pull/913/head
parent
b422c64cf4
commit
0035fc7cc5
@ -0,0 +1,957 @@ |
|||||||
|
package io.legado.app.ui.book.read.page.delegate.curl; |
||||||
|
|
||||||
|
import android.graphics.Bitmap; |
||||||
|
import android.graphics.Color; |
||||||
|
import android.graphics.PointF; |
||||||
|
import android.graphics.RectF; |
||||||
|
import android.opengl.GLUtils; |
||||||
|
|
||||||
|
import java.nio.ByteBuffer; |
||||||
|
import java.nio.ByteOrder; |
||||||
|
import java.nio.FloatBuffer; |
||||||
|
|
||||||
|
import javax.microedition.khronos.opengles.GL10; |
||||||
|
|
||||||
|
/** |
||||||
|
* Class implementing actual curl/page rendering. |
||||||
|
* |
||||||
|
* @author harism |
||||||
|
*/ |
||||||
|
public class CurlMesh { |
||||||
|
|
||||||
|
// Flag for rendering some lines used for developing. Shows
|
||||||
|
// curl position and one for the direction from the
|
||||||
|
// position given. Comes handy once playing around with different
|
||||||
|
// ways for following pointer.
|
||||||
|
private static final boolean DRAW_CURL_POSITION = false; |
||||||
|
// Flag for drawing polygon outlines. Using this flag crashes on emulator
|
||||||
|
// due to reason unknown to me. Leaving it here anyway as seeing polygon
|
||||||
|
// outlines gives good insight how original rectangle is divided.
|
||||||
|
private static final boolean DRAW_POLYGON_OUTLINES = false; |
||||||
|
// Flag for enabling shadow rendering.
|
||||||
|
private static final boolean DRAW_SHADOW = true; |
||||||
|
// Flag for texture rendering. While this is likely something you
|
||||||
|
// don't want to do it's been used for development purposes as texture
|
||||||
|
// rendering is rather slow on emulator.
|
||||||
|
private static final boolean DRAW_TEXTURE = true; |
||||||
|
|
||||||
|
// Colors for shadow. Inner one is the color drawn next to surface where
|
||||||
|
// shadowed area starts and outer one is color shadow ends to.
|
||||||
|
private static final float[] SHADOW_INNER_COLOR = {0f, 0f, 0f, .5f}; |
||||||
|
private static final float[] SHADOW_OUTER_COLOR = {0f, 0f, 0f, .0f}; |
||||||
|
|
||||||
|
// Let's avoid using 'new' as much as possible. Meaning we introduce arrays
|
||||||
|
// once here and reuse them on runtime. Doesn't really have very much effect
|
||||||
|
// but avoids some garbage collections from happening.
|
||||||
|
private Array<ShadowVertex> mArrDropShadowVertices; |
||||||
|
private Array<Vertex> mArrIntersections; |
||||||
|
private Array<Vertex> mArrOutputVertices; |
||||||
|
private Array<Vertex> mArrRotatedVertices; |
||||||
|
private Array<Double> mArrScanLines; |
||||||
|
private Array<ShadowVertex> mArrSelfShadowVertices; |
||||||
|
private Array<ShadowVertex> mArrTempShadowVertices; |
||||||
|
private Array<Vertex> mArrTempVertices; |
||||||
|
|
||||||
|
// Buffers for feeding rasterizer.
|
||||||
|
private FloatBuffer mBufColors; |
||||||
|
private FloatBuffer mBufCurlPositionLines; |
||||||
|
private FloatBuffer mBufShadowColors; |
||||||
|
private FloatBuffer mBufShadowVertices; |
||||||
|
private FloatBuffer mBufTexCoords; |
||||||
|
private FloatBuffer mBufVertices; |
||||||
|
|
||||||
|
private int mCurlPositionLinesCount; |
||||||
|
private int mDropShadowCount; |
||||||
|
|
||||||
|
// Boolean for 'flipping' texture sideways.
|
||||||
|
private boolean mFlipTexture = false; |
||||||
|
// Maximum number of split lines used for creating a curl.
|
||||||
|
private int mMaxCurlSplits; |
||||||
|
|
||||||
|
// Bounding rectangle for this mesh. mRectagle[0] = top-left corner,
|
||||||
|
// mRectangle[1] = bottom-left, mRectangle[2] = top-right and mRectangle[3]
|
||||||
|
// bottom-right.
|
||||||
|
private final Vertex[] mRectangle = new Vertex[4]; |
||||||
|
private int mSelfShadowCount; |
||||||
|
|
||||||
|
private boolean mTextureBack = false; |
||||||
|
// Texture ids and other variables.
|
||||||
|
private int[] mTextureIds = null; |
||||||
|
private final CurlPage mTexturePage = new CurlPage(); |
||||||
|
private final RectF mTextureRectBack = new RectF(); |
||||||
|
private final RectF mTextureRectFront = new RectF(); |
||||||
|
|
||||||
|
private int mVerticesCountBack; |
||||||
|
private int mVerticesCountFront; |
||||||
|
|
||||||
|
/** |
||||||
|
* Constructor for mesh object. |
||||||
|
* |
||||||
|
* @param maxCurlSplits Maximum number curl can be divided into. The bigger the value |
||||||
|
* the smoother curl will be. With the cost of having more |
||||||
|
* polygons for drawing. |
||||||
|
*/ |
||||||
|
public CurlMesh(int maxCurlSplits) { |
||||||
|
// There really is no use for 0 splits.
|
||||||
|
mMaxCurlSplits = maxCurlSplits < 1 ? 1 : maxCurlSplits; |
||||||
|
|
||||||
|
mArrScanLines = new Array<Double>(maxCurlSplits + 2); |
||||||
|
mArrOutputVertices = new Array<Vertex>(7); |
||||||
|
mArrRotatedVertices = new Array<Vertex>(4); |
||||||
|
mArrIntersections = new Array<Vertex>(2); |
||||||
|
mArrTempVertices = new Array<Vertex>(7 + 4); |
||||||
|
for (int i = 0; i < 7 + 4; ++i) { |
||||||
|
mArrTempVertices.add(new Vertex()); |
||||||
|
} |
||||||
|
|
||||||
|
if (DRAW_SHADOW) { |
||||||
|
mArrSelfShadowVertices = new Array<ShadowVertex>( |
||||||
|
(mMaxCurlSplits + 2) * 2); |
||||||
|
mArrDropShadowVertices = new Array<ShadowVertex>( |
||||||
|
(mMaxCurlSplits + 2) * 2); |
||||||
|
mArrTempShadowVertices = new Array<ShadowVertex>( |
||||||
|
(mMaxCurlSplits + 2) * 2); |
||||||
|
for (int i = 0; i < (mMaxCurlSplits + 2) * 2; ++i) { |
||||||
|
mArrTempShadowVertices.add(new ShadowVertex()); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
// Rectangle consists of 4 vertices. Index 0 = top-left, index 1 =
|
||||||
|
// bottom-left, index 2 = top-right and index 3 = bottom-right.
|
||||||
|
for (int i = 0; i < 4; ++i) { |
||||||
|
mRectangle[i] = new Vertex(); |
||||||
|
} |
||||||
|
// Set up shadow penumbra direction to each vertex. We do fake 'self
|
||||||
|
// shadow' calculations based on this information.
|
||||||
|
mRectangle[0].mPenumbraX = mRectangle[1].mPenumbraX = mRectangle[1].mPenumbraY = mRectangle[3].mPenumbraY = -1; |
||||||
|
mRectangle[0].mPenumbraY = mRectangle[2].mPenumbraX = mRectangle[2].mPenumbraY = mRectangle[3].mPenumbraX = 1; |
||||||
|
|
||||||
|
if (DRAW_CURL_POSITION) { |
||||||
|
mCurlPositionLinesCount = 3; |
||||||
|
ByteBuffer hvbb = ByteBuffer |
||||||
|
.allocateDirect(mCurlPositionLinesCount * 2 * 2 * 4); |
||||||
|
hvbb.order(ByteOrder.nativeOrder()); |
||||||
|
mBufCurlPositionLines = hvbb.asFloatBuffer(); |
||||||
|
mBufCurlPositionLines.position(0); |
||||||
|
} |
||||||
|
|
||||||
|
// There are 4 vertices from bounding rect, max 2 from adding split line
|
||||||
|
// to two corners and curl consists of max mMaxCurlSplits lines each
|
||||||
|
// outputting 2 vertices.
|
||||||
|
int maxVerticesCount = 4 + 2 + (2 * mMaxCurlSplits); |
||||||
|
ByteBuffer vbb = ByteBuffer.allocateDirect(maxVerticesCount * 3 * 4); |
||||||
|
vbb.order(ByteOrder.nativeOrder()); |
||||||
|
mBufVertices = vbb.asFloatBuffer(); |
||||||
|
mBufVertices.position(0); |
||||||
|
|
||||||
|
if (DRAW_TEXTURE) { |
||||||
|
ByteBuffer tbb = ByteBuffer |
||||||
|
.allocateDirect(maxVerticesCount * 2 * 4); |
||||||
|
tbb.order(ByteOrder.nativeOrder()); |
||||||
|
mBufTexCoords = tbb.asFloatBuffer(); |
||||||
|
mBufTexCoords.position(0); |
||||||
|
} |
||||||
|
|
||||||
|
ByteBuffer cbb = ByteBuffer.allocateDirect(maxVerticesCount * 4 * 4); |
||||||
|
cbb.order(ByteOrder.nativeOrder()); |
||||||
|
mBufColors = cbb.asFloatBuffer(); |
||||||
|
mBufColors.position(0); |
||||||
|
|
||||||
|
if (DRAW_SHADOW) { |
||||||
|
int maxShadowVerticesCount = (mMaxCurlSplits + 2) * 2 * 2; |
||||||
|
ByteBuffer scbb = ByteBuffer |
||||||
|
.allocateDirect(maxShadowVerticesCount * 4 * 4); |
||||||
|
scbb.order(ByteOrder.nativeOrder()); |
||||||
|
mBufShadowColors = scbb.asFloatBuffer(); |
||||||
|
mBufShadowColors.position(0); |
||||||
|
|
||||||
|
ByteBuffer sibb = ByteBuffer |
||||||
|
.allocateDirect(maxShadowVerticesCount * 3 * 4); |
||||||
|
sibb.order(ByteOrder.nativeOrder()); |
||||||
|
mBufShadowVertices = sibb.asFloatBuffer(); |
||||||
|
mBufShadowVertices.position(0); |
||||||
|
|
||||||
|
mDropShadowCount = mSelfShadowCount = 0; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Adds vertex to buffers. |
||||||
|
*/ |
||||||
|
private void addVertex(Vertex vertex) { |
||||||
|
mBufVertices.put((float) vertex.mPosX); |
||||||
|
mBufVertices.put((float) vertex.mPosY); |
||||||
|
mBufVertices.put((float) vertex.mPosZ); |
||||||
|
mBufColors.put(vertex.mColorFactor * Color.red(vertex.mColor) / 255f); |
||||||
|
mBufColors.put(vertex.mColorFactor * Color.green(vertex.mColor) / 255f); |
||||||
|
mBufColors.put(vertex.mColorFactor * Color.blue(vertex.mColor) / 255f); |
||||||
|
mBufColors.put(Color.alpha(vertex.mColor) / 255f); |
||||||
|
if (DRAW_TEXTURE) { |
||||||
|
mBufTexCoords.put((float) vertex.mTexX); |
||||||
|
mBufTexCoords.put((float) vertex.mTexY); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Sets curl for this mesh. |
||||||
|
* |
||||||
|
* @param curlPos Position for curl 'center'. Can be any point on line collinear |
||||||
|
* to curl. |
||||||
|
* @param curlDir Curl direction, should be normalized. |
||||||
|
* @param radius Radius of curl. |
||||||
|
*/ |
||||||
|
public synchronized void curl(PointF curlPos, PointF curlDir, double radius) { |
||||||
|
|
||||||
|
// First add some 'helper' lines used for development.
|
||||||
|
if (DRAW_CURL_POSITION) { |
||||||
|
mBufCurlPositionLines.position(0); |
||||||
|
|
||||||
|
mBufCurlPositionLines.put(curlPos.x); |
||||||
|
mBufCurlPositionLines.put(curlPos.y - 1.0f); |
||||||
|
mBufCurlPositionLines.put(curlPos.x); |
||||||
|
mBufCurlPositionLines.put(curlPos.y + 1.0f); |
||||||
|
mBufCurlPositionLines.put(curlPos.x - 1.0f); |
||||||
|
mBufCurlPositionLines.put(curlPos.y); |
||||||
|
mBufCurlPositionLines.put(curlPos.x + 1.0f); |
||||||
|
mBufCurlPositionLines.put(curlPos.y); |
||||||
|
|
||||||
|
mBufCurlPositionLines.put(curlPos.x); |
||||||
|
mBufCurlPositionLines.put(curlPos.y); |
||||||
|
mBufCurlPositionLines.put(curlPos.x + curlDir.x * 2); |
||||||
|
mBufCurlPositionLines.put(curlPos.y + curlDir.y * 2); |
||||||
|
|
||||||
|
mBufCurlPositionLines.position(0); |
||||||
|
} |
||||||
|
|
||||||
|
// Actual 'curl' implementation starts here.
|
||||||
|
mBufVertices.position(0); |
||||||
|
mBufColors.position(0); |
||||||
|
if (DRAW_TEXTURE) { |
||||||
|
mBufTexCoords.position(0); |
||||||
|
} |
||||||
|
|
||||||
|
// Calculate curl angle from direction.
|
||||||
|
double curlAngle = Math.acos(curlDir.x); |
||||||
|
curlAngle = curlDir.y > 0 ? -curlAngle : curlAngle; |
||||||
|
|
||||||
|
// Initiate rotated rectangle which's is translated to curlPos and
|
||||||
|
// rotated so that curl direction heads to right (1,0). Vertices are
|
||||||
|
// ordered in ascending order based on x -coordinate at the same time.
|
||||||
|
// And using y -coordinate in very rare case in which two vertices have
|
||||||
|
// same x -coordinate.
|
||||||
|
mArrTempVertices.addAll(mArrRotatedVertices); |
||||||
|
mArrRotatedVertices.clear(); |
||||||
|
for (int i = 0; i < 4; ++i) { |
||||||
|
Vertex v = mArrTempVertices.remove(0); |
||||||
|
v.set(mRectangle[i]); |
||||||
|
v.translate(-curlPos.x, -curlPos.y); |
||||||
|
v.rotateZ(-curlAngle); |
||||||
|
int j = 0; |
||||||
|
for (; j < mArrRotatedVertices.size(); ++j) { |
||||||
|
Vertex v2 = mArrRotatedVertices.get(j); |
||||||
|
if (v.mPosX > v2.mPosX) { |
||||||
|
break; |
||||||
|
} |
||||||
|
if (v.mPosX == v2.mPosX && v.mPosY > v2.mPosY) { |
||||||
|
break; |
||||||
|
} |
||||||
|
} |
||||||
|
mArrRotatedVertices.add(j, v); |
||||||
|
} |
||||||
|
|
||||||
|
// Rotated rectangle lines/vertex indices. We need to find bounding
|
||||||
|
// lines for rotated rectangle. After sorting vertices according to
|
||||||
|
// their x -coordinate we don't have to worry about vertices at indices
|
||||||
|
// 0 and 1. But due to inaccuracy it's possible vertex 3 is not the
|
||||||
|
// opposing corner from vertex 0. So we are calculating distance from
|
||||||
|
// vertex 0 to vertices 2 and 3 - and altering line indices if needed.
|
||||||
|
// Also vertices/lines are given in an order first one has x -coordinate
|
||||||
|
// at least the latter one. This property is used in getIntersections to
|
||||||
|
// see if there is an intersection.
|
||||||
|
int lines[][] = {{0, 1}, {0, 2}, {1, 3}, {2, 3}}; |
||||||
|
{ |
||||||
|
// TODO: There really has to be more 'easier' way of doing this -
|
||||||
|
// not including extensive use of sqrt.
|
||||||
|
Vertex v0 = mArrRotatedVertices.get(0); |
||||||
|
Vertex v2 = mArrRotatedVertices.get(2); |
||||||
|
Vertex v3 = mArrRotatedVertices.get(3); |
||||||
|
double dist2 = Math.sqrt((v0.mPosX - v2.mPosX) |
||||||
|
* (v0.mPosX - v2.mPosX) + (v0.mPosY - v2.mPosY) |
||||||
|
* (v0.mPosY - v2.mPosY)); |
||||||
|
double dist3 = Math.sqrt((v0.mPosX - v3.mPosX) |
||||||
|
* (v0.mPosX - v3.mPosX) + (v0.mPosY - v3.mPosY) |
||||||
|
* (v0.mPosY - v3.mPosY)); |
||||||
|
if (dist2 > dist3) { |
||||||
|
lines[1][1] = 3; |
||||||
|
lines[2][1] = 2; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
mVerticesCountFront = mVerticesCountBack = 0; |
||||||
|
|
||||||
|
if (DRAW_SHADOW) { |
||||||
|
mArrTempShadowVertices.addAll(mArrDropShadowVertices); |
||||||
|
mArrTempShadowVertices.addAll(mArrSelfShadowVertices); |
||||||
|
mArrDropShadowVertices.clear(); |
||||||
|
mArrSelfShadowVertices.clear(); |
||||||
|
} |
||||||
|
|
||||||
|
// Length of 'curl' curve.
|
||||||
|
double curlLength = Math.PI * radius; |
||||||
|
// Calculate scan lines.
|
||||||
|
// TODO: Revisit this code one day. There is room for optimization here.
|
||||||
|
mArrScanLines.clear(); |
||||||
|
if (mMaxCurlSplits > 0) { |
||||||
|
mArrScanLines.add((double) 0); |
||||||
|
} |
||||||
|
for (int i = 1; i < mMaxCurlSplits; ++i) { |
||||||
|
mArrScanLines.add((-curlLength * i) / (mMaxCurlSplits - 1)); |
||||||
|
} |
||||||
|
// As mRotatedVertices is ordered regarding x -coordinate, adding
|
||||||
|
// this scan line produces scan area picking up vertices which are
|
||||||
|
// rotated completely. One could say 'until infinity'.
|
||||||
|
mArrScanLines.add(mArrRotatedVertices.get(3).mPosX - 1); |
||||||
|
|
||||||
|
// Start from right most vertex. Pretty much the same as first scan area
|
||||||
|
// is starting from 'infinity'.
|
||||||
|
double scanXmax = mArrRotatedVertices.get(0).mPosX + 1; |
||||||
|
|
||||||
|
for (int i = 0; i < mArrScanLines.size(); ++i) { |
||||||
|
// Once we have scanXmin and scanXmax we have a scan area to start
|
||||||
|
// working with.
|
||||||
|
double scanXmin = mArrScanLines.get(i); |
||||||
|
// First iterate 'original' rectangle vertices within scan area.
|
||||||
|
for (int j = 0; j < mArrRotatedVertices.size(); ++j) { |
||||||
|
Vertex v = mArrRotatedVertices.get(j); |
||||||
|
// Test if vertex lies within this scan area.
|
||||||
|
// TODO: Frankly speaking, can't remember why equality check was
|
||||||
|
// added to both ends. Guessing it was somehow related to case
|
||||||
|
// where radius=0f, which, given current implementation, could
|
||||||
|
// be handled much more effectively anyway.
|
||||||
|
if (v.mPosX >= scanXmin && v.mPosX <= scanXmax) { |
||||||
|
// Pop out a vertex from temp vertices.
|
||||||
|
Vertex n = mArrTempVertices.remove(0); |
||||||
|
n.set(v); |
||||||
|
// This is done solely for triangulation reasons. Given a
|
||||||
|
// rotated rectangle it has max 2 vertices having
|
||||||
|
// intersection.
|
||||||
|
Array<Vertex> intersections = getIntersections( |
||||||
|
mArrRotatedVertices, lines, n.mPosX); |
||||||
|
// In a sense one could say we're adding vertices always in
|
||||||
|
// two, positioned at the ends of intersecting line. And for
|
||||||
|
// triangulation to work properly they are added based on y
|
||||||
|
// -coordinate. And this if-else is doing it for us.
|
||||||
|
if (intersections.size() == 1 |
||||||
|
&& intersections.get(0).mPosY > v.mPosY) { |
||||||
|
// In case intersecting vertex is higher add it first.
|
||||||
|
mArrOutputVertices.addAll(intersections); |
||||||
|
mArrOutputVertices.add(n); |
||||||
|
} else if (intersections.size() <= 1) { |
||||||
|
// Otherwise add original vertex first.
|
||||||
|
mArrOutputVertices.add(n); |
||||||
|
mArrOutputVertices.addAll(intersections); |
||||||
|
} else { |
||||||
|
// There should never be more than 1 intersecting
|
||||||
|
// vertex. But if it happens as a fallback simply skip
|
||||||
|
// everything.
|
||||||
|
mArrTempVertices.add(n); |
||||||
|
mArrTempVertices.addAll(intersections); |
||||||
|
} |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
// Search for scan line intersections.
|
||||||
|
Array<Vertex> intersections = getIntersections(mArrRotatedVertices, |
||||||
|
lines, scanXmin); |
||||||
|
|
||||||
|
// We expect to get 0 or 2 vertices. In rare cases there's only one
|
||||||
|
// but in general given a scan line intersecting rectangle there
|
||||||
|
// should be 2 intersecting vertices.
|
||||||
|
if (intersections.size() == 2) { |
||||||
|
// There were two intersections, add them based on y
|
||||||
|
// -coordinate, higher first, lower last.
|
||||||
|
Vertex v1 = intersections.get(0); |
||||||
|
Vertex v2 = intersections.get(1); |
||||||
|
if (v1.mPosY < v2.mPosY) { |
||||||
|
mArrOutputVertices.add(v2); |
||||||
|
mArrOutputVertices.add(v1); |
||||||
|
} else { |
||||||
|
mArrOutputVertices.addAll(intersections); |
||||||
|
} |
||||||
|
} else if (intersections.size() != 0) { |
||||||
|
// This happens in a case in which there is a original vertex
|
||||||
|
// exactly at scan line or something went very much wrong if
|
||||||
|
// there are 3+ vertices. What ever the reason just return the
|
||||||
|
// vertices to temp vertices for later use. In former case it
|
||||||
|
// was handled already earlier once iterating through
|
||||||
|
// mRotatedVertices, in latter case it's better to avoid doing
|
||||||
|
// anything with them.
|
||||||
|
mArrTempVertices.addAll(intersections); |
||||||
|
} |
||||||
|
|
||||||
|
// Add vertices found during this iteration to vertex etc buffers.
|
||||||
|
while (mArrOutputVertices.size() > 0) { |
||||||
|
Vertex v = mArrOutputVertices.remove(0); |
||||||
|
mArrTempVertices.add(v); |
||||||
|
|
||||||
|
// Local texture front-facing flag.
|
||||||
|
boolean textureFront; |
||||||
|
|
||||||
|
// Untouched vertices.
|
||||||
|
if (i == 0) { |
||||||
|
textureFront = true; |
||||||
|
mVerticesCountFront++; |
||||||
|
} |
||||||
|
// 'Completely' rotated vertices.
|
||||||
|
else if (i == mArrScanLines.size() - 1 || curlLength == 0) { |
||||||
|
v.mPosX = -(curlLength + v.mPosX); |
||||||
|
v.mPosZ = 2 * radius; |
||||||
|
v.mPenumbraX = -v.mPenumbraX; |
||||||
|
|
||||||
|
textureFront = false; |
||||||
|
mVerticesCountBack++; |
||||||
|
} |
||||||
|
// Vertex lies within 'curl'.
|
||||||
|
else { |
||||||
|
// Even though it's not obvious from the if-else clause,
|
||||||
|
// here v.mPosX is between [-curlLength, 0]. And we can do
|
||||||
|
// calculations around a half cylinder.
|
||||||
|
double rotY = Math.PI * (v.mPosX / curlLength); |
||||||
|
v.mPosX = radius * Math.sin(rotY); |
||||||
|
v.mPosZ = radius - (radius * Math.cos(rotY)); |
||||||
|
v.mPenumbraX *= Math.cos(rotY); |
||||||
|
// Map color multiplier to [.1f, 1f] range.
|
||||||
|
v.mColorFactor = (float) (.1f + .9f * Math.sqrt(Math |
||||||
|
.sin(rotY) + 1)); |
||||||
|
|
||||||
|
if (v.mPosZ >= radius) { |
||||||
|
textureFront = false; |
||||||
|
mVerticesCountBack++; |
||||||
|
} else { |
||||||
|
textureFront = true; |
||||||
|
mVerticesCountFront++; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
// We use local textureFront for flipping backside texture
|
||||||
|
// locally. Plus additionally if mesh is in flip texture mode,
|
||||||
|
// we'll make the procedure "backwards". Also, until this point,
|
||||||
|
// texture coordinates are within [0, 1] range so we'll adjust
|
||||||
|
// them to final texture coordinates too.
|
||||||
|
if (textureFront != mFlipTexture) { |
||||||
|
v.mTexX *= mTextureRectFront.right; |
||||||
|
v.mTexY *= mTextureRectFront.bottom; |
||||||
|
v.mColor = mTexturePage.getColor(CurlPage.SIDE_FRONT); |
||||||
|
} else { |
||||||
|
v.mTexX *= mTextureRectBack.right; |
||||||
|
v.mTexY *= mTextureRectBack.bottom; |
||||||
|
v.mColor = mTexturePage.getColor(CurlPage.SIDE_BACK); |
||||||
|
} |
||||||
|
|
||||||
|
// Move vertex back to 'world' coordinates.
|
||||||
|
v.rotateZ(curlAngle); |
||||||
|
v.translate(curlPos.x, curlPos.y); |
||||||
|
addVertex(v); |
||||||
|
|
||||||
|
// Drop shadow is cast 'behind' the curl.
|
||||||
|
if (DRAW_SHADOW && v.mPosZ > 0 && v.mPosZ <= radius) { |
||||||
|
ShadowVertex sv = mArrTempShadowVertices.remove(0); |
||||||
|
sv.mPosX = v.mPosX; |
||||||
|
sv.mPosY = v.mPosY; |
||||||
|
sv.mPosZ = v.mPosZ; |
||||||
|
sv.mPenumbraX = (v.mPosZ / 2) * -curlDir.x; |
||||||
|
sv.mPenumbraY = (v.mPosZ / 2) * -curlDir.y; |
||||||
|
sv.mPenumbraColor = v.mPosZ / radius; |
||||||
|
int idx = (mArrDropShadowVertices.size() + 1) / 2; |
||||||
|
mArrDropShadowVertices.add(idx, sv); |
||||||
|
} |
||||||
|
// Self shadow is cast partly over mesh.
|
||||||
|
if (DRAW_SHADOW && v.mPosZ > radius) { |
||||||
|
ShadowVertex sv = mArrTempShadowVertices.remove(0); |
||||||
|
sv.mPosX = v.mPosX; |
||||||
|
sv.mPosY = v.mPosY; |
||||||
|
sv.mPosZ = v.mPosZ; |
||||||
|
sv.mPenumbraX = ((v.mPosZ - radius) / 3) * v.mPenumbraX; |
||||||
|
sv.mPenumbraY = ((v.mPosZ - radius) / 3) * v.mPenumbraY; |
||||||
|
sv.mPenumbraColor = (v.mPosZ - radius) / (2 * radius); |
||||||
|
int idx = (mArrSelfShadowVertices.size() + 1) / 2; |
||||||
|
mArrSelfShadowVertices.add(idx, sv); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
// Switch scanXmin as scanXmax for next iteration.
|
||||||
|
scanXmax = scanXmin; |
||||||
|
} |
||||||
|
|
||||||
|
mBufVertices.position(0); |
||||||
|
mBufColors.position(0); |
||||||
|
if (DRAW_TEXTURE) { |
||||||
|
mBufTexCoords.position(0); |
||||||
|
} |
||||||
|
|
||||||
|
// Add shadow Vertices.
|
||||||
|
if (DRAW_SHADOW) { |
||||||
|
mBufShadowColors.position(0); |
||||||
|
mBufShadowVertices.position(0); |
||||||
|
mDropShadowCount = 0; |
||||||
|
|
||||||
|
for (int i = 0; i < mArrDropShadowVertices.size(); ++i) { |
||||||
|
ShadowVertex sv = mArrDropShadowVertices.get(i); |
||||||
|
mBufShadowVertices.put((float) sv.mPosX); |
||||||
|
mBufShadowVertices.put((float) sv.mPosY); |
||||||
|
mBufShadowVertices.put((float) sv.mPosZ); |
||||||
|
mBufShadowVertices.put((float) (sv.mPosX + sv.mPenumbraX)); |
||||||
|
mBufShadowVertices.put((float) (sv.mPosY + sv.mPenumbraY)); |
||||||
|
mBufShadowVertices.put((float) sv.mPosZ); |
||||||
|
for (int j = 0; j < 4; ++j) { |
||||||
|
double color = SHADOW_OUTER_COLOR[j] |
||||||
|
+ (SHADOW_INNER_COLOR[j] - SHADOW_OUTER_COLOR[j]) |
||||||
|
* sv.mPenumbraColor; |
||||||
|
mBufShadowColors.put((float) color); |
||||||
|
} |
||||||
|
mBufShadowColors.put(SHADOW_OUTER_COLOR); |
||||||
|
mDropShadowCount += 2; |
||||||
|
} |
||||||
|
mSelfShadowCount = 0; |
||||||
|
for (int i = 0; i < mArrSelfShadowVertices.size(); ++i) { |
||||||
|
ShadowVertex sv = mArrSelfShadowVertices.get(i); |
||||||
|
mBufShadowVertices.put((float) sv.mPosX); |
||||||
|
mBufShadowVertices.put((float) sv.mPosY); |
||||||
|
mBufShadowVertices.put((float) sv.mPosZ); |
||||||
|
mBufShadowVertices.put((float) (sv.mPosX + sv.mPenumbraX)); |
||||||
|
mBufShadowVertices.put((float) (sv.mPosY + sv.mPenumbraY)); |
||||||
|
mBufShadowVertices.put((float) sv.mPosZ); |
||||||
|
for (int j = 0; j < 4; ++j) { |
||||||
|
double color = SHADOW_OUTER_COLOR[j] |
||||||
|
+ (SHADOW_INNER_COLOR[j] - SHADOW_OUTER_COLOR[j]) |
||||||
|
* sv.mPenumbraColor; |
||||||
|
mBufShadowColors.put((float) color); |
||||||
|
} |
||||||
|
mBufShadowColors.put(SHADOW_OUTER_COLOR); |
||||||
|
mSelfShadowCount += 2; |
||||||
|
} |
||||||
|
mBufShadowColors.position(0); |
||||||
|
mBufShadowVertices.position(0); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Calculates intersections for given scan line. |
||||||
|
*/ |
||||||
|
private Array<Vertex> getIntersections(Array<Vertex> vertices, |
||||||
|
int[][] lineIndices, double scanX) { |
||||||
|
mArrIntersections.clear(); |
||||||
|
// Iterate through rectangle lines each re-presented as a pair of
|
||||||
|
// vertices.
|
||||||
|
for (int j = 0; j < lineIndices.length; j++) { |
||||||
|
Vertex v1 = vertices.get(lineIndices[j][0]); |
||||||
|
Vertex v2 = vertices.get(lineIndices[j][1]); |
||||||
|
// Here we expect that v1.mPosX >= v2.mPosX and wont do intersection
|
||||||
|
// test the opposite way.
|
||||||
|
if (v1.mPosX > scanX && v2.mPosX < scanX) { |
||||||
|
// There is an intersection, calculate coefficient telling 'how
|
||||||
|
// far' scanX is from v2.
|
||||||
|
double c = (scanX - v2.mPosX) / (v1.mPosX - v2.mPosX); |
||||||
|
Vertex n = mArrTempVertices.remove(0); |
||||||
|
n.set(v2); |
||||||
|
n.mPosX = scanX; |
||||||
|
n.mPosY += (v1.mPosY - v2.mPosY) * c; |
||||||
|
if (DRAW_TEXTURE) { |
||||||
|
n.mTexX += (v1.mTexX - v2.mTexX) * c; |
||||||
|
n.mTexY += (v1.mTexY - v2.mTexY) * c; |
||||||
|
} |
||||||
|
if (DRAW_SHADOW) { |
||||||
|
n.mPenumbraX += (v1.mPenumbraX - v2.mPenumbraX) * c; |
||||||
|
n.mPenumbraY += (v1.mPenumbraY - v2.mPenumbraY) * c; |
||||||
|
} |
||||||
|
mArrIntersections.add(n); |
||||||
|
} |
||||||
|
} |
||||||
|
return mArrIntersections; |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Getter for textures page for this mesh. |
||||||
|
*/ |
||||||
|
public synchronized CurlPage getTexturePage() { |
||||||
|
return mTexturePage; |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Renders our page curl mesh. |
||||||
|
*/ |
||||||
|
public synchronized void onDrawFrame(GL10 gl) { |
||||||
|
// First allocate texture if there is not one yet.
|
||||||
|
if (DRAW_TEXTURE && mTextureIds == null) { |
||||||
|
// Generate texture.
|
||||||
|
mTextureIds = new int[2]; |
||||||
|
gl.glGenTextures(2, mTextureIds, 0); |
||||||
|
for (int textureId : mTextureIds) { |
||||||
|
// Set texture attributes.
|
||||||
|
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId); |
||||||
|
gl.glTexParameterf(GL10.GL_TEXTURE_2D, |
||||||
|
GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); |
||||||
|
gl.glTexParameterf(GL10.GL_TEXTURE_2D, |
||||||
|
GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST); |
||||||
|
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, |
||||||
|
GL10.GL_CLAMP_TO_EDGE); |
||||||
|
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, |
||||||
|
GL10.GL_CLAMP_TO_EDGE); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
if (DRAW_TEXTURE && mTexturePage.getTexturesChanged()) { |
||||||
|
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureIds[0]); |
||||||
|
Bitmap texture = mTexturePage.getTexture(mTextureRectFront, |
||||||
|
CurlPage.SIDE_FRONT); |
||||||
|
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, texture, 0); |
||||||
|
texture.recycle(); |
||||||
|
|
||||||
|
mTextureBack = mTexturePage.hasBackTexture(); |
||||||
|
if (mTextureBack) { |
||||||
|
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureIds[1]); |
||||||
|
texture = mTexturePage.getTexture(mTextureRectBack, |
||||||
|
CurlPage.SIDE_BACK); |
||||||
|
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, texture, 0); |
||||||
|
texture.recycle(); |
||||||
|
} else { |
||||||
|
mTextureRectBack.set(mTextureRectFront); |
||||||
|
} |
||||||
|
|
||||||
|
mTexturePage.recycle(); |
||||||
|
reset(); |
||||||
|
} |
||||||
|
|
||||||
|
// Some 'global' settings.
|
||||||
|
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); |
||||||
|
|
||||||
|
// TODO: Drop shadow drawing is done temporarily here to hide some
|
||||||
|
// problems with its calculation.
|
||||||
|
if (DRAW_SHADOW) { |
||||||
|
gl.glDisable(GL10.GL_TEXTURE_2D); |
||||||
|
gl.glEnable(GL10.GL_BLEND); |
||||||
|
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); |
||||||
|
gl.glEnableClientState(GL10.GL_COLOR_ARRAY); |
||||||
|
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors); |
||||||
|
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBufShadowVertices); |
||||||
|
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mDropShadowCount); |
||||||
|
gl.glDisableClientState(GL10.GL_COLOR_ARRAY); |
||||||
|
gl.glDisable(GL10.GL_BLEND); |
||||||
|
} |
||||||
|
|
||||||
|
if (DRAW_TEXTURE) { |
||||||
|
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); |
||||||
|
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mBufTexCoords); |
||||||
|
} |
||||||
|
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBufVertices); |
||||||
|
// Enable color array.
|
||||||
|
gl.glEnableClientState(GL10.GL_COLOR_ARRAY); |
||||||
|
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufColors); |
||||||
|
|
||||||
|
// Draw front facing blank vertices.
|
||||||
|
gl.glDisable(GL10.GL_TEXTURE_2D); |
||||||
|
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront); |
||||||
|
|
||||||
|
// Draw front facing texture.
|
||||||
|
if (DRAW_TEXTURE) { |
||||||
|
gl.glEnable(GL10.GL_BLEND); |
||||||
|
gl.glEnable(GL10.GL_TEXTURE_2D); |
||||||
|
|
||||||
|
if (!mFlipTexture || !mTextureBack) { |
||||||
|
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureIds[0]); |
||||||
|
} else { |
||||||
|
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureIds[1]); |
||||||
|
} |
||||||
|
|
||||||
|
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); |
||||||
|
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront); |
||||||
|
|
||||||
|
gl.glDisable(GL10.GL_BLEND); |
||||||
|
gl.glDisable(GL10.GL_TEXTURE_2D); |
||||||
|
} |
||||||
|
|
||||||
|
int backStartIdx = Math.max(0, mVerticesCountFront - 2); |
||||||
|
int backCount = mVerticesCountFront + mVerticesCountBack - backStartIdx; |
||||||
|
|
||||||
|
// Draw back facing blank vertices.
|
||||||
|
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, backStartIdx, backCount); |
||||||
|
|
||||||
|
// Draw back facing texture.
|
||||||
|
if (DRAW_TEXTURE) { |
||||||
|
gl.glEnable(GL10.GL_BLEND); |
||||||
|
gl.glEnable(GL10.GL_TEXTURE_2D); |
||||||
|
|
||||||
|
if (mFlipTexture || !mTextureBack) { |
||||||
|
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureIds[0]); |
||||||
|
} else { |
||||||
|
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureIds[1]); |
||||||
|
} |
||||||
|
|
||||||
|
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); |
||||||
|
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, backStartIdx, backCount); |
||||||
|
|
||||||
|
gl.glDisable(GL10.GL_BLEND); |
||||||
|
gl.glDisable(GL10.GL_TEXTURE_2D); |
||||||
|
} |
||||||
|
|
||||||
|
// Disable textures and color array.
|
||||||
|
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); |
||||||
|
gl.glDisableClientState(GL10.GL_COLOR_ARRAY); |
||||||
|
|
||||||
|
if (DRAW_POLYGON_OUTLINES) { |
||||||
|
gl.glEnable(GL10.GL_BLEND); |
||||||
|
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); |
||||||
|
gl.glLineWidth(1.0f); |
||||||
|
gl.glColor4f(0.5f, 0.5f, 1.0f, 1.0f); |
||||||
|
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBufVertices); |
||||||
|
gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, mVerticesCountFront); |
||||||
|
gl.glDisable(GL10.GL_BLEND); |
||||||
|
} |
||||||
|
|
||||||
|
if (DRAW_CURL_POSITION) { |
||||||
|
gl.glEnable(GL10.GL_BLEND); |
||||||
|
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); |
||||||
|
gl.glLineWidth(1.0f); |
||||||
|
gl.glColor4f(1.0f, 0.5f, 0.5f, 1.0f); |
||||||
|
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, mBufCurlPositionLines); |
||||||
|
gl.glDrawArrays(GL10.GL_LINES, 0, mCurlPositionLinesCount * 2); |
||||||
|
gl.glDisable(GL10.GL_BLEND); |
||||||
|
} |
||||||
|
|
||||||
|
if (DRAW_SHADOW) { |
||||||
|
gl.glEnable(GL10.GL_BLEND); |
||||||
|
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); |
||||||
|
gl.glEnableClientState(GL10.GL_COLOR_ARRAY); |
||||||
|
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors); |
||||||
|
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBufShadowVertices); |
||||||
|
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, mDropShadowCount, |
||||||
|
mSelfShadowCount); |
||||||
|
gl.glDisableClientState(GL10.GL_COLOR_ARRAY); |
||||||
|
gl.glDisable(GL10.GL_BLEND); |
||||||
|
} |
||||||
|
|
||||||
|
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Resets mesh to 'initial' state. Meaning this mesh will draw a plain |
||||||
|
* textured rectangle after call to this method. |
||||||
|
*/ |
||||||
|
public synchronized void reset() { |
||||||
|
mBufVertices.position(0); |
||||||
|
mBufColors.position(0); |
||||||
|
if (DRAW_TEXTURE) { |
||||||
|
mBufTexCoords.position(0); |
||||||
|
} |
||||||
|
for (int i = 0; i < 4; ++i) { |
||||||
|
Vertex tmp = mArrTempVertices.get(0); |
||||||
|
tmp.set(mRectangle[i]); |
||||||
|
|
||||||
|
if (mFlipTexture) { |
||||||
|
tmp.mTexX *= mTextureRectBack.right; |
||||||
|
tmp.mTexY *= mTextureRectBack.bottom; |
||||||
|
tmp.mColor = mTexturePage.getColor(CurlPage.SIDE_BACK); |
||||||
|
} else { |
||||||
|
tmp.mTexX *= mTextureRectFront.right; |
||||||
|
tmp.mTexY *= mTextureRectFront.bottom; |
||||||
|
tmp.mColor = mTexturePage.getColor(CurlPage.SIDE_FRONT); |
||||||
|
} |
||||||
|
|
||||||
|
addVertex(tmp); |
||||||
|
} |
||||||
|
mVerticesCountFront = 4; |
||||||
|
mVerticesCountBack = 0; |
||||||
|
mBufVertices.position(0); |
||||||
|
mBufColors.position(0); |
||||||
|
if (DRAW_TEXTURE) { |
||||||
|
mBufTexCoords.position(0); |
||||||
|
} |
||||||
|
|
||||||
|
mDropShadowCount = mSelfShadowCount = 0; |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Resets allocated texture id forcing creation of new one. After calling |
||||||
|
* this method you most likely want to set bitmap too as it's lost. This |
||||||
|
* method should be called only once e.g GL context is re-created as this |
||||||
|
* method does not release previous texture id, only makes sure new one is |
||||||
|
* requested on next render. |
||||||
|
*/ |
||||||
|
public synchronized void resetTexture() { |
||||||
|
mTextureIds = null; |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* If true, flips texture sideways. |
||||||
|
*/ |
||||||
|
public synchronized void setFlipTexture(boolean flipTexture) { |
||||||
|
mFlipTexture = flipTexture; |
||||||
|
if (flipTexture) { |
||||||
|
setTexCoords(1f, 0f, 0f, 1f); |
||||||
|
} else { |
||||||
|
setTexCoords(0f, 0f, 1f, 1f); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Update mesh bounds. |
||||||
|
*/ |
||||||
|
public void setRect(RectF r) { |
||||||
|
mRectangle[0].mPosX = r.left; |
||||||
|
mRectangle[0].mPosY = r.top; |
||||||
|
mRectangle[1].mPosX = r.left; |
||||||
|
mRectangle[1].mPosY = r.bottom; |
||||||
|
mRectangle[2].mPosX = r.right; |
||||||
|
mRectangle[2].mPosY = r.top; |
||||||
|
mRectangle[3].mPosX = r.right; |
||||||
|
mRectangle[3].mPosY = r.bottom; |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Sets texture coordinates to mRectangle vertices. |
||||||
|
*/ |
||||||
|
private synchronized void setTexCoords(float left, float top, float right, |
||||||
|
float bottom) { |
||||||
|
mRectangle[0].mTexX = left; |
||||||
|
mRectangle[0].mTexY = top; |
||||||
|
mRectangle[1].mTexX = left; |
||||||
|
mRectangle[1].mTexY = bottom; |
||||||
|
mRectangle[2].mTexX = right; |
||||||
|
mRectangle[2].mTexY = top; |
||||||
|
mRectangle[3].mTexX = right; |
||||||
|
mRectangle[3].mTexY = bottom; |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Simple fixed size array implementation. |
||||||
|
*/ |
||||||
|
private class Array<T> { |
||||||
|
private Object[] mArray; |
||||||
|
private int mCapacity; |
||||||
|
private int mSize; |
||||||
|
|
||||||
|
public Array(int capacity) { |
||||||
|
mCapacity = capacity; |
||||||
|
mArray = new Object[capacity]; |
||||||
|
} |
||||||
|
|
||||||
|
public void add(int index, T item) { |
||||||
|
if (index < 0 || index > mSize || mSize >= mCapacity) { |
||||||
|
throw new IndexOutOfBoundsException(); |
||||||
|
} |
||||||
|
for (int i = mSize; i > index; --i) { |
||||||
|
mArray[i] = mArray[i - 1]; |
||||||
|
} |
||||||
|
mArray[index] = item; |
||||||
|
++mSize; |
||||||
|
} |
||||||
|
|
||||||
|
public void add(T item) { |
||||||
|
if (mSize >= mCapacity) { |
||||||
|
throw new IndexOutOfBoundsException(); |
||||||
|
} |
||||||
|
mArray[mSize++] = item; |
||||||
|
} |
||||||
|
|
||||||
|
public void addAll(Array<T> array) { |
||||||
|
if (mSize + array.size() > mCapacity) { |
||||||
|
throw new IndexOutOfBoundsException(); |
||||||
|
} |
||||||
|
for (int i = 0; i < array.size(); ++i) { |
||||||
|
mArray[mSize++] = array.get(i); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
public void clear() { |
||||||
|
mSize = 0; |
||||||
|
} |
||||||
|
|
||||||
|
@SuppressWarnings("unchecked") |
||||||
|
public T get(int index) { |
||||||
|
if (index < 0 || index >= mSize) { |
||||||
|
throw new IndexOutOfBoundsException(); |
||||||
|
} |
||||||
|
return (T) mArray[index]; |
||||||
|
} |
||||||
|
|
||||||
|
@SuppressWarnings("unchecked") |
||||||
|
public T remove(int index) { |
||||||
|
if (index < 0 || index >= mSize) { |
||||||
|
throw new IndexOutOfBoundsException(); |
||||||
|
} |
||||||
|
T item = (T) mArray[index]; |
||||||
|
for (int i = index; i < mSize - 1; ++i) { |
||||||
|
mArray[i] = mArray[i + 1]; |
||||||
|
} |
||||||
|
--mSize; |
||||||
|
return item; |
||||||
|
} |
||||||
|
|
||||||
|
public int size() { |
||||||
|
return mSize; |
||||||
|
} |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Holder for shadow vertex information. |
||||||
|
*/ |
||||||
|
private class ShadowVertex { |
||||||
|
public double mPenumbraColor; |
||||||
|
public double mPenumbraX; |
||||||
|
public double mPenumbraY; |
||||||
|
public double mPosX; |
||||||
|
public double mPosY; |
||||||
|
public double mPosZ; |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Holder for vertex information. |
||||||
|
*/ |
||||||
|
private class Vertex { |
||||||
|
public int mColor; |
||||||
|
public float mColorFactor; |
||||||
|
public double mPenumbraX; |
||||||
|
public double mPenumbraY; |
||||||
|
public double mPosX; |
||||||
|
public double mPosY; |
||||||
|
public double mPosZ; |
||||||
|
public double mTexX; |
||||||
|
public double mTexY; |
||||||
|
|
||||||
|
public Vertex() { |
||||||
|
mPosX = mPosY = mPosZ = mTexX = mTexY = 0; |
||||||
|
mColorFactor = 1.0f; |
||||||
|
} |
||||||
|
|
||||||
|
public void rotateZ(double theta) { |
||||||
|
double cos = Math.cos(theta); |
||||||
|
double sin = Math.sin(theta); |
||||||
|
double x = mPosX * cos + mPosY * sin; |
||||||
|
double y = mPosX * -sin + mPosY * cos; |
||||||
|
mPosX = x; |
||||||
|
mPosY = y; |
||||||
|
double px = mPenumbraX * cos + mPenumbraY * sin; |
||||||
|
double py = mPenumbraX * -sin + mPenumbraY * cos; |
||||||
|
mPenumbraX = px; |
||||||
|
mPenumbraY = py; |
||||||
|
} |
||||||
|
|
||||||
|
public void set(Vertex vertex) { |
||||||
|
mPosX = vertex.mPosX; |
||||||
|
mPosY = vertex.mPosY; |
||||||
|
mPosZ = vertex.mPosZ; |
||||||
|
mTexX = vertex.mTexX; |
||||||
|
mTexY = vertex.mTexY; |
||||||
|
mPenumbraX = vertex.mPenumbraX; |
||||||
|
mPenumbraY = vertex.mPenumbraY; |
||||||
|
mColor = vertex.mColor; |
||||||
|
mColorFactor = vertex.mColorFactor; |
||||||
|
} |
||||||
|
|
||||||
|
public void translate(double dx, double dy) { |
||||||
|
mPosX += dx; |
||||||
|
mPosY += dy; |
||||||
|
} |
||||||
|
} |
||||||
|
} |
@ -0,0 +1,195 @@ |
|||||||
|
package io.legado.app.ui.book.read.page.delegate.curl; |
||||||
|
|
||||||
|
import android.graphics.Bitmap; |
||||||
|
import android.graphics.Canvas; |
||||||
|
import android.graphics.Color; |
||||||
|
import android.graphics.RectF; |
||||||
|
|
||||||
|
/** |
||||||
|
* Storage class for page textures, blend colors and possibly some other values |
||||||
|
* in the future. |
||||||
|
* |
||||||
|
* @author harism |
||||||
|
*/ |
||||||
|
public class CurlPage { |
||||||
|
|
||||||
|
public static final int SIDE_BACK = 2; |
||||||
|
public static final int SIDE_BOTH = 3; |
||||||
|
public static final int SIDE_FRONT = 1; |
||||||
|
|
||||||
|
private int mColorBack; |
||||||
|
private int mColorFront; |
||||||
|
private Bitmap mTextureBack; |
||||||
|
private Bitmap mTextureFront; |
||||||
|
private boolean mTexturesChanged; |
||||||
|
|
||||||
|
/** |
||||||
|
* Default constructor. |
||||||
|
*/ |
||||||
|
public CurlPage() { |
||||||
|
reset(); |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Getter for color. |
||||||
|
*/ |
||||||
|
public int getColor(int side) { |
||||||
|
switch (side) { |
||||||
|
case SIDE_FRONT: |
||||||
|
return mColorFront; |
||||||
|
default: |
||||||
|
return mColorBack; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Calculates the next highest power of two for a given integer. |
||||||
|
*/ |
||||||
|
private int getNextHighestPO2(int n) { |
||||||
|
n -= 1; |
||||||
|
n = n | (n >> 1); |
||||||
|
n = n | (n >> 2); |
||||||
|
n = n | (n >> 4); |
||||||
|
n = n | (n >> 8); |
||||||
|
n = n | (n >> 16); |
||||||
|
n = n | (n >> 32); |
||||||
|
return n + 1; |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Generates nearest power of two sized Bitmap for give Bitmap. Returns this |
||||||
|
* new Bitmap using default return statement + original texture coordinates |
||||||
|
* are stored into RectF. |
||||||
|
*/ |
||||||
|
private Bitmap getTexture(Bitmap bitmap, RectF textureRect) { |
||||||
|
// Bitmap original size.
|
||||||
|
int w = bitmap.getWidth(); |
||||||
|
int h = bitmap.getHeight(); |
||||||
|
// Bitmap size expanded to next power of two. This is done due to
|
||||||
|
// the requirement on many devices, texture width and height should
|
||||||
|
// be power of two.
|
||||||
|
int newW = getNextHighestPO2(w); |
||||||
|
int newH = getNextHighestPO2(h); |
||||||
|
|
||||||
|
// TODO: Is there another way to create a bigger Bitmap and copy
|
||||||
|
// original Bitmap to it more efficiently? Immutable bitmap anyone?
|
||||||
|
Bitmap bitmapTex = Bitmap.createBitmap(newW, newH, bitmap.getConfig()); |
||||||
|
Canvas c = new Canvas(bitmapTex); |
||||||
|
c.drawBitmap(bitmap, 0, 0, null); |
||||||
|
|
||||||
|
// Calculate final texture coordinates.
|
||||||
|
float texX = (float) w / newW; |
||||||
|
float texY = (float) h / newH; |
||||||
|
textureRect.set(0f, 0f, texX, texY); |
||||||
|
|
||||||
|
return bitmapTex; |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Getter for textures. Creates Bitmap sized to nearest power of two, copies |
||||||
|
* original Bitmap into it and returns it. RectF given as parameter is |
||||||
|
* filled with actual texture coordinates in this new upscaled texture |
||||||
|
* Bitmap. |
||||||
|
*/ |
||||||
|
public Bitmap getTexture(RectF textureRect, int side) { |
||||||
|
switch (side) { |
||||||
|
case SIDE_FRONT: |
||||||
|
return getTexture(mTextureFront, textureRect); |
||||||
|
default: |
||||||
|
return getTexture(mTextureBack, textureRect); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Returns true if textures have changed. |
||||||
|
*/ |
||||||
|
public boolean getTexturesChanged() { |
||||||
|
return mTexturesChanged; |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Returns true if back siding texture exists and it differs from front |
||||||
|
* facing one. |
||||||
|
*/ |
||||||
|
public boolean hasBackTexture() { |
||||||
|
return !mTextureFront.equals(mTextureBack); |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Recycles and frees underlying Bitmaps. |
||||||
|
*/ |
||||||
|
public void recycle() { |
||||||
|
if (mTextureFront != null) { |
||||||
|
mTextureFront.recycle(); |
||||||
|
} |
||||||
|
mTextureFront = Bitmap.createBitmap(1, 1, Bitmap.Config.RGB_565); |
||||||
|
mTextureFront.eraseColor(mColorFront); |
||||||
|
if (mTextureBack != null) { |
||||||
|
mTextureBack.recycle(); |
||||||
|
} |
||||||
|
mTextureBack = Bitmap.createBitmap(1, 1, Bitmap.Config.RGB_565); |
||||||
|
mTextureBack.eraseColor(mColorBack); |
||||||
|
mTexturesChanged = false; |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Resets this CurlPage into its initial state. |
||||||
|
*/ |
||||||
|
public void reset() { |
||||||
|
mColorBack = Color.WHITE; |
||||||
|
mColorFront = Color.WHITE; |
||||||
|
recycle(); |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Setter blend color. |
||||||
|
*/ |
||||||
|
public void setColor(int color, int side) { |
||||||
|
switch (side) { |
||||||
|
case SIDE_FRONT: |
||||||
|
mColorFront = color; |
||||||
|
break; |
||||||
|
case SIDE_BACK: |
||||||
|
mColorBack = color; |
||||||
|
break; |
||||||
|
default: |
||||||
|
mColorFront = mColorBack = color; |
||||||
|
break; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
/** |
||||||
|
* Setter for textures. |
||||||
|
*/ |
||||||
|
public void setTexture(Bitmap texture, int side) { |
||||||
|
if (texture == null) { |
||||||
|
texture = Bitmap.createBitmap(1, 1, Bitmap.Config.RGB_565); |
||||||
|
if (side == SIDE_BACK) { |
||||||
|
texture.eraseColor(mColorBack); |
||||||
|
} else { |
||||||
|
texture.eraseColor(mColorFront); |
||||||
|
} |
||||||
|
} |
||||||
|
switch (side) { |
||||||
|
case SIDE_FRONT: |
||||||
|
if (mTextureFront != null) |
||||||
|
mTextureFront.recycle(); |
||||||
|
mTextureFront = texture; |
||||||
|
break; |
||||||
|
case SIDE_BACK: |
||||||
|
if (mTextureBack != null) |
||||||
|
mTextureBack.recycle(); |
||||||
|
mTextureBack = texture; |
||||||
|
break; |
||||||
|
case SIDE_BOTH: |
||||||
|
if (mTextureFront != null) |
||||||
|
mTextureFront.recycle(); |
||||||
|
if (mTextureBack != null) |
||||||
|
mTextureBack.recycle(); |
||||||
|
mTextureFront = mTextureBack = texture; |
||||||
|
break; |
||||||
|
} |
||||||
|
mTexturesChanged = true; |
||||||
|
} |
||||||
|
|
||||||
|
} |
Loading…
Reference in new issue