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examples / src / main / java / org / distorted / examples / stencil / StencilRenderer.java @ d5ae6877

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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.GLES31;
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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.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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import org.distorted.library.main.DistortedLibrary;
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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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import org.distorted.library.mesh.MeshBase;
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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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    private DistortedTexture mCubeTex, mFloorTex, mFBOTex;
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    private DistortedNode mCube1Node, mCube2Node, mFloorNode, mFBONode;
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    private Static3D mMove, mScale, mRotCenter, 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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      MeshBase cube = new MeshCubes(1,1,1);
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      MeshBase quad = new MeshQuad();
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      mMove       = new Static3D(0,0,0);
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      mScale      = new Static3D(1,1,1);
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      mRotCenter  = new Static3D(0,0,0);
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      mFBOScale   = new Static3D(1,1,1);
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      mCubeTex   = new DistortedTexture(1,1);
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      mFloorTex  = new DistortedTexture(2,2);
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      mFBOTex    = new DistortedTexture(1,1);
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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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      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, quad );
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      mFBONode   = new DistortedNode(mFBOTex  , FBOEffects  , quad );
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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 dialog_settings (one difference - in DistortedLibrary, 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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      float cw = mCubeTex.getWidth();
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      float ch = mCubeTex.getHeight();
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      float fw = mFloorTex.getWidth();
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      float fh = mFloorTex.getHeight();
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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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      MatrixEffectScale  scale = new MatrixEffectScale(mScale);
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      MatrixEffectMove   move1 = new MatrixEffectMove( new Static3D( (fw-cw)/2, (fh-ch)/2, 0) );
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      MatrixEffectMove   move2 = new MatrixEffectMove( mMove );
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      MatrixEffectRotate rotaX = new MatrixEffectRotate(new Static1D(-60.0f), axisX, mRotCenter);
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      MatrixEffectRotate rotaZ = new MatrixEffectRotate(rotDyn, axisZ, mRotCenter);
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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, and finally move all to the
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      // middle of the screen.
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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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      cube1Effects.apply( move2 );
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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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      floorEffects.apply( move2 );
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      /////////////////////////////////////////////////////////////////////////////////////////////////////
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      // Reflection
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      cube2Effects.apply( new MatrixEffectScale(new Static3D(1,1,-1)) );
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      cube2Effects.apply( move1 );
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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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      cube2Effects.apply( move2 );
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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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      float cw = mCubeTex.getWidth();
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      float ch = mCubeTex.getHeight();
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      float fw = mFloorTex.getWidth();
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      float fh = mFloorTex.getHeight();
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      float bw = mFBOTex.getWidth();
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      float bh = mFBOTex.getHeight();
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      float scale = 0.4f*(width>height ? height/ch:width/cw);
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      mRotCenter.set(scale*fw/2,scale*fh/2,0);
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      mScale.set(scale,scale,scale);
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      mMove.set((width-scale*fw)/2 , (height-scale*fh)/2, 0 );
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      mFBOScale.set((float)width/bw, (float)height/bh, 1.0f );
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      mFBONode.resize(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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        DistortedLibrary.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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