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library / src / main / java / org / distorted / library / DistortedRenderable.java @ 133cbb2b

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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.opengl.GLES30;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class DistortedRenderable
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  {
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  static final int FAILED_TO_CREATE = -1;
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  static final int NOT_CREATED_YET  = -2;
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  static final int DONT_CREATE      = -3;
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  int[] mColorH = new int[1];
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  int mSizeX, mSizeY;  // in screen space
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  long getID()
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    {
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    return mColorH[0];
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  boolean setAsInput()
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    {
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    if( mColorH[0]>0 )
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      {
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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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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns the height of the Renderable.
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 *
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 * @return height of the object, in pixels.
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 */
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  public int getWidth()
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    {
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    return mSizeX;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns the width of the Renderable.
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 *
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 * @return width of the Object, in pixels.
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 */
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  public int getHeight()
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    {
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    return mSizeY;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns the depth of the Renderable.
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 * <p>
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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 Renderable (bitmap really!) when rendered based only on the texture itself, that depends
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 * on the Mesh it is rendered with.
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 *
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 * @return depth of the Object, in pixels.
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 */
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  public int getDepth(MeshObject mesh)
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    {
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    return mesh==null ? 0 : (int)(mSizeX*mesh.zFactor);
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    }
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  }
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