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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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71c8884f
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Leszek Koltunski
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// This file is part of Distorted. //
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32d08f39
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Leszek Koltunski
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// //
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71c8884f
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Leszek Koltunski
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// Distorted is free software: you can redistribute it and/or modify //
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32d08f39
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Leszek Koltunski
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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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Leszek Koltunski
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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32d08f39
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Leszek Koltunski
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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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41a85bb7
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Leszek Koltunski
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import android.opengl.GLES31;
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Leszek Koltunski
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import android.opengl.GLSurfaceView;
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import org.distorted.examples.R;
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fdddb0b2
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import org.distorted.library.effect.FragmentEffectBrightness;
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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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e3900503
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import org.distorted.library.main.DistortedLibrary;
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01782e85
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Leszek Koltunski
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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.mesh.MeshCubes;
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a4d59c0b
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import org.distorted.library.mesh.MeshQuad;
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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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leszek
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private DistortedTexture mCubeTex, mFloorTex, mFBOTex;
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private DistortedNode mCube1Node, mCube2Node, mFloorNode, mFBONode;
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private Static3D mScale, mFBOScale;
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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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MeshCubes cube = new MeshCubes(1,1,1);
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MeshQuad quaFlo = new MeshQuad();
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MeshQuad quaFBO = new MeshQuad();
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mScale = new Static3D(1,1,1);
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mFBOScale = new Static3D(1,1,1);
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mCubeTex = new DistortedTexture();
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mFloorTex = new DistortedTexture();
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mFBOTex = new DistortedTexture();
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DistortedEffects cube1Effects = new DistortedEffects();
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DistortedEffects cube2Effects = new DistortedEffects();
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DistortedEffects floorEffects = new DistortedEffects();
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DistortedEffects FBOEffects = new DistortedEffects();
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quaFlo.setStretch(2,2,0);
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mCube1Node = new DistortedNode(mCubeTex , cube1Effects, cube );
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mCube2Node = new DistortedNode(mCubeTex , cube2Effects, cube );
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mFloorNode = new DistortedNode(mFloorTex, floorEffects, quaFlo );
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mFBONode = new DistortedNode(mFBOTex , FBOEffects , quaFBO );
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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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acb69927
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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(GLES31.GL_STENCIL_TEST); // Enable Stencil when rendering this Node
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mFloorNode.glStencilFunc(GLES31.GL_ALWAYS, 1, 0xFF); // Set any stencil to 1
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mFloorNode.glStencilOp(GLES31.GL_KEEP, GLES31.GL_KEEP, GLES31.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(GLES31.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(GLES31.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(GLES31.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();
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mScreen.glClearColor(1.0f,1.0f,1.0f,1.0f);
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setScreen(true);
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Static3D axisX = new Static3D(1,0,0);
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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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Static3D rotCenter = new Static3D(0,0,0);
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MatrixEffectScale scale = new MatrixEffectScale(mScale);
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MatrixEffectMove move1 = new MatrixEffectMove( new Static3D( 0, 0, cube.getStretchX()/2) );
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MatrixEffectRotate rotaX = new MatrixEffectRotate(new Static1D(-60.0f), axisX, rotCenter);
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MatrixEffectRotate rotaZ = new MatrixEffectRotate(rotDyn, axisZ, rotCenter);
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// First move the cube and its reflection to the middle of the floor. Then scale the floor, the cube
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// and its reflection. Then keep rotating all along the Z axis, tilt all.
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// The cube
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cube1Effects.apply( move1 );
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cube1Effects.apply( scale );
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cube1Effects.apply( rotaZ );
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cube1Effects.apply( rotaX );
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Floor
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floorEffects.apply( scale );
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floorEffects.apply( rotaZ );
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floorEffects.apply( rotaX );
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Reflection
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cube2Effects.apply( move1 );
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cube2Effects.apply( new MatrixEffectScale(new Static3D(1,1,-1)) );
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cube2Effects.apply( scale );
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cube2Effects.apply( rotaZ );
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cube2Effects.apply( rotaX );
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a4d59c0b
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Leszek Koltunski
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cube2Effects.apply( new FragmentEffectBrightness(new Static1D(0.5f)) );
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Framebuffer
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FBOEffects.apply( new MatrixEffectScale(mFBOScale) );
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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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698ad0a8
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Leszek Koltunski
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float cw = mCube1Node.getMesh().getStretchX();
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float ch = mCube1Node.getMesh().getStretchY();
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float bw = mFBONode.getMesh().getStretchX();
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float bh = mFBONode.getMesh().getStretchY();
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float scale = 0.4f*(width>height ? height/ch:width/cw);
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mScale.set(scale,scale,scale);
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mFBOScale.set((float)width/bw, (float)height/bh, 1.0f );
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aedd9013
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mFBONode.resizeFBO(width,height);
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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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FragmentEffectBrightness.enable();
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try
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{
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e3900503
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DistortedLibrary.onCreate(mView.getContext());
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32d08f39
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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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