn.add(new Static1D( 0));
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rotDyn.add(new Static1D(360));
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float angle = 30.0f;
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Static1D rotSt1 = new Static1D(angle);
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Static1D rotSt2 = new Static1D(angle-90.0f);
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Those Matrix effects, i.e. correct positioning of Objects on the Screen, is admittedly quite hard.
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// Figured out of experimentation.
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Upper cube
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mCube1Effects.abortEffects(EffectTypes.MATRIX);
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mCube1Effects.move( new Static3D( (width-cubeScale*cw)/2 , height/2-cubeScale*ch , cubeScale *cd/2) );
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mCube1Effects.scale(cubeScale);
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mCube1Effects.rotate(rotSt1, axisX, cubeCenter);
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mCube1Effects.rotate(rotDyn, axisY, cubeCenter);
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Floor
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mFloorEffects.abortEffects(EffectTypes.MATRIX);
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mFloorEffects.move( new Static3D( (width-floorScale*fw)/2 ,height/2-floorScale*fh/2, floorScale*fd/2) );
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mFloorEffects.scale(floorScale);
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mFloorEffects.rotate(rotSt2, axisX, floorCenter);
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mFloorEffects.rotate(rotDyn, axisZ, floorCenter);
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Lower cube
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mCube2Effects.abortEffects(EffectTypes.MATRIX);
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mCube2Effects.move( new Static3D( (width-cubeScale*cw)/2 , height/2-cubeScale*ch , cubeScale *cd/2) );
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mCube2Effects.scale(cubeScale);
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mCube2Effects.rotate(rotSt1, axisX, cubeCenter);
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mCube2Effects.rotate(rotDyn, axisY, cubeCenter);
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mCube2Effects.scale(new Static3D(1,-1,1) );
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mCube2Effects.move( new Static3D( 0, -2*ch , 0) );
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Framebuffer
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mFBOEffects.abortEffects(EffectTypes.MATRIX);
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mFBOEffects.scale( new Static3D( (float)width/bw, (float)height/bh, 1.0f) );
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mFBONode.resize( (int)((float)width/bw), (int)((float)height/bh) );
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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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InputStream is = mView.getContext().getResources().openRawResource(R.raw.cat);
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Bitmap bitmap;
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try
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{
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bitmap = BitmapFactory.decodeStream(is);
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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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is.close();
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}
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catch(IOException e) { }
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}
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mCubeTex.setTexture(bitmap);
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mFloorTex.setColor(0xff000000); // ARGB
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DistortedEffects.enableEffect(EffectNames.BRIGHTNESS);
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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("Stencil", ex.getMessage() );
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}
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}
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}
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