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6a06a912
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Leszek Koltunski
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package org.distorted.library;
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import android.graphics.Bitmap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Wrapper around the standard Android Bitmap class to which one can apply graphical effects.
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* <p>
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* General idea is as follows:
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* <ul>
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* <li> Create an instance of DistortedBitmap
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* <li> Paint something onto the Bitmap that's backing it up
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* <li> Apply some effects
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* <li> Draw it!
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* </ul>
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* <p>
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* The effects we can apply fall into three general categories:
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* <ul>
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* <li> Matrix Effects, i.e. ones that change the Bitmap's ModelView Matrix (moves, scales, rotations)
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* <li> Vertex Effects, i.e. effects that are implemented in the Vertex Shader. Those typically change
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* the shape of (some sub-Region of) the Bitmap in some way (deforms, distortions, sinks)
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* <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Bitmap (transparency, macroblock)
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* </ul>
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* <p>
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*
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*/
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public class DistortedBitmap extends DistortedObject
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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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* Default constructor: creates a DistortedBitmap (width,height) pixels in size, with the distortion
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* grid of size 'size' and does not fill it up with any Bitmap data just yet.
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* <p>
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* Distortion grid is a grid of rectangles the Bitmap is split to. The vertices of this grid are then
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* moved around by the Vertex Shader to create various Vertex Effects.
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* <p>
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* Size parameter describes the horizontal size, i.e. the number of rectangles the top (or bottom) edge
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* is split to. So when size=1, the whole Bitmap is just one giant rectangle. When size=10, the Bitmap
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* is split into a grid of 10x10 rectangles.
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* <p>
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* The higher the size, the better Vertex Effects look; on the other hand too high size will slow things
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* down.
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*
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* @param width width of the DistortedBitmap, in pixels.
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* @param height height of the DistortedBitmap, in pixels.
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da7ce0d8
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LeszekKoltunski
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* @param gridSize Horizontal size of the distortion grid. 2<=size<256.
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6a06a912
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Leszek Koltunski
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*/
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public DistortedBitmap(int width, int height, int gridSize)
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{
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int xsize = gridSize;
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int ysize = xsize*height/width;
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if( xsize<2 ) xsize= 2;
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if( xsize>256 ) xsize=256;
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if( ysize<2 ) ysize= 2;
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if( ysize>256 ) ysize=256;
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mSizeX= width;
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mSizeY= height;
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mSizeZ= 1;
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mGrid = new GridBitmap(xsize,ysize);
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initializeData(gridSize);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Creates a DistortedBitmap and immediately fills it up with Bitmap data.
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* The dimensions of the created DistortedBitmap object are the same like that of the passed Bitmap.
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*
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* @param bmp The android.graphics.Bitmap object to apply effects to and display.
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da7ce0d8
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LeszekKoltunski
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* @param gridSize Horizontal size of the distortion grid. 1<=size<256.
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6a06a912
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Leszek Koltunski
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*/
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public DistortedBitmap(Bitmap bmp, int gridSize)
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{
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this(bmp.getWidth(), bmp.getHeight(), gridSize);
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setBitmap(bmp);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Copy constructor used to create a DistortedBitmap based on various parts of another Bitmap.
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* <p>
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* Whatever we do not clone gets created just like in the default constructor.
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*
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* @param db Source DistortedBitmap to create our object from
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* @param flags A bitmask of values specifying what to copy.
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* For example, CLONE_BITMAP | CLONE_MATRIX.
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*/
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public DistortedBitmap(DistortedBitmap db, int flags)
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{
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initializeEffectLists(db,flags);
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mID = DistortedObjectList.add(this);
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mSizeX = db.mSizeX;
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mSizeY = db.mSizeY;
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mSizeZ = db.mSizeZ;
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mSize = db.mSize;
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mGrid = db.mGrid;
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if( (flags & Distorted.CLONE_BITMAP) != 0 )
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{
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mTextureDataH = db.mTextureDataH;
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mBmp = db.mBmp;
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mBitmapSet = db.mBitmapSet;
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}
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else
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{
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mTextureDataH = new int[1];
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mTextureDataH[0]= 0;
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mBitmapSet = new boolean[1];
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mBitmapSet[0] = false;
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mBmp = new Bitmap[1];
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mBmp[0] = null;
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if( Distorted.isInitialized() ) resetTexture();
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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}
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