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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.library;
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import android.graphics.Bitmap;
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import android.graphics.Matrix;
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import android.opengl.GLES30;
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import android.opengl.GLUtils;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Class which represents a OpenGL Texture object.
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* <p>
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* Create a Texture of arbitrary size and feed some pixels to it via the setTexture() method.
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*/
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public class DistortedTexture extends DistortedSurface implements DistortedInputSurface
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{
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private Bitmap mBmp= null;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// We have to flip vertically every single Bitmap that we get fed with.
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//
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// Reason: textures read from files are the only objects in OpenGL which have their origins at the
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// upper-left corner. Everywhere else the origin is in the lower-left corner. Thus we have to flip.
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// The alternative solution, namely inverting the y-coordinate of the TexCoord does not really work-
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// i.e. it works only in case of rendering directly to the screen, but if we render to an FBO and
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// then take the FBO and render to screen, (DistortedNode does so!) things get inverted as textures
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// created from FBO have their origins in the lower-left... Mindfuck!
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private static Bitmap flipBitmap(Bitmap src)
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{
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Matrix matrix = new Matrix();
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matrix.preScale(1.0f,-1.0f);
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return Bitmap.createBitmap(src,0,0,src.getWidth(),src.getHeight(), matrix,true);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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void create()
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{
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if( mBmp!=null )
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{
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if( mColorCreated==NOT_CREATED_YET )
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{
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mColorCreated = CREATED;
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GLES30.glGenTextures(1, mColorH, 0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
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GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR );
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GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR );
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GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE );
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GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE );
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GLUtils.texImage2D(GLES30.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
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}
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else
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{
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
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GLUtils.texSubImage2D(GLES30.GL_TEXTURE_2D, 0,0,0,flipBitmap(mBmp));
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}
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mBmp = null;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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void delete()
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{
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if( mColorH[0]>0 )
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{
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GLES30.glDeleteTextures(1, mColorH, 0);
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mColorH[0] = 0;
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mColorCreated = NOT_CREATED_YET;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// called from onDestroy(); mark OpenGL assets as 'not created'
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void recreate()
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{
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if( mColorCreated!=DONT_CREATE )
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{
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mColorCreated = NOT_CREATED_YET;
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mColorH[0] = 0;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// create SYSTEM or TREE textures (those are just like normal Textures, just hold information
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// that they were autocreated only for the Library's internal purposes (SYSTEM) or for using
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// inside a Tree of DistortedNodes (TREE)
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// SYSTEM surfaces do not get removed in onDestroy().
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public DistortedTexture(int width, int height, int type)
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{
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super(width,height,NOT_CREATED_YET,type);
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mBmp= null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create empty texture of given dimensions.
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*/
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public DistortedTexture(int width, int height)
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{
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super(width,height,NOT_CREATED_YET,TYPE_USER);
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mBmp= null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Bind the underlying rectangle of pixels as a OpenGL Texture.
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*/
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public boolean setAsInput()
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{
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if( mColorH[0]>0 )
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{
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Sets the underlying android.graphics.Bitmap object.
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* <p>
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* You can only recycle() the passed Bitmap once the OpenGL context gets created (i.e. after call
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* to GLSurfaceView.onSurfaceCreated) because only after this point can the Library upload it to the GPU!
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*
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* @param bmp The android.graphics.Bitmap object to apply effects to and display.
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*/
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public void setTexture(Bitmap bmp)
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{
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mBmp= bmp;
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markForCreation();
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}
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}
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