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examples / src / main / java / org / distorted / examples / catanddog / CatAndDogRenderer.java @ d79a56d3

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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.catanddog;
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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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import org.distorted.examples.R;
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import org.distorted.library.Distorted;
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import org.distorted.library.DistortedEffects;
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import org.distorted.library.DistortedScreen;
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import org.distorted.library.DistortedTexture;
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import org.distorted.library.EffectNames;
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import org.distorted.library.MeshFlat;
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import org.distorted.library.EffectTypes;
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import org.distorted.library.type.Dynamic1D;
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import org.distorted.library.type.Dynamic3D;
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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 org.distorted.library.type.Static4D;
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import android.graphics.Bitmap;
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import android.graphics.BitmapFactory;
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import android.opengl.GLSurfaceView;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class CatAndDogRenderer implements GLSurfaceView.Renderer
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{
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    private GLSurfaceView mView;
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    private DistortedEffects mEffects;
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    private MeshFlat mMesh;
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    private DistortedTexture mTexture;
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    private DistortedScreen mScreen;
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    private int bmpHeight, bmpWidth;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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    CatAndDogRenderer(GLSurfaceView v)
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      {   
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      mView = v;
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      mMesh = new MeshFlat(1,1);  // no vertex effects, grid can be a (1x1) quad.
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      mEffects = new DistortedEffects();
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      Static4D chromaRegion= new Static4D( 530, 200,100,100);
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      Static4D alphaRegion = new Static4D( 230, 200,100,100);
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      Dynamic1D chromaDyn = new Dynamic1D(3000,0.0f);
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      chromaDyn.add(new Static1D(1));
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      chromaDyn.add(new Static1D(0));
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      mEffects.chroma(chromaDyn, new Static3D(1,0,0), chromaRegion ,true);
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      Dynamic1D alphaDyn = new Dynamic1D(3000,0.0f);
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      alphaDyn.add(new Static1D(1));
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      alphaDyn.add(new Static1D(0));
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      mEffects.alpha( alphaDyn, alphaRegion, false );
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      mScreen = new DistortedScreen();
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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 onSurfaceCreated(GL10 glUnused, EGLConfig config) 
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      {
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      InputStream is = mView.getContext().getResources().openRawResource(R.raw.cat_and_dog);
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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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      bmpHeight = bitmap.getHeight();
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      bmpWidth  = bitmap.getWidth();
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      if( mTexture==null ) mTexture = new DistortedTexture(bmpWidth,bmpHeight);
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      mTexture.setTexture(bitmap);
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      mScreen.detachAll();
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      mScreen.attach(mTexture,mEffects,mMesh);
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      DistortedEffects.enableEffect(EffectNames.SMOOTH_CHROMA);
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      DistortedEffects.enableEffect(EffectNames.ALPHA);
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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("Renderer", ex.getMessage() );
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        }
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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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      // 1 cycle = 10000 ms = 10 seconds long
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      int duration = 10000;
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      // First abort all effect we might have had before
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      // (we will if we got here from a brief stay in the background)
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      mEffects.abortEffects(EffectTypes.MATRIX);
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      // Now start applying the effects. Matrix effects are, like the name suggests, multiplications
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      // of the Mesh by certain Projective Transformation Matrix. As such, those are - confusingly -
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      // applied in exactly the opposite order than given, i.e. here the last SCALE would be the
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      // first effect applied to each vertex of our Mesh, followed by a ROTATION, and only then by
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      // the MOVE !
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      // MOVES /////////
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      // Now, after the SCALE and ROTATE, the center of our Mesh is still exactly at the center of
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      // the Screen. Thus we move the Mesh back and forth between (0.5,0.5,0) and (-0.5,-0.5,0) ,
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      // i.e. between the lower right and upper left corners of the screen.
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      Dynamic3D diMove = new Dynamic3D(duration,0.0f);
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      Static3D lowerRight = new Static3D( +0.5f, +0.5f, 0);
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      Static3D upperLeft  = new Static3D( -0.5f, -0.5f, 0);
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      diMove.add(lowerRight);
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      diMove.add(upperLeft);
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      mEffects.move(diMove);
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      // ROTATION //////
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      // Now, after the SCALE, our Texture is positioned at the center of the screen - coords (0,0,0).
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      // Rotate the whole Mesh around this point, along the (0,0,1) axis (i.e. vector perpendicular to
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      // the surface of the screen) starting from 0 degrees to 360 and back.
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      Dynamic1D diRotate = new Dynamic1D(duration,0.0f);
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      diRotate.add(new Static1D(  0));
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      diRotate.add(new Static1D(360));
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      Static3D axis = new Static3D(0,0,1);
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      Static3D center = new Static3D(0,0,0);
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      mEffects.rotate( diRotate, axis, center );
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      // SCALING ///////
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      // Before we apply any effects, at the very start, out Mesh skinned by the 'Cat and Dog' texture
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      // fills up the whole Screen. First we need to scale it down so that the resolution of the
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      // original 'Cat and Dog' bitmap are preserved, (qx/qy part) and also apply a Dynamic switching
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      // the size from 80% of the Screen to 20% and back.
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      Dynamic3D diScale = new Dynamic3D(duration,0.0f);
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      float qx = (float)width /bmpWidth;
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      float qy = (float)height/bmpHeight;
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      float start_scale = 0.8f;
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      float end_scale   = 0.2f;
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      diScale.add(qx<qy ? (new Static3D( start_scale,start_scale*qx/qy,1)) : (new Static3D(start_scale*qy/qx,start_scale,1)));
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      diScale.add(qx<qy ? (new Static3D( end_scale  ,end_scale  *qx/qy,1)) : (new Static3D(end_scale  *qy/qx,end_scale  ,1)));
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      mEffects.scale(diScale);
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      // Finally, tell the Screen itself the underlying OpenGL surface has changed dimensions.
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      mScreen.resize(width, height);
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      }
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}
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