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library / src / main / java / org / distorted / library / Distorted.java @ 3d804c91

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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.content.Context;
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import android.opengl.GLES20;
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import org.distorted.library.program.*;
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import java.io.InputStream;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * A singleton class used to control various global settings.
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 */
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public class Distorted 
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  {
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  /**
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   * When creating an instance of a DistortedTexture (or Tree) from another instance, do not clone anything.
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   * Used in the copy constructor.
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   */
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  public static final int CLONE_NOTHING = 0x0;
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  /**
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   * When creating an instance of a DistortedTexture from another instance, clone the Bitmap that's
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   * backing up our DistortedTexture.
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   * <p>
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   * This way we can have two DistortedTextures, both backed up by the same Bitmap, to which we can
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   * apply different effects. Used in the copy constructor.
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   */
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  public static final int CLONE_BITMAP  = 0x1;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Matrix Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the MATRIX queue.
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   */
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  public static final int CLONE_MATRIX = 0x2;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Vertex Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the VERTEX queue.
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   */
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  public static final int CLONE_VERTEX  = 0x4;
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  /**
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   * When creating an instance of a DistortedEffects from another instance, clone the Fragment Effects.
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   * <p>
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   * This way we can have two different DistortedEffects sharing the FRAGMENT queue.
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   */
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  public static final int CLONE_FRAGMENT= 0x8;
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  /**
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   * When creating an instance of a DistortedTree from another instance, clone the children Nodes.
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   * <p>
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   * This is mainly useful for creating many similar sub-trees and rendering then at different places
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   * on the screen with (optionally) different Effects.
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   */
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  public static final int CLONE_CHILDREN= 0x10;
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  private static boolean mInitialized = false;
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  static int[] mMainProgramAttributes;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private Distorted()
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    {
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static boolean isInitialized()
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    {
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    return mInitialized;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * When OpenGL context gets created, you need to call this method so that the library can initialise its internal data structures.
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 * I.e. best called from GLSurfaceView.onCreate().
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 * <p>
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 * Needs to be called from a thread holding the OpenGL context.
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 *   
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 * @param context Context of the App using the library - used to open up Resources and read Shader code.
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 * @throws FragmentCompilationException
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 * @throws VertexCompilationException
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 * @throws VertexUniformsException
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 * @throws FragmentUniformsException
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 * @throws LinkingException
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 */
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  public static void onCreate(final Context context)
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  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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    { 
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    mInitialized = true;  
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    final InputStream vertexStream   = context.getResources().openRawResource(R.raw.main_vertex_shader);
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    final InputStream fragmentStream = context.getResources().openRawResource(R.raw.main_fragment_shader);
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    DistortedProgram mainProgram = new DistortedProgram(vertexStream,fragmentStream);
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    int programH = mainProgram.getProgramHandle();
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    GLES20.glUseProgram(programH);
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    mainProgram.bindAndEnableAttributes();
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    mMainProgramAttributes = mainProgram.getAttributes();
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    int textureUniformH = GLES20.glGetUniformLocation(programH, "u_Texture");
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    GLES20.glEnable (GLES20.GL_DEPTH_TEST);
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    GLES20.glDepthFunc(GLES20.GL_LEQUAL);
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    GLES20.glEnable(GLES20.GL_BLEND);
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    GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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    GLES20.glEnable(GLES20.GL_CULL_FACE);
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    GLES20.glCullFace(GLES20.GL_BACK);
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    GLES20.glFrontFace(GLES20.GL_CW);
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    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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    GLES20.glUniform1i(textureUniformH, 0);
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    EffectQueueFragment.getUniforms(programH);
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    EffectQueueVertex.getUniforms(programH);
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    EffectQueueMatrix.getUniforms(programH);
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    DistortedTree.reset();
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    EffectMessageSender.startSending();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Call this so that the Library can release its internal data structures.
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 * Must be called from Activity.onDestroy(). 
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 */
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  public static void onDestroy()
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    {
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    DistortedTexture.onDestroy();
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    DistortedFramebuffer.onDestroy();
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    DistortedTree.onDestroy();
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    EffectQueue.onDestroy();
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    DistortedEffects.onDestroy();
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    EffectMessageSender.stopSending();
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    mInitialized = false;
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    }
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  }
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