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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.Matrix;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class DistortedOutputSurface extends DistortedSurface
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{
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private float mX, mY, mFOV;
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int mWidth,mHeight,mDepth;
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float mDistance;
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float[] mProjectionMatrix;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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DistortedOutputSurface(int width, int height, int color)
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{
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super(width,height,color);
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mProjectionMatrix = new float[16];
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mWidth = width;
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mHeight= height;
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mFOV = 60.0f;
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mX = 0.0f;
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mY = 0.0f;
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createProjection();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void createProjection()
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{
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if( mWidth>0 && mHeight>1 )
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{
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if( mFOV>0.0f ) // perspective projection
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{
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float left = (-mX-mWidth /2.0f)/mHeight;
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float right = (-mX+mWidth /2.0f)/mHeight;
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float bottom = (-mY-mHeight/2.0f)/mHeight;
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float top = (-mY+mHeight/2.0f)/mHeight;
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float near = (top-bottom) / (2.0f*(float)Math.tan(mFOV*Math.PI/360));
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mDistance = mHeight*near/(top-bottom);
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float far = 2*mDistance-near;
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mDepth = (int)((far-near)/2);
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Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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}
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else // parallel projection
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{
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float left = -mX-mWidth /2.0f;
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float right = -mX+mWidth /2.0f;
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float bottom = -mY-mHeight/2.0f;
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float top = -mY+mHeight/2.0f;
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float near = (mWidth+mHeight)/2;
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mDistance = 2*near;
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float far = 3*near;
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mDepth = (int)near;
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Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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}
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}
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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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* Draw the (texture,mesh,effects) object to the Framebuffer.
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* <p>
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* Must be called from a thread holding OpenGL Context.
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*
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* @param surface InputSurface to skin our Mesh with.
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* @param mesh Class descendant from MeshObject
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* @param effects The DistortedEffects to use when rendering
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* @param time Current time, in milliseconds.
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*/
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public void renderTo(DistortedInputSurface surface, MeshObject mesh, DistortedEffects effects, long time)
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{
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surface.create(); // Watch out - this needs to be before
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create(); // the 'setAsInput' because this has side-effects!
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if( surface.setAsInput() )
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{
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DistortedSurface.deleteAllMarked();
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effects.drawPriv(surface.getWidth()/2.0f, surface.getHeight()/2.0f, mesh, this, time);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Draws the Tree, and all its children, to the Framebuffer.
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* <p>
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* Must be called from a thread holding OpenGL Context.
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*
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* @param dt DistortedTree to render.
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* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the Tree.
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*/
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public void renderTo(DistortedTree dt, long time)
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{
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DistortedSurface.deleteAllMarked();
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create();
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dt.drawRecursive(time,this);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Bind this Surface as a Framebuffer we can render to.
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*/
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public abstract void setAsOutput();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create new Projection matrix.
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*
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* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
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* @param x X-coordinate of the point at which our camera looks at. 0 is the center.
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* @param y Y-coordinate of the point at which our camera looks at. 0 is the center.
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*/
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public void setProjection(float fov, float x, float y)
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{
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mFOV = fov;
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mX = x;
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mY = y;
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createProjection();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Resize the underlying Framebuffer.
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*
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* @param width The new width.
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* @param height The new height.
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*/
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public void resize(int width, int height)
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{
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if( mWidth!=width || mHeight!=height )
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{
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mWidth = width;
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mHeight= height;
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createProjection();
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mSizeX = width;
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mSizeY = height;
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if( mColorH[0]>0 ) markForDeletion();
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}
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}
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}
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