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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.fbo;
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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.DistortedEffects;
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import org.distorted.library.DistortedFramebuffer;
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import org.distorted.library.DistortedNode;
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import org.distorted.library.DistortedScreen;
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import org.distorted.library.Distorted;
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import org.distorted.library.MeshCubes;
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import org.distorted.library.MeshFlat;
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import org.distorted.library.DistortedTexture;
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import org.distorted.library.EffectTypes;
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import org.distorted.library.type.Dynamic;
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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 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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///////////////////////////////////////////////////////////////////////////////////////////////////
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class FBORenderer 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 DistortedScreen mScreen;
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private DistortedNode mRoot;
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private int lisaHeight, lisaWidth;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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FBORenderer(GLSurfaceView v)
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{
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mView = v;
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mEffects= new DistortedEffects();
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mScreen = new DistortedScreen();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setDepth(boolean depth)
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{
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if( mRoot!=null )
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{
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if( depth ) mRoot.glEnable (GLES30.GL_DEPTH_TEST);
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else mRoot.glDisable(GLES30.GL_DEPTH_TEST);
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// TODO for some reason this does not work - investigate.
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//mRoot.glDepthMask(depth);
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// we can also, to save memory, delete/recreate
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// the depth buffer each time. This is optional.
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DistortedFramebuffer fbo = mRoot.getFramebuffer();
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fbo.enableDepth(depth);
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}
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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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GLES30.glClear( GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT);
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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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mEffects.abortEffects(EffectTypes.MATRIX);
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if( (float)lisaHeight/lisaWidth > (float)height/width )
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{
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int w = (height*lisaWidth)/lisaHeight;
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float factor = (float)height/lisaHeight;
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mEffects.move( new Static3D((width-w)/2,0,0) );
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mEffects.scale(factor);
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}
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else
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{
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int h = (width*lisaHeight)/lisaWidth;
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float factor = (float)width/lisaWidth;
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mEffects.move( new Static3D(0,(height-h)/2,0) );
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mEffects.scale(factor);
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}
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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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GLES30.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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GLES30.glEnable(GLES30.GL_CULL_FACE);
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GLES30.glCullFace(GLES30.GL_BACK);
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GLES30.glFrontFace(GLES30.GL_CW);
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InputStream is1 = mView.getContext().getResources().openRawResource(R.raw.monalisa);
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InputStream is2 = mView.getContext().getResources().openRawResource(R.raw.grid);
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Bitmap bitmap1, bitmap2;
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try
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{
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bitmap1 = BitmapFactory.decodeStream(is1);
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bitmap2 = BitmapFactory.decodeStream(is2);
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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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is1.close();
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is2.close();
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}
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catch(IOException e) { }
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}
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lisaWidth = bitmap1.getWidth();
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lisaHeight = bitmap1.getHeight();
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int gridWidth = bitmap2.getWidth();
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int gridHeight= bitmap2.getHeight();
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DistortedTexture lisa = new DistortedTexture(lisaWidth,lisaHeight);
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DistortedTexture grid = new DistortedTexture(gridWidth,gridHeight);
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lisa.setTexture(bitmap1);
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grid.setTexture(bitmap2);
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DistortedEffects gridEffects = new DistortedEffects();
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mEffects.abortAllEffects();
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mRoot = new DistortedNode(lisa, mEffects,new MeshFlat(1,1));
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mRoot.attach(grid,gridEffects,new MeshCubes(10,10,false));
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mScreen.detachAll();
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mScreen.attach(mRoot);
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float factor = lisaWidth/(2.0f*gridWidth);
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gridEffects.move( new Static3D( (lisaWidth-factor*gridWidth)/2,(lisaHeight-factor*gridHeight)/2,0) );
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gridEffects.scale(factor);
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Dynamic1D rotDyn = new Dynamic1D(12000,0.0f);
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rotDyn.add(new Static1D( 0));
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rotDyn.add(new Static1D(360));
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rotDyn.setMode(Dynamic.MODE_JUMP);
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gridEffects.rotate(rotDyn, new Static3D(1,0,0), new Static3D(gridWidth/2,gridHeight/2,gridHeight/10) );
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Dynamic1D sinkDyn = new Dynamic1D(3000,0.0f);
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sinkDyn.add(new Static1D(1.0f));
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sinkDyn.add(new Static1D(0.3f));
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gridEffects.sink(sinkDyn, new Static3D(gridWidth/2,gridHeight/2, 0));
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Dynamic1D chromaDyn = new Dynamic1D(5000,0.0f);
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chromaDyn.add(new Static1D(0.0f));
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chromaDyn.add(new Static1D(1.0f));
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mEffects.chroma(chromaDyn, new Static3D(0,0,1) );
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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("FBO", ex.getMessage() );
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}
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}
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}
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