Revision 05403bba
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/DistortedEffects.java | ||
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86 | 86 |
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87 | 87 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
88 | 88 |
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89 |
void drawPriv(float halfInputW, float halfInputH, MeshObject grid, DistortedFramebuffer df, long currTime)
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|
89 |
void drawPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedFramebuffer df, long currTime)
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90 | 90 |
{ |
91 | 91 |
GLES20.glViewport(0, 0, df.mWidth, df.mHeight); |
92 | 92 |
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93 |
float halfZ = halfInputW*grid.zFactor;
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93 |
float halfZ = halfInputW*mesh.zFactor;
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94 | 94 |
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95 | 95 |
mM.compute(currTime); |
96 | 96 |
mM.send(df,halfInputW,halfInputH,halfZ); |
... | ... | |
101 | 101 |
mF.compute(currTime); |
102 | 102 |
mF.send(halfInputW,halfInputH); |
103 | 103 |
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104 |
grid.draw();
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104 |
mesh.draw();
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105 | 105 |
} |
106 | 106 |
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107 | 107 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
108 | 108 |
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109 |
void drawNoEffectsPriv(float halfInputW, float halfInputH, MeshObject grid, DistortedFramebuffer df)
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109 |
void drawNoEffectsPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedFramebuffer df)
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110 | 110 |
{ |
111 | 111 |
GLES20.glViewport(0, 0, df.mWidth, df.mHeight); |
112 | 112 |
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113 |
mM.sendZero(df,halfInputW,halfInputH,halfInputW*grid.zFactor);
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113 |
mM.sendZero(df,halfInputW,halfInputH,halfInputW*mesh.zFactor);
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114 | 114 |
mV.sendZero(); |
115 | 115 |
mF.sendZero(); |
116 | 116 |
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117 |
grid.draw();
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mesh.draw();
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118 | 118 |
} |
119 | 119 |
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120 | 120 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/DistortedFramebuffer.java | ||
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261 | 261 |
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262 | 262 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
263 | 263 |
/** |
264 |
* Draw the (texture,grid,effects) object to the Framebuffer.
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264 |
* Draw the (texture,mesh,effects) object to the Framebuffer.
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265 | 265 |
* <p> |
266 | 266 |
* Must be called from a thread holding OpenGL Context. |
267 | 267 |
* |
268 | 268 |
* @param tex input Texture to use. |
269 |
* @param grid Class descendant from MeshObject
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269 |
* @param mesh Class descendant from MeshObject
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270 | 270 |
* @param effects The DistortedEffects to use when rendering |
271 | 271 |
* @param time Current time, in milliseconds. |
272 | 272 |
*/ |
273 |
public void renderTo(DistortedTexture tex, MeshObject grid, DistortedEffects effects, long time)
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public void renderTo(DistortedTexture tex, MeshObject mesh, DistortedEffects effects, long time)
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274 | 274 |
{ |
275 | 275 |
tex.createTexture(); |
276 | 276 |
tex.setAsInput(); |
277 | 277 |
createFBO(); |
278 | 278 |
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]); |
279 |
effects.drawPriv(tex.mHalfX, tex.mHalfY, grid, this, time);
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effects.drawPriv(tex.mHalfX, tex.mHalfY, mesh, this, time);
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280 | 280 |
DistortedFramebuffer.deleteAllMarked(); |
281 | 281 |
DistortedTexture.deleteAllMarked(); |
282 | 282 |
} |
283 | 283 |
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284 | 284 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
285 | 285 |
/** |
286 |
* Draw the (framebuffer,grid,effects) object to the Framebuffer.
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* Draw the (framebuffer,mesh,effects) object to the Framebuffer.
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287 | 287 |
* <p> |
288 | 288 |
* Must be called from a thread holding OpenGL Context. |
289 | 289 |
* |
290 | 290 |
* @param fbo The Framebuffer (previously created with the first constructor, drawing FROM the screen |
291 | 291 |
* is unsupported!) whose COLOR attachment 0 will be used as input texture. |
292 | 292 |
* Please note that rendering from an FBO to itself is unsupported by OpenGL! |
293 |
* @param grid Class descendant from MeshObject
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293 |
* @param mesh Class descendant from MeshObject
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294 | 294 |
* @param effects The DistortedEffects to use when rendering |
295 | 295 |
* @param time Current time, in milliseconds. |
296 | 296 |
*/ |
297 |
public void renderTo(DistortedFramebuffer fbo, MeshObject grid, DistortedEffects effects, long time)
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297 |
public void renderTo(DistortedFramebuffer fbo, MeshObject mesh, DistortedEffects effects, long time)
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298 | 298 |
{ |
299 | 299 |
fbo.createFBO(); |
300 | 300 |
|
... | ... | |
303 | 303 |
createFBO(); |
304 | 304 |
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]); |
305 | 305 |
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, fbo.texIds[0]); |
306 |
effects.drawPriv(fbo.mWidth/2, fbo.mHeight/2, grid, this, time);
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effects.drawPriv(fbo.mWidth/2, fbo.mHeight/2, mesh, this, time);
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307 | 307 |
DistortedFramebuffer.deleteAllMarked(); |
308 | 308 |
DistortedTexture.deleteAllMarked(); |
309 | 309 |
} |
src/main/java/org/distorted/library/DistortedTexture.java | ||
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82 | 82 |
{ |
83 | 83 |
//android.util.Log.e("Texture", "creating "+mID); |
84 | 84 |
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85 |
if( mTextureDataH[0]==0 ) GLES20.glGenTextures(1, mTextureDataH, 0); |
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86 |
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]); |
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR ); |
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR ); |
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90 |
GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE ); |
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE ); |
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85 |
if( mTextureDataH[0]==0 ) |
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86 |
{ |
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GLES20.glGenTextures(1, mTextureDataH, 0); |
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]); |
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR ); |
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR ); |
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE ); |
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE ); |
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GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0); |
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} |
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95 |
else |
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96 |
{ |
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]); |
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GLUtils.texSubImage2D(GLES20.GL_TEXTURE_2D, 0,0,0,flipBitmap(mBmp)); |
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} |
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92 | 100 |
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GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0); |
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94 | 101 |
mBmp = null; |
95 | 102 |
} |
96 | 103 |
} |
... | ... | |
254 | 261 |
/** |
255 | 262 |
* Returns the depth of the Texture. |
256 | 263 |
* <p> |
257 |
* Admittedly quite a strange method. Why do we need to pass a Grid to it? Because one cannot determine
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* 'depth' of a texture when rendered based only on the texture itself, that depends on the Grid it is
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* Admittedly quite a strange method. Why do we need to pass a Mesh to it? Because one cannot determine
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* 'depth' of a texture when rendered based only on the texture itself, that depends on the Mesh it is
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259 | 266 |
* rendered with. |
260 | 267 |
* |
261 | 268 |
* @return depth of the Object, in pixels. |
262 | 269 |
*/ |
263 |
public int getDepth(MeshObject grid)
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public int getDepth(MeshObject mesh)
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264 | 271 |
{ |
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return grid==null ? 0 : (int)(mSizeX*grid.zFactor);
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return mesh==null ? 0 : (int)(mSizeX*mesh.zFactor);
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266 | 273 |
} |
267 | 274 |
} |
src/main/java/org/distorted/library/DistortedTree.java | ||
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26 | 26 |
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27 | 27 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
28 | 28 |
/** |
29 |
* Class which represents a Node in a Tree of (Texture,Grid,Effects) objects.
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* Class which represents a Node in a Tree of (Texture,Mesh,Effects) objects.
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30 | 30 |
* |
31 | 31 |
* Having organized such sets into a Tree, we can then render any Node to any Framebuffer. |
32 | 32 |
* That recursively renders the set held in the Node and all its children. |
... | ... | |
36 | 36 |
private static HashMap<ArrayList<Long>,NodeData> mMapNodeID = new HashMap<>(); |
37 | 37 |
private static long mNextNodeID =0; |
38 | 38 |
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private MeshObject mGrid;
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private MeshObject mMesh;
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40 | 40 |
private DistortedEffects mEffects; |
41 | 41 |
private DistortedTexture mTexture; |
42 | 42 |
private NodeData mData; |
... | ... | |
222 | 222 |
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); |
223 | 223 |
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224 | 224 |
if( mTexture.setAsInput() ) |
225 |
mEffects.drawNoEffectsPriv(mTexture.mHalfX, mTexture.mHalfY, mGrid, mData.mDF);
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mEffects.drawNoEffectsPriv(mTexture.mHalfX, mTexture.mHalfY, mMesh, mData.mDF);
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226 | 226 |
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227 | 227 |
synchronized(this) |
228 | 228 |
{ |
... | ... | |
240 | 240 |
mData.mDF.setAsInput(); |
241 | 241 |
} |
242 | 242 |
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243 |
mEffects.drawPriv(mTexture.mHalfX, mTexture.mHalfY, mGrid, df, currTime);
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mEffects.drawPriv(mTexture.mHalfX, mTexture.mHalfY, mMesh, df, currTime);
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244 | 244 |
} |
245 | 245 |
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246 | 246 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
251 | 251 |
* |
252 | 252 |
* @param texture DistortedTexture to put into the new Node. |
253 | 253 |
* @param effects DistortedEffects to put into the new Node. |
254 |
* @param grid MeshObject to put into the new Node.
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254 |
* @param mesh MeshObject to put into the new Node.
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255 | 255 |
*/ |
256 |
public DistortedTree(DistortedTexture texture, DistortedEffects effects, MeshObject grid)
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public DistortedTree(DistortedTexture texture, DistortedEffects effects, MeshObject mesh)
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257 | 257 |
{ |
258 | 258 |
mTexture= texture; |
259 | 259 |
mEffects= effects; |
260 |
mGrid = grid;
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mMesh = mesh;
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261 | 261 |
mParent = null; |
262 | 262 |
mChildren = null; |
263 | 263 |
mNumChildren = new int[1]; |
... | ... | |
293 | 293 |
{ |
294 | 294 |
mParent = null; |
295 | 295 |
mEffects= new DistortedEffects(node.mEffects,flags); |
296 |
mGrid = node.mGrid;
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mMesh = node.mMesh;
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297 | 297 |
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298 | 298 |
if( (flags & Distorted.CLONE_BITMAP) != 0 ) |
299 | 299 |
{ |
... | ... | |
355 | 355 |
* |
356 | 356 |
* @param texture DistortedTexture to initialize our child Node with. |
357 | 357 |
* @param effects DistortedEffects to initialize our child Node with. |
358 |
* @param grid MeshObject to initialize our child Node with.
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358 |
* @param mesh MeshObject to initialize our child Node with.
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359 | 359 |
* @return the newly constructed child Node, or null if we couldn't allocate resources. |
360 | 360 |
*/ |
361 |
public synchronized DistortedTree attach(DistortedTexture texture, DistortedEffects effects, MeshObject grid)
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361 |
public synchronized DistortedTree attach(DistortedTexture texture, DistortedEffects effects, MeshObject mesh)
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362 | 362 |
{ |
363 | 363 |
ArrayList<Long> prev = generateIDList(); |
364 | 364 |
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365 | 365 |
if( mChildren==null ) mChildren = new ArrayList<>(2); |
366 |
DistortedTree node = new DistortedTree(texture,effects,grid);
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366 |
DistortedTree node = new DistortedTree(texture,effects,mesh);
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367 | 367 |
node.mParent = this; |
368 | 368 |
mChildren.add(node); |
369 | 369 |
mNumChildren[0]++; |
src/main/java/org/distorted/library/MeshCubes.java | ||
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730 | 730 |
if( remainingVert!=0 ) |
731 | 731 |
android.util.Log.d("CUBES", "remainingVert " +remainingVert ); |
732 | 732 |
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733 |
mGridPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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734 |
mGridPositions.put(positionData).position(0);
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733 |
mMeshPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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734 |
mMeshPositions.put(positionData).position(0);
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735 | 735 |
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736 |
mGridNormals = ByteBuffer.allocateDirect(NORMAL_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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737 |
mGridNormals.put(normalData).position(0);
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736 |
mMeshNormals = ByteBuffer.allocateDirect(NORMAL_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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737 |
mMeshNormals.put(normalData).position(0);
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738 | 738 |
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739 |
mGridTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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740 |
mGridTexture.put(textureData).position(0);
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739 |
mMeshTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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740 |
mMeshTexture.put(textureData).position(0);
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741 | 741 |
} |
742 | 742 |
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743 | 743 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
744 | 744 |
// PUBLIC API |
745 | 745 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
746 | 746 |
/** |
747 |
* Creates the underlying grid of vertices, normals, texture coords.
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747 |
* Creates the underlying mesh of vertices, normals, texture coords.
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748 | 748 |
* |
749 | 749 |
* @param cols Integer helping to parse the next parameter. |
750 | 750 |
* @param desc String describing the subset of a MxNx1 cuboid that we want to create. |
... | ... | |
776 | 776 |
|
777 | 777 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
778 | 778 |
/** |
779 |
* Creates a full, hole-less underlying grid of vertices, normals, texture coords and colors.
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779 |
* Creates a full, hole-less underlying mesh of vertices, normals, texture coords and colors.
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780 | 780 |
* |
781 | 781 |
* @param cols Number of columns. |
782 | 782 |
* @param rows Number of rows. |
src/main/java/org/distorted/library/MeshFlat.java | ||
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24 | 24 |
|
25 | 25 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
26 | 26 |
/** |
27 |
* Create a flat, rectangular Grid.
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27 |
* Create a flat, rectangular grid.
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28 | 28 |
* <p> |
29 | 29 |
* Perfect if you just want to display a flat Texture. If you are not planning to apply any VERTEX |
30 | 30 |
* effects to it, use MeshFlat(1,1), i.e. a Quad. Otherwise, create more vertices for more realistic effects! |
... | ... | |
184 | 184 |
if( remainingVert!=0 ) |
185 | 185 |
android.util.Log.d("BITMAP", "remainingVert " +remainingVert ); |
186 | 186 |
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187 |
mGridPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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188 |
mGridPositions.put(positionData).position(0);
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187 |
mMeshPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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188 |
mMeshPositions.put(positionData).position(0);
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189 | 189 |
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190 |
mGridNormals = ByteBuffer.allocateDirect(NORMAL_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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191 |
mGridNormals.put(normalData).position(0);
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190 |
mMeshNormals = ByteBuffer.allocateDirect(NORMAL_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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191 |
mMeshNormals.put(normalData).position(0);
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192 | 192 |
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193 |
mGridTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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194 |
mGridTexture.put(textureData).position(0);
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193 |
mMeshTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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194 |
mMeshTexture.put(textureData).position(0);
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195 | 195 |
} |
196 | 196 |
} |
src/main/java/org/distorted/library/MeshObject.java | ||
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39 | 39 |
protected static final int TEX_DATA_SIZE = 2; // Size of the texture coordinate data in elements. |
40 | 40 |
|
41 | 41 |
protected int dataLength; |
42 |
protected FloatBuffer mGridPositions,mGridNormals,mGridTexture;
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42 |
protected FloatBuffer mMeshPositions, mMeshNormals, mMeshTexture;
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43 | 43 |
|
44 | 44 |
final float zFactor; // strange workaround for the fact that we need to somehow store the 'depth' |
45 | 45 |
// of the Mesh. Used in DistortedEffects. See DistortedTexture.getDepth(). |
... | ... | |
55 | 55 |
|
56 | 56 |
void draw() |
57 | 57 |
{ |
58 |
GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mGridPositions);
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59 |
GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[1], NORMAL_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mGridNormals );
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60 |
GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[2], TEX_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mGridTexture );
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58 |
GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mMeshPositions);
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59 |
GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[1], NORMAL_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mMeshNormals);
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60 |
GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[2], TEX_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mMeshTexture);
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61 | 61 |
|
62 | 62 |
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, dataLength); |
63 | 63 |
} |
Also available in: Unified diff
rename all the 'grid' variables to 'mesh'.