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d333eb6b
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Leszek Koltunski
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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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fe82a979
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Leszek Koltunski
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package org.distorted.library.main;
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Leszek Koltunski
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Leszek Koltunski
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import android.opengl.GLES31;
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Leszek Koltunski
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Leszek Koltunski
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import org.distorted.library.effect.EffectType;
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Leszek Koltunski
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import org.distorted.library.effect.FragmentEffect;
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Leszek Koltunski
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import org.distorted.library.message.EffectMessage;
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Leszek Koltunski
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class EffectQueueFragment extends EffectQueue
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{
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private static final int NUM_UNIFORMS = FragmentEffect.NUM_UNIFORMS;
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Leszek Koltunski
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private static final int INDEX = EffectType.FRAGMENT.ordinal();
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private static int mNumEffectsH;
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private static int mNameH;
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private static int mUniformsH;
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private static int mNumEffectsOITH;
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private static int mNameOITH;
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private static int mUniformsOITH;
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Leszek Koltunski
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EffectQueueFragment(long id)
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Leszek Koltunski
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{
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super(id,NUM_UNIFORMS,INDEX);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void getUniforms(int mProgramH)
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{
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mNumEffectsH= GLES31.glGetUniformLocation( mProgramH, "fNumEffects");
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mNameH = GLES31.glGetUniformLocation( mProgramH, "fName");
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mUniformsH = GLES31.glGetUniformLocation( mProgramH, "fUniforms");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void getUniformsOIT(int mProgramH)
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{
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mNumEffectsOITH= GLES31.glGetUniformLocation( mProgramH, "fNumEffects");
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mNameOITH = GLES31.glGetUniformLocation( mProgramH, "fName");
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mUniformsOITH = GLES31.glGetUniformLocation( mProgramH, "fUniforms");
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}
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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4bf6e175
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leszek
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void compute(long currTime,float halfX, float halfY)
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Leszek Koltunski
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{
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if( currTime==mTime ) return;
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if( mTime==0 ) mTime = currTime;
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long step = (currTime-mTime);
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for(int i=0; i<mNumEffects; i++)
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{
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leszek
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mCurrentDuration[i] += step;
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if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) )
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{
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for(int j=0; j<mNumListeners; j++)
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EffectMessageSender.newMessage( mListeners.get(j), EffectMessage.EFFECT_FINISHED, mEffects[i].getID(), mDistortedEffectsID);
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if( mEffects[i].isUnity( mUniforms, NUM_UNIFORMS*i) )
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{
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remove(i--);
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leszek
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mNumEffectsToBe--;
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continue;
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}
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}
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mUniforms[NUM_UNIFORMS*i+4] = mUniforms[NUM_UNIFORMS*i+4]-halfX;
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mUniforms[NUM_UNIFORMS*i+5] =-mUniforms[NUM_UNIFORMS*i+5]+halfY;
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}
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mTime = currTime;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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4bf6e175
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leszek
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void send()
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Leszek Koltunski
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{
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Leszek Koltunski
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GLES31.glUniform1i( mNumEffectsH, mNumEffects);
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if( mNumEffects>0 )
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{
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GLES31.glUniform1iv( mNameH , mNumEffects, mName ,0);
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GLES31.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void sendOIT()
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{
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GLES31.glUniform1i( mNumEffectsOITH, mNumEffects);
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if( mNumEffects>0 )
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{
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GLES31.glUniform1iv( mNameOITH , mNumEffects, mName ,0);
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GLES31.glUniform4fv( mUniformsOITH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
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}
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}
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Leszek Koltunski
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}
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