1 |
d333eb6b
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2 |
|
|
// Copyright 2016 Leszek Koltunski //
|
3 |
|
|
// //
|
4 |
|
|
// This file is part of Distorted. //
|
5 |
|
|
// //
|
6 |
|
|
// Distorted is free software: you can redistribute it and/or modify //
|
7 |
|
|
// it under the terms of the GNU General Public License as published by //
|
8 |
|
|
// the Free Software Foundation, either version 2 of the License, or //
|
9 |
|
|
// (at your option) any later version. //
|
10 |
|
|
// //
|
11 |
|
|
// Distorted is distributed in the hope that it will be useful, //
|
12 |
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13 |
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
14 |
|
|
// GNU General Public License for more details. //
|
15 |
|
|
// //
|
16 |
|
|
// You should have received a copy of the GNU General Public License //
|
17 |
|
|
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
|
18 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
19 |
|
|
|
20 |
6a06a912
|
Leszek Koltunski
|
package org.distorted.library;
|
21 |
|
|
|
22 |
|
|
import java.io.BufferedReader;
|
23 |
|
|
import java.io.IOException;
|
24 |
|
|
import java.io.InputStream;
|
25 |
|
|
import java.io.InputStreamReader;
|
26 |
|
|
|
27 |
7845dc66
|
Leszek Koltunski
|
import android.content.Context;
|
28 |
6a06a912
|
Leszek Koltunski
|
import android.opengl.GLES20;
|
29 |
|
|
import android.os.Build;
|
30 |
|
|
|
31 |
|
|
import org.distorted.library.exception.*;
|
32 |
|
|
|
33 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
34 |
|
|
/**
|
35 |
|
|
* A singleton class used to control various global settings.
|
36 |
|
|
*/
|
37 |
|
|
public class Distorted
|
38 |
39cbf9dc
|
Leszek Koltunski
|
{
|
39 |
6a06a912
|
Leszek Koltunski
|
/**
|
40 |
e8c81a8e
|
Leszek Koltunski
|
* When creating an instance of a DistortedObject from another instance, do not clone anything.
|
41 |
6a06a912
|
Leszek Koltunski
|
* Used in the copy constructor.
|
42 |
|
|
*/
|
43 |
|
|
public static final int CLONE_NOTHING = 0x0;
|
44 |
|
|
/**
|
45 |
|
|
* When creating an instance of a DistortedObject from another instance, clone the Bitmap that's
|
46 |
|
|
* backing up our DistortedObject.
|
47 |
|
|
* <p>
|
48 |
|
|
* This way we can have two DistortedObjects, both backed up by the same Bitmap, to which we can
|
49 |
|
|
* apply different effects. Used in the copy constructor.
|
50 |
|
|
*/
|
51 |
|
|
public static final int CLONE_BITMAP = 0x1;
|
52 |
|
|
/**
|
53 |
015642fb
|
Leszek Koltunski
|
* When creating an instance of a DistortedObject from another instance, clone the Matrix Effects.
|
54 |
6a06a912
|
Leszek Koltunski
|
* <p>
|
55 |
|
|
* This way we can have two different DistortedObjects with different Bitmaps behind them, both
|
56 |
|
|
* always displayed in exactly the same place on the screen. Applying any matrix-based effect to
|
57 |
|
|
* one of them automatically applies the effect to the other. Used in the copy constructor.
|
58 |
|
|
*/
|
59 |
015642fb
|
Leszek Koltunski
|
public static final int CLONE_MATRIX = 0x2;
|
60 |
6a06a912
|
Leszek Koltunski
|
/**
|
61 |
|
|
* When creating an instance of a DistortedObject from another instance, clone the Vertex Effects.
|
62 |
|
|
* <p>
|
63 |
|
|
* This way we can have two different DistortedObjects with different Bitmaps behind them, both
|
64 |
|
|
* always with the same Vertex effects. Applying any vertex-based effect to one of them automatically
|
65 |
|
|
* applies the effect to the other. Used in the copy constructor.
|
66 |
|
|
*/
|
67 |
|
|
public static final int CLONE_VERTEX = 0x4;
|
68 |
|
|
/**
|
69 |
|
|
* When creating an instance of a DistortedObject from another instance, clone the Fragment Effects.
|
70 |
|
|
* <p>
|
71 |
|
|
* This way we can have two different DistortedObjects with different Bitmaps behind them, both
|
72 |
|
|
* always with the same Fragment effects. Applying any fragment-based effect to one of them automatically
|
73 |
|
|
* applies the effect to the other. Used in the copy constructor.
|
74 |
|
|
*/
|
75 |
|
|
public static final int CLONE_FRAGMENT= 0x8;
|
76 |
|
|
/**
|
77 |
421c2728
|
Leszek Koltunski
|
* When creating an instance of a DistortedTree from another instance, clone the children Nodes.
|
78 |
6a06a912
|
Leszek Koltunski
|
* <p>
|
79 |
|
|
* This is mainly useful for creating many similar sub-trees of Bitmaps and rendering then at different places
|
80 |
|
|
* on the screen, with (optionally) different effects of the top-level root Bitmap.
|
81 |
|
|
*/
|
82 |
|
|
public static final int CLONE_CHILDREN= 0x10;
|
83 |
b3618cb5
|
Leszek Koltunski
|
|
84 |
6a06a912
|
Leszek Koltunski
|
private static boolean mInitialized = false;
|
85 |
57578636
|
Leszek Koltunski
|
|
86 |
3f3bf7dc
|
Leszek Koltunski
|
static int mPositionH; // model position information
|
87 |
|
|
static int mNormalH; // model normal information.
|
88 |
|
|
static int mTextureCoordH; // model texture coordinate information.
|
89 |
6a06a912
|
Leszek Koltunski
|
|
90 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
91 |
|
|
|
92 |
|
|
private Distorted()
|
93 |
|
|
{
|
94 |
|
|
|
95 |
|
|
}
|
96 |
|
|
|
97 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
98 |
|
|
|
99 |
|
|
private static void sanitizeMaxValues() throws VertexUniformsException,FragmentUniformsException
|
100 |
|
|
{
|
101 |
|
|
int maxV,maxF;
|
102 |
|
|
int[] param = new int[1];
|
103 |
|
|
|
104 |
|
|
GLES20.glGetIntegerv(GLES20.GL_MAX_VERTEX_UNIFORM_VECTORS, param, 0);
|
105 |
|
|
maxV = param[0];
|
106 |
|
|
GLES20.glGetIntegerv(GLES20.GL_MAX_FRAGMENT_UNIFORM_VECTORS, param, 0);
|
107 |
|
|
maxF = param[0];
|
108 |
|
|
|
109 |
b6a5d557
|
Leszek Koltunski
|
//Log.d("Distorted", "Max vectors in vertex shader: "+maxV);
|
110 |
|
|
//Log.d("Distorted", "Max vectors in fragment shader: "+maxF);
|
111 |
6a06a912
|
Leszek Koltunski
|
|
112 |
8e34674e
|
Leszek Koltunski
|
if( !Build.FINGERPRINT.contains("generic") )
|
113 |
6a06a912
|
Leszek Koltunski
|
{
|
114 |
|
|
int realMaxV = (maxV-11)/4; // adjust this in case of changes to the shaders...
|
115 |
|
|
int realMaxF = (maxF- 2)/4; //
|
116 |
|
|
|
117 |
71887484
|
Leszek Koltunski
|
if( getMaxVertex() > realMaxV )
|
118 |
6a06a912
|
Leszek Koltunski
|
{
|
119 |
|
|
throw new VertexUniformsException("Too many effects in the vertex shader, max is "+realMaxV, realMaxV);
|
120 |
|
|
}
|
121 |
71887484
|
Leszek Koltunski
|
if( getMaxFragment() > realMaxF )
|
122 |
6a06a912
|
Leszek Koltunski
|
{
|
123 |
|
|
throw new FragmentUniformsException("Too many effects in the fragment shader, max is "+realMaxF, realMaxF);
|
124 |
|
|
}
|
125 |
|
|
}
|
126 |
|
|
}
|
127 |
|
|
|
128 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
129 |
|
|
|
130 |
|
|
private static int compileShader(final int shaderType, final String shaderSource) throws FragmentCompilationException,VertexCompilationException
|
131 |
|
|
{
|
132 |
|
|
int shaderHandle = GLES20.glCreateShader(shaderType);
|
133 |
|
|
|
134 |
|
|
if (shaderHandle != 0)
|
135 |
|
|
{
|
136 |
|
|
GLES20.glShaderSource(shaderHandle, "#version 100 \n"+ generateShaderHeader(shaderType) + shaderSource);
|
137 |
|
|
GLES20.glCompileShader(shaderHandle);
|
138 |
|
|
final int[] compileStatus = new int[1];
|
139 |
|
|
GLES20.glGetShaderiv(shaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
|
140 |
|
|
|
141 |
|
|
if (compileStatus[0] != GLES20.GL_TRUE )
|
142 |
|
|
{
|
143 |
|
|
GLES20.glDeleteShader(shaderHandle);
|
144 |
|
|
shaderHandle = 0;
|
145 |
|
|
}
|
146 |
|
|
}
|
147 |
|
|
|
148 |
|
|
if (shaderHandle == 0)
|
149 |
|
|
{
|
150 |
|
|
String error = GLES20.glGetShaderInfoLog(shaderHandle);
|
151 |
|
|
|
152 |
|
|
switch(shaderType)
|
153 |
|
|
{
|
154 |
|
|
case GLES20.GL_VERTEX_SHADER : throw new VertexCompilationException(error);
|
155 |
|
|
case GLES20.GL_FRAGMENT_SHADER: throw new FragmentCompilationException(error);
|
156 |
|
|
default : throw new RuntimeException(error);
|
157 |
|
|
}
|
158 |
|
|
}
|
159 |
|
|
|
160 |
|
|
return shaderHandle;
|
161 |
|
|
}
|
162 |
|
|
|
163 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
164 |
|
|
|
165 |
|
|
private static int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes) throws LinkingException
|
166 |
|
|
{
|
167 |
|
|
int programHandle = GLES20.glCreateProgram();
|
168 |
|
|
|
169 |
|
|
if (programHandle != 0)
|
170 |
|
|
{
|
171 |
|
|
GLES20.glAttachShader(programHandle, vertexShaderHandle);
|
172 |
|
|
GLES20.glAttachShader(programHandle, fragmentShaderHandle);
|
173 |
|
|
|
174 |
|
|
if (attributes != null)
|
175 |
|
|
{
|
176 |
|
|
final int size = attributes.length;
|
177 |
|
|
|
178 |
|
|
for (int i = 0; i < size; i++)
|
179 |
|
|
{
|
180 |
|
|
GLES20.glBindAttribLocation(programHandle, i, attributes[i]);
|
181 |
|
|
}
|
182 |
|
|
}
|
183 |
|
|
|
184 |
|
|
GLES20.glLinkProgram(programHandle);
|
185 |
|
|
|
186 |
|
|
final int[] linkStatus = new int[1];
|
187 |
|
|
GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0);
|
188 |
|
|
|
189 |
|
|
if (linkStatus[0] != GLES20.GL_TRUE )
|
190 |
|
|
{
|
191 |
|
|
String error = GLES20.glGetProgramInfoLog(programHandle);
|
192 |
|
|
GLES20.glDeleteProgram(programHandle);
|
193 |
|
|
throw new LinkingException(error);
|
194 |
|
|
}
|
195 |
|
|
|
196 |
|
|
final int[] numberOfUniforms = new int[1];
|
197 |
|
|
GLES20.glGetProgramiv(programHandle, GLES20.GL_ACTIVE_UNIFORMS, numberOfUniforms, 0);
|
198 |
|
|
|
199 |
b6a5d557
|
Leszek Koltunski
|
//android.util.Log.d("Distorted", "number of active uniforms="+numberOfUniforms[0]);
|
200 |
6a06a912
|
Leszek Koltunski
|
}
|
201 |
|
|
|
202 |
|
|
return programHandle;
|
203 |
|
|
}
|
204 |
|
|
|
205 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
206 |
|
|
|
207 |
|
|
private static String generateShaderHeader(final int type)
|
208 |
|
|
{
|
209 |
|
|
String header="";
|
210 |
|
|
|
211 |
|
|
switch(type)
|
212 |
|
|
{
|
213 |
71887484
|
Leszek Koltunski
|
case GLES20.GL_VERTEX_SHADER : header += ("#define NUM_VERTEX " + getMaxVertex()+"\n");
|
214 |
6a06a912
|
Leszek Koltunski
|
|
215 |
|
|
for(EffectNames name: EffectNames.values() )
|
216 |
|
|
{
|
217 |
1e438fc7
|
Leszek Koltunski
|
if( name.getType()==EffectTypes.VERTEX)
|
218 |
6a06a912
|
Leszek Koltunski
|
header += ("#define "+name.name()+" "+name.ordinal()+"\n");
|
219 |
|
|
}
|
220 |
|
|
break;
|
221 |
71887484
|
Leszek Koltunski
|
case GLES20.GL_FRAGMENT_SHADER: header += ("#define NUM_FRAGMENT "+ getMaxFragment()+"\n");
|
222 |
6a06a912
|
Leszek Koltunski
|
|
223 |
|
|
for(EffectNames name: EffectNames.values() )
|
224 |
|
|
{
|
225 |
1e438fc7
|
Leszek Koltunski
|
if( name.getType()==EffectTypes.FRAGMENT)
|
226 |
6a06a912
|
Leszek Koltunski
|
header += ("#define "+name.name()+" "+name.ordinal()+"\n");
|
227 |
|
|
}
|
228 |
|
|
break;
|
229 |
|
|
}
|
230 |
|
|
|
231 |
|
|
//Log.d(TAG,""+header);
|
232 |
|
|
|
233 |
|
|
return header;
|
234 |
|
|
}
|
235 |
|
|
|
236 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
237 |
|
|
|
238 |
7845dc66
|
Leszek Koltunski
|
private static String readTextFileFromRawResource(final Context c, final int resourceId)
|
239 |
6a06a912
|
Leszek Koltunski
|
{
|
240 |
7845dc66
|
Leszek Koltunski
|
final InputStream inputStream = c.getResources().openRawResource(resourceId);
|
241 |
6a06a912
|
Leszek Koltunski
|
final InputStreamReader inputStreamReader = new InputStreamReader(inputStream);
|
242 |
|
|
final BufferedReader bufferedReader = new BufferedReader(inputStreamReader);
|
243 |
|
|
|
244 |
|
|
String nextLine;
|
245 |
|
|
final StringBuilder body = new StringBuilder();
|
246 |
|
|
|
247 |
|
|
try
|
248 |
|
|
{
|
249 |
|
|
while ((nextLine = bufferedReader.readLine()) != null)
|
250 |
|
|
{
|
251 |
|
|
body.append(nextLine);
|
252 |
|
|
body.append('\n');
|
253 |
|
|
}
|
254 |
|
|
}
|
255 |
|
|
catch (IOException e)
|
256 |
|
|
{
|
257 |
|
|
return null;
|
258 |
|
|
}
|
259 |
|
|
|
260 |
|
|
return body.toString();
|
261 |
|
|
}
|
262 |
|
|
|
263 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
264 |
|
|
|
265 |
7845dc66
|
Leszek Koltunski
|
private static String getVertexShader(final Context c)
|
266 |
6a06a912
|
Leszek Koltunski
|
{
|
267 |
7845dc66
|
Leszek Koltunski
|
return readTextFileFromRawResource( c, R.raw.main_vertex_shader);
|
268 |
6a06a912
|
Leszek Koltunski
|
}
|
269 |
|
|
|
270 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
271 |
|
|
|
272 |
7845dc66
|
Leszek Koltunski
|
private static String getFragmentShader(final Context c)
|
273 |
6a06a912
|
Leszek Koltunski
|
{
|
274 |
7845dc66
|
Leszek Koltunski
|
return readTextFileFromRawResource( c, R.raw.main_fragment_shader);
|
275 |
6a06a912
|
Leszek Koltunski
|
}
|
276 |
|
|
|
277 |
421c2728
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
278 |
|
|
|
279 |
|
|
static boolean isInitialized()
|
280 |
|
|
{
|
281 |
|
|
return mInitialized;
|
282 |
|
|
}
|
283 |
|
|
|
284 |
6a06a912
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
285 |
|
|
/**
|
286 |
|
|
* When OpenGL context gets created, you need to call this method so that the library can initialise its internal data structures.
|
287 |
|
|
* I.e. best called from GLSurfaceView.onSurfaceCreated().
|
288 |
|
|
* <p>
|
289 |
|
|
* Compiles the vertex and fragment shaders, establishes the addresses of all uniforms, and initialises all Bitmaps that have already
|
290 |
|
|
* been created.
|
291 |
|
|
*
|
292 |
015642fb
|
Leszek Koltunski
|
* @param context Context of the App using the library - used to open up Resources and read Shader code.
|
293 |
6a06a912
|
Leszek Koltunski
|
* @throws FragmentCompilationException
|
294 |
|
|
* @throws VertexCompilationException
|
295 |
|
|
* @throws VertexUniformsException
|
296 |
|
|
* @throws FragmentUniformsException
|
297 |
|
|
* @throws LinkingException
|
298 |
|
|
*/
|
299 |
7845dc66
|
Leszek Koltunski
|
public static void onSurfaceCreated(final Context context) throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
|
300 |
6a06a912
|
Leszek Koltunski
|
{
|
301 |
|
|
mInitialized = true;
|
302 |
f6fb3c6d
|
Leszek Koltunski
|
|
303 |
7845dc66
|
Leszek Koltunski
|
final String vertexShader = Distorted.getVertexShader(context);
|
304 |
|
|
final String fragmentShader = Distorted.getFragmentShader(context);
|
305 |
f6fb3c6d
|
Leszek Koltunski
|
|
306 |
6a06a912
|
Leszek Koltunski
|
sanitizeMaxValues();
|
307 |
|
|
|
308 |
|
|
final int vertexShaderHandle = compileShader(GLES20.GL_VERTEX_SHADER , vertexShader );
|
309 |
|
|
final int fragmentShaderHandle = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader);
|
310 |
|
|
|
311 |
3f3bf7dc
|
Leszek Koltunski
|
int programH = createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle, new String[] {"a_Position", "a_Color", "a_Normal", "a_TexCoordinate"});
|
312 |
57578636
|
Leszek Koltunski
|
|
313 |
3f3bf7dc
|
Leszek Koltunski
|
GLES20.glUseProgram(programH);
|
314 |
57578636
|
Leszek Koltunski
|
|
315 |
3f3bf7dc
|
Leszek Koltunski
|
int textureUniformH = GLES20.glGetUniformLocation(programH, "u_Texture");
|
316 |
|
|
mPositionH = GLES20.glGetAttribLocation( programH, "a_Position");
|
317 |
|
|
mNormalH = GLES20.glGetAttribLocation( programH, "a_Normal");
|
318 |
|
|
mTextureCoordH = GLES20.glGetAttribLocation( programH, "a_TexCoordinate");
|
319 |
57578636
|
Leszek Koltunski
|
|
320 |
6a06a912
|
Leszek Koltunski
|
GLES20.glEnable (GLES20.GL_DEPTH_TEST);
|
321 |
|
|
GLES20.glDepthFunc(GLES20.GL_LEQUAL);
|
322 |
|
|
GLES20.glEnable(GLES20.GL_BLEND);
|
323 |
|
|
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
|
324 |
0ce6fcef
|
Leszek Koltunski
|
GLES20.glEnable(GLES20.GL_CULL_FACE);
|
325 |
|
|
GLES20.glCullFace(GLES20.GL_BACK);
|
326 |
5bf698ee
|
Leszek Koltunski
|
GLES20.glFrontFace(GLES20.GL_CW);
|
327 |
57578636
|
Leszek Koltunski
|
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
|
328 |
3f3bf7dc
|
Leszek Koltunski
|
GLES20.glUniform1i(textureUniformH, 0);
|
329 |
8c893ffc
|
Leszek Koltunski
|
|
330 |
3f3bf7dc
|
Leszek Koltunski
|
EffectQueueFragment.getUniforms(programH);
|
331 |
|
|
EffectQueueVertex.getUniforms(programH);
|
332 |
|
|
EffectQueueMatrix.getUniforms(programH);
|
333 |
6a06a912
|
Leszek Koltunski
|
|
334 |
|
|
GLES20.glEnableVertexAttribArray(mPositionH);
|
335 |
|
|
GLES20.glEnableVertexAttribArray(mNormalH);
|
336 |
|
|
GLES20.glEnableVertexAttribArray(mTextureCoordH);
|
337 |
|
|
|
338 |
421c2728
|
Leszek Koltunski
|
DistortedTree.reset();
|
339 |
6a06a912
|
Leszek Koltunski
|
EffectMessageSender.startSending();
|
340 |
|
|
}
|
341 |
|
|
|
342 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
343 |
|
|
/**
|
344 |
|
|
* Call this so that the Library can release its internal data structures.
|
345 |
|
|
* Must be called from Activity.onDestroy().
|
346 |
|
|
*/
|
347 |
|
|
public static void onDestroy()
|
348 |
|
|
{
|
349 |
7b8086eb
|
Leszek Koltunski
|
DistortedTexture.onDestroy();
|
350 |
|
|
DistortedFramebuffer.onDestroy();
|
351 |
421c2728
|
Leszek Koltunski
|
DistortedTree.onDestroy();
|
352 |
7b8086eb
|
Leszek Koltunski
|
EffectQueue.onDestroy();
|
353 |
421c2728
|
Leszek Koltunski
|
DistortedEffects.onDestroy();
|
354 |
6a06a912
|
Leszek Koltunski
|
EffectMessageSender.stopSending();
|
355 |
|
|
|
356 |
|
|
mInitialized = false;
|
357 |
|
|
}
|
358 |
|
|
|
359 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
360 |
|
|
/**
|
361 |
1e438fc7
|
Leszek Koltunski
|
* Returns the maximum number of Matrix effects.
|
362 |
6a06a912
|
Leszek Koltunski
|
*
|
363 |
1e438fc7
|
Leszek Koltunski
|
* @return The maximum number of Matrix effects
|
364 |
6a06a912
|
Leszek Koltunski
|
*/
|
365 |
1e438fc7
|
Leszek Koltunski
|
public static int getMaxMatrix()
|
366 |
6a06a912
|
Leszek Koltunski
|
{
|
367 |
71887484
|
Leszek Koltunski
|
return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
|
368 |
6a06a912
|
Leszek Koltunski
|
}
|
369 |
|
|
|
370 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
371 |
|
|
/**
|
372 |
|
|
* Returns the maximum number of Vertex effects.
|
373 |
|
|
*
|
374 |
|
|
* @return The maximum number of Vertex effects
|
375 |
|
|
*/
|
376 |
|
|
public static int getMaxVertex()
|
377 |
|
|
{
|
378 |
71887484
|
Leszek Koltunski
|
return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
|
379 |
6a06a912
|
Leszek Koltunski
|
}
|
380 |
|
|
|
381 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
382 |
|
|
/**
|
383 |
|
|
* Returns the maximum number of Fragment effects.
|
384 |
|
|
*
|
385 |
|
|
* @return The maximum number of Fragment effects
|
386 |
|
|
*/
|
387 |
|
|
public static int getMaxFragment()
|
388 |
|
|
{
|
389 |
71887484
|
Leszek Koltunski
|
return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
|
390 |
6a06a912
|
Leszek Koltunski
|
}
|
391 |
71887484
|
Leszek Koltunski
|
|
392 |
6a06a912
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
393 |
|
|
/**
|
394 |
71887484
|
Leszek Koltunski
|
* Sets the maximum number of Matrix effects that can be applied to a single DistortedObject at one time.
|
395 |
61ec8208
|
Leszek Koltunski
|
* This can fail if:
|
396 |
|
|
* <ul>
|
397 |
|
|
* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE)
|
398 |
|
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
399 |
|
|
* before the Vertex Shader gets compiled, i.e. before the call to {@link #onSurfaceCreated}. After this
|
400 |
|
|
* time only decreasing the value of 'max' is permitted.
|
401 |
|
|
* <li>Furthermore, this needs to be called before any DistortedObject gets created.
|
402 |
|
|
* </ul>
|
403 |
6a06a912
|
Leszek Koltunski
|
*
|
404 |
1e438fc7
|
Leszek Koltunski
|
* @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
|
405 |
6a06a912
|
Leszek Koltunski
|
* than Byte.MAX_VALUE
|
406 |
|
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
407 |
|
|
*/
|
408 |
1e438fc7
|
Leszek Koltunski
|
public static boolean setMaxMatrix(int max)
|
409 |
6a06a912
|
Leszek Koltunski
|
{
|
410 |
71887484
|
Leszek Koltunski
|
return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
|
411 |
6a06a912
|
Leszek Koltunski
|
}
|
412 |
|
|
|
413 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
414 |
|
|
/**
|
415 |
71887484
|
Leszek Koltunski
|
* Sets the maximum number of Vertex effects that can be applied to a single DistortedObject at one time.
|
416 |
6a06a912
|
Leszek Koltunski
|
* This can fail if:
|
417 |
|
|
* <ul>
|
418 |
61ec8208
|
Leszek Koltunski
|
* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE)
|
419 |
6a06a912
|
Leszek Koltunski
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
420 |
|
|
* before the Vertex Shader gets compiled, i.e. before the call to {@link #onSurfaceCreated}. After this
|
421 |
61ec8208
|
Leszek Koltunski
|
* time only decreasing the value of 'max' is permitted.
|
422 |
|
|
* <li>Furthermore, this needs to be called before any DistortedObject gets created.
|
423 |
6a06a912
|
Leszek Koltunski
|
* </ul>
|
424 |
|
|
*
|
425 |
|
|
* @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
|
426 |
|
|
* than Byte.MAX_VALUE
|
427 |
|
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
428 |
|
|
*/
|
429 |
|
|
public static boolean setMaxVertex(int max)
|
430 |
|
|
{
|
431 |
71887484
|
Leszek Koltunski
|
return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
|
432 |
6a06a912
|
Leszek Koltunski
|
}
|
433 |
|
|
|
434 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
435 |
|
|
/**
|
436 |
71887484
|
Leszek Koltunski
|
* Sets the maximum number of Fragment effects that can be applied to a single DistortedObject at one time.
|
437 |
6a06a912
|
Leszek Koltunski
|
* This can fail if:
|
438 |
|
|
* <ul>
|
439 |
61ec8208
|
Leszek Koltunski
|
* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE)
|
440 |
6a06a912
|
Leszek Koltunski
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
441 |
|
|
* before the Fragment Shader gets compiled, i.e. before the call to {@link #onSurfaceCreated}. After this
|
442 |
61ec8208
|
Leszek Koltunski
|
* time only decreasing the value of 'max' is permitted.
|
443 |
|
|
* <li>Furthermore, this needs to be called before any DistortedObject gets created.
|
444 |
6a06a912
|
Leszek Koltunski
|
* </ul>
|
445 |
|
|
*
|
446 |
|
|
* @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
|
447 |
|
|
* than Byte.MAX_VALUE
|
448 |
|
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
449 |
|
|
*/
|
450 |
|
|
public static boolean setMaxFragment(int max)
|
451 |
|
|
{
|
452 |
71887484
|
Leszek Koltunski
|
return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
|
453 |
6a06a912
|
Leszek Koltunski
|
}
|
454 |
39cbf9dc
|
Leszek Koltunski
|
}
|