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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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Leszek Koltunski
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package org.distorted.library.main;
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import android.app.ActivityManager;
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import android.content.Context;
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import android.content.pm.ConfigurationInfo;
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import android.content.res.Resources;
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leszek
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Leszek Koltunski
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import org.distorted.library.program.*;
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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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static int GLSL;
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static String GLSL_VERSION;
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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_SURFACE = 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 DistortedEffects from another instance, clone the PostProcess Effects.
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* <p>
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* This way we can have two different DistortedEffects sharing the POSTPROCESS queue.
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*/
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public static final int CLONE_POSTPROCESS= 0x10;
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/**
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* When creating an instance of a DistortedNode 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= 0x20;
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private static boolean mInitialized=false;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// private: hide this from Javadoc
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private Distorted()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Have we called onCreate yet, ie have we initialized the library?
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* @return <code>true</code> if the library is initilized and ready for action.
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*/
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public 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 Fragment Shader failed to compile
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* @throws VertexCompilationException Vertex Shader failed to compile
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* @throws VertexUniformsException Too many uniforms in the Vertex Shader
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* @throws FragmentUniformsException Too many uniforms in the Fragment Shader
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* @throws LinkingException Shader failed to link
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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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final ActivityManager activityManager = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
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final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
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android.util.Log.e("DISTORTED", "Using OpenGL ES "+configurationInfo.getGlEsVersion());
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GLSL = ( (configurationInfo.reqGlEsVersion>>16)>=3 ? 300 : 100 );
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GLSL_VERSION= (GLSL==100 ? "#version 100\n" : "#version 300 es\n");
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final Resources resources = context.getResources();
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DistortedEffects.createProgram(resources);
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EffectQueuePostprocess.createProgram(resources);
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EffectMessageSender.startSending();
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mInitialized = true;
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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.onPause().
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*/
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public static void onPause()
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{
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DistortedObject.onPause();
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DistortedNode.onPause();
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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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DistortedObject.onDestroy();
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DistortedNode.onDestroy();
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DistortedEffects.onDestroy();
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DistortedEffectsPostprocess.onDestroy();
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DistortedMaster.onDestroy();
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EffectQueue.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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