pull/913/head
parent
b422c64cf4
commit
0035fc7cc5
@ -0,0 +1,957 @@ |
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package io.legado.app.ui.book.read.page.delegate.curl; |
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import android.graphics.Bitmap; |
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import android.graphics.Color; |
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import android.graphics.PointF; |
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import android.graphics.RectF; |
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import android.opengl.GLUtils; |
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import java.nio.ByteBuffer; |
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import java.nio.ByteOrder; |
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import java.nio.FloatBuffer; |
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import javax.microedition.khronos.opengles.GL10; |
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/** |
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* Class implementing actual curl/page rendering. |
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* |
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* @author harism |
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*/ |
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public class CurlMesh { |
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// Flag for rendering some lines used for developing. Shows
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// curl position and one for the direction from the
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// position given. Comes handy once playing around with different
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// ways for following pointer.
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private static final boolean DRAW_CURL_POSITION = false; |
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// Flag for drawing polygon outlines. Using this flag crashes on emulator
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// due to reason unknown to me. Leaving it here anyway as seeing polygon
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// outlines gives good insight how original rectangle is divided.
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private static final boolean DRAW_POLYGON_OUTLINES = false; |
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// Flag for enabling shadow rendering.
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private static final boolean DRAW_SHADOW = true; |
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// Flag for texture rendering. While this is likely something you
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// don't want to do it's been used for development purposes as texture
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// rendering is rather slow on emulator.
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private static final boolean DRAW_TEXTURE = true; |
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// Colors for shadow. Inner one is the color drawn next to surface where
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// shadowed area starts and outer one is color shadow ends to.
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private static final float[] SHADOW_INNER_COLOR = {0f, 0f, 0f, .5f}; |
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private static final float[] SHADOW_OUTER_COLOR = {0f, 0f, 0f, .0f}; |
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// Let's avoid using 'new' as much as possible. Meaning we introduce arrays
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// once here and reuse them on runtime. Doesn't really have very much effect
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// but avoids some garbage collections from happening.
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private Array<ShadowVertex> mArrDropShadowVertices; |
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private Array<Vertex> mArrIntersections; |
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private Array<Vertex> mArrOutputVertices; |
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private Array<Vertex> mArrRotatedVertices; |
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private Array<Double> mArrScanLines; |
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private Array<ShadowVertex> mArrSelfShadowVertices; |
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private Array<ShadowVertex> mArrTempShadowVertices; |
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private Array<Vertex> mArrTempVertices; |
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// Buffers for feeding rasterizer.
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private FloatBuffer mBufColors; |
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private FloatBuffer mBufCurlPositionLines; |
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private FloatBuffer mBufShadowColors; |
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private FloatBuffer mBufShadowVertices; |
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private FloatBuffer mBufTexCoords; |
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private FloatBuffer mBufVertices; |
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private int mCurlPositionLinesCount; |
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private int mDropShadowCount; |
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// Boolean for 'flipping' texture sideways.
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private boolean mFlipTexture = false; |
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// Maximum number of split lines used for creating a curl.
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private int mMaxCurlSplits; |
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// Bounding rectangle for this mesh. mRectagle[0] = top-left corner,
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// mRectangle[1] = bottom-left, mRectangle[2] = top-right and mRectangle[3]
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// bottom-right.
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private final Vertex[] mRectangle = new Vertex[4]; |
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private int mSelfShadowCount; |
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private boolean mTextureBack = false; |
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// Texture ids and other variables.
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private int[] mTextureIds = null; |
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private final CurlPage mTexturePage = new CurlPage(); |
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private final RectF mTextureRectBack = new RectF(); |
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private final RectF mTextureRectFront = new RectF(); |
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private int mVerticesCountBack; |
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private int mVerticesCountFront; |
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/** |
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* Constructor for mesh object. |
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* |
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* @param maxCurlSplits Maximum number curl can be divided into. The bigger the value |
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* the smoother curl will be. With the cost of having more |
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* polygons for drawing. |
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*/ |
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public CurlMesh(int maxCurlSplits) { |
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// There really is no use for 0 splits.
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mMaxCurlSplits = maxCurlSplits < 1 ? 1 : maxCurlSplits; |
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mArrScanLines = new Array<Double>(maxCurlSplits + 2); |
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mArrOutputVertices = new Array<Vertex>(7); |
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mArrRotatedVertices = new Array<Vertex>(4); |
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mArrIntersections = new Array<Vertex>(2); |
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mArrTempVertices = new Array<Vertex>(7 + 4); |
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for (int i = 0; i < 7 + 4; ++i) { |
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mArrTempVertices.add(new Vertex()); |
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} |
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if (DRAW_SHADOW) { |
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mArrSelfShadowVertices = new Array<ShadowVertex>( |
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(mMaxCurlSplits + 2) * 2); |
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mArrDropShadowVertices = new Array<ShadowVertex>( |
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(mMaxCurlSplits + 2) * 2); |
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mArrTempShadowVertices = new Array<ShadowVertex>( |
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(mMaxCurlSplits + 2) * 2); |
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for (int i = 0; i < (mMaxCurlSplits + 2) * 2; ++i) { |
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mArrTempShadowVertices.add(new ShadowVertex()); |
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} |
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} |
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// Rectangle consists of 4 vertices. Index 0 = top-left, index 1 =
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// bottom-left, index 2 = top-right and index 3 = bottom-right.
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for (int i = 0; i < 4; ++i) { |
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mRectangle[i] = new Vertex(); |
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} |
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// Set up shadow penumbra direction to each vertex. We do fake 'self
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// shadow' calculations based on this information.
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mRectangle[0].mPenumbraX = mRectangle[1].mPenumbraX = mRectangle[1].mPenumbraY = mRectangle[3].mPenumbraY = -1; |
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mRectangle[0].mPenumbraY = mRectangle[2].mPenumbraX = mRectangle[2].mPenumbraY = mRectangle[3].mPenumbraX = 1; |
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if (DRAW_CURL_POSITION) { |
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mCurlPositionLinesCount = 3; |
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ByteBuffer hvbb = ByteBuffer |
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.allocateDirect(mCurlPositionLinesCount * 2 * 2 * 4); |
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hvbb.order(ByteOrder.nativeOrder()); |
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mBufCurlPositionLines = hvbb.asFloatBuffer(); |
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mBufCurlPositionLines.position(0); |
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} |
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// There are 4 vertices from bounding rect, max 2 from adding split line
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// to two corners and curl consists of max mMaxCurlSplits lines each
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// outputting 2 vertices.
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int maxVerticesCount = 4 + 2 + (2 * mMaxCurlSplits); |
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ByteBuffer vbb = ByteBuffer.allocateDirect(maxVerticesCount * 3 * 4); |
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vbb.order(ByteOrder.nativeOrder()); |
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mBufVertices = vbb.asFloatBuffer(); |
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mBufVertices.position(0); |
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if (DRAW_TEXTURE) { |
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ByteBuffer tbb = ByteBuffer |
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.allocateDirect(maxVerticesCount * 2 * 4); |
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tbb.order(ByteOrder.nativeOrder()); |
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mBufTexCoords = tbb.asFloatBuffer(); |
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mBufTexCoords.position(0); |
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} |
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ByteBuffer cbb = ByteBuffer.allocateDirect(maxVerticesCount * 4 * 4); |
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cbb.order(ByteOrder.nativeOrder()); |
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mBufColors = cbb.asFloatBuffer(); |
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mBufColors.position(0); |
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if (DRAW_SHADOW) { |
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int maxShadowVerticesCount = (mMaxCurlSplits + 2) * 2 * 2; |
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ByteBuffer scbb = ByteBuffer |
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.allocateDirect(maxShadowVerticesCount * 4 * 4); |
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scbb.order(ByteOrder.nativeOrder()); |
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mBufShadowColors = scbb.asFloatBuffer(); |
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mBufShadowColors.position(0); |
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ByteBuffer sibb = ByteBuffer |
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.allocateDirect(maxShadowVerticesCount * 3 * 4); |
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sibb.order(ByteOrder.nativeOrder()); |
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mBufShadowVertices = sibb.asFloatBuffer(); |
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mBufShadowVertices.position(0); |
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mDropShadowCount = mSelfShadowCount = 0; |
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} |
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} |
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/** |
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* Adds vertex to buffers. |
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*/ |
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private void addVertex(Vertex vertex) { |
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mBufVertices.put((float) vertex.mPosX); |
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mBufVertices.put((float) vertex.mPosY); |
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mBufVertices.put((float) vertex.mPosZ); |
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mBufColors.put(vertex.mColorFactor * Color.red(vertex.mColor) / 255f); |
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mBufColors.put(vertex.mColorFactor * Color.green(vertex.mColor) / 255f); |
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mBufColors.put(vertex.mColorFactor * Color.blue(vertex.mColor) / 255f); |
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mBufColors.put(Color.alpha(vertex.mColor) / 255f); |
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if (DRAW_TEXTURE) { |
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mBufTexCoords.put((float) vertex.mTexX); |
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mBufTexCoords.put((float) vertex.mTexY); |
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} |
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} |
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/** |
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* Sets curl for this mesh. |
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* |
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* @param curlPos Position for curl 'center'. Can be any point on line collinear |
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* to curl. |
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* @param curlDir Curl direction, should be normalized. |
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* @param radius Radius of curl. |
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*/ |
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public synchronized void curl(PointF curlPos, PointF curlDir, double radius) { |
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// First add some 'helper' lines used for development.
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if (DRAW_CURL_POSITION) { |
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mBufCurlPositionLines.position(0); |
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mBufCurlPositionLines.put(curlPos.x); |
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mBufCurlPositionLines.put(curlPos.y - 1.0f); |
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mBufCurlPositionLines.put(curlPos.x); |
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mBufCurlPositionLines.put(curlPos.y + 1.0f); |
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mBufCurlPositionLines.put(curlPos.x - 1.0f); |
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mBufCurlPositionLines.put(curlPos.y); |
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mBufCurlPositionLines.put(curlPos.x + 1.0f); |
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mBufCurlPositionLines.put(curlPos.y); |
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mBufCurlPositionLines.put(curlPos.x); |
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mBufCurlPositionLines.put(curlPos.y); |
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mBufCurlPositionLines.put(curlPos.x + curlDir.x * 2); |
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mBufCurlPositionLines.put(curlPos.y + curlDir.y * 2); |
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mBufCurlPositionLines.position(0); |
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} |
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// Actual 'curl' implementation starts here.
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mBufVertices.position(0); |
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mBufColors.position(0); |
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if (DRAW_TEXTURE) { |
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mBufTexCoords.position(0); |
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} |
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// Calculate curl angle from direction.
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double curlAngle = Math.acos(curlDir.x); |
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curlAngle = curlDir.y > 0 ? -curlAngle : curlAngle; |
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// Initiate rotated rectangle which's is translated to curlPos and
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// rotated so that curl direction heads to right (1,0). Vertices are
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// ordered in ascending order based on x -coordinate at the same time.
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// And using y -coordinate in very rare case in which two vertices have
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// same x -coordinate.
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mArrTempVertices.addAll(mArrRotatedVertices); |
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mArrRotatedVertices.clear(); |
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for (int i = 0; i < 4; ++i) { |
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Vertex v = mArrTempVertices.remove(0); |
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v.set(mRectangle[i]); |
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v.translate(-curlPos.x, -curlPos.y); |
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v.rotateZ(-curlAngle); |
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int j = 0; |
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for (; j < mArrRotatedVertices.size(); ++j) { |
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Vertex v2 = mArrRotatedVertices.get(j); |
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if (v.mPosX > v2.mPosX) { |
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break; |
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} |
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if (v.mPosX == v2.mPosX && v.mPosY > v2.mPosY) { |
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break; |
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} |
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} |
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mArrRotatedVertices.add(j, v); |
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} |
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// Rotated rectangle lines/vertex indices. We need to find bounding
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// lines for rotated rectangle. After sorting vertices according to
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// their x -coordinate we don't have to worry about vertices at indices
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// 0 and 1. But due to inaccuracy it's possible vertex 3 is not the
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// opposing corner from vertex 0. So we are calculating distance from
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// vertex 0 to vertices 2 and 3 - and altering line indices if needed.
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// Also vertices/lines are given in an order first one has x -coordinate
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// at least the latter one. This property is used in getIntersections to
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// see if there is an intersection.
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int lines[][] = {{0, 1}, {0, 2}, {1, 3}, {2, 3}}; |
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{ |
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// TODO: There really has to be more 'easier' way of doing this -
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// not including extensive use of sqrt.
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Vertex v0 = mArrRotatedVertices.get(0); |
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Vertex v2 = mArrRotatedVertices.get(2); |
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Vertex v3 = mArrRotatedVertices.get(3); |
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double dist2 = Math.sqrt((v0.mPosX - v2.mPosX) |
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* (v0.mPosX - v2.mPosX) + (v0.mPosY - v2.mPosY) |
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* (v0.mPosY - v2.mPosY)); |
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double dist3 = Math.sqrt((v0.mPosX - v3.mPosX) |
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* (v0.mPosX - v3.mPosX) + (v0.mPosY - v3.mPosY) |
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* (v0.mPosY - v3.mPosY)); |
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if (dist2 > dist3) { |
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lines[1][1] = 3; |
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lines[2][1] = 2; |
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} |
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} |
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mVerticesCountFront = mVerticesCountBack = 0; |
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if (DRAW_SHADOW) { |
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mArrTempShadowVertices.addAll(mArrDropShadowVertices); |
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mArrTempShadowVertices.addAll(mArrSelfShadowVertices); |
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mArrDropShadowVertices.clear(); |
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mArrSelfShadowVertices.clear(); |
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} |
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// Length of 'curl' curve.
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double curlLength = Math.PI * radius; |
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// Calculate scan lines.
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// TODO: Revisit this code one day. There is room for optimization here.
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mArrScanLines.clear(); |
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if (mMaxCurlSplits > 0) { |
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mArrScanLines.add((double) 0); |
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} |
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for (int i = 1; i < mMaxCurlSplits; ++i) { |
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mArrScanLines.add((-curlLength * i) / (mMaxCurlSplits - 1)); |
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} |
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// As mRotatedVertices is ordered regarding x -coordinate, adding
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// this scan line produces scan area picking up vertices which are
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// rotated completely. One could say 'until infinity'.
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mArrScanLines.add(mArrRotatedVertices.get(3).mPosX - 1); |
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// Start from right most vertex. Pretty much the same as first scan area
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// is starting from 'infinity'.
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double scanXmax = mArrRotatedVertices.get(0).mPosX + 1; |
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for (int i = 0; i < mArrScanLines.size(); ++i) { |
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// Once we have scanXmin and scanXmax we have a scan area to start
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// working with.
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double scanXmin = mArrScanLines.get(i); |
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// First iterate 'original' rectangle vertices within scan area.
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for (int j = 0; j < mArrRotatedVertices.size(); ++j) { |
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Vertex v = mArrRotatedVertices.get(j); |
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// Test if vertex lies within this scan area.
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// TODO: Frankly speaking, can't remember why equality check was
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// added to both ends. Guessing it was somehow related to case
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// where radius=0f, which, given current implementation, could
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// be handled much more effectively anyway.
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if (v.mPosX >= scanXmin && v.mPosX <= scanXmax) { |
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// Pop out a vertex from temp vertices.
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Vertex n = mArrTempVertices.remove(0); |
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n.set(v); |
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// This is done solely for triangulation reasons. Given a
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// rotated rectangle it has max 2 vertices having
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// intersection.
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Array<Vertex> intersections = getIntersections( |
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mArrRotatedVertices, lines, n.mPosX); |
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// In a sense one could say we're adding vertices always in
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// two, positioned at the ends of intersecting line. And for
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// triangulation to work properly they are added based on y
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// -coordinate. And this if-else is doing it for us.
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if (intersections.size() == 1 |
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&& intersections.get(0).mPosY > v.mPosY) { |
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// In case intersecting vertex is higher add it first.
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mArrOutputVertices.addAll(intersections); |
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mArrOutputVertices.add(n); |
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} else if (intersections.size() <= 1) { |
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// Otherwise add original vertex first.
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mArrOutputVertices.add(n); |
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mArrOutputVertices.addAll(intersections); |
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} else { |
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// There should never be more than 1 intersecting
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// vertex. But if it happens as a fallback simply skip
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// everything.
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mArrTempVertices.add(n); |
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mArrTempVertices.addAll(intersections); |
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} |
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} |
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} |
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// Search for scan line intersections.
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Array<Vertex> intersections = getIntersections(mArrRotatedVertices, |
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lines, scanXmin); |
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// We expect to get 0 or 2 vertices. In rare cases there's only one
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// but in general given a scan line intersecting rectangle there
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// should be 2 intersecting vertices.
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if (intersections.size() == 2) { |
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// There were two intersections, add them based on y
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// -coordinate, higher first, lower last.
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Vertex v1 = intersections.get(0); |
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Vertex v2 = intersections.get(1); |
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if (v1.mPosY < v2.mPosY) { |
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mArrOutputVertices.add(v2); |
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mArrOutputVertices.add(v1); |
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} else { |
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mArrOutputVertices.addAll(intersections); |
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} |
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} else if (intersections.size() != 0) { |
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// This happens in a case in which there is a original vertex
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// exactly at scan line or something went very much wrong if
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// there are 3+ vertices. What ever the reason just return the
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// vertices to temp vertices for later use. In former case it
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// was handled already earlier once iterating through
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// mRotatedVertices, in latter case it's better to avoid doing
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// anything with them.
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mArrTempVertices.addAll(intersections); |
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} |
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// Add vertices found during this iteration to vertex etc buffers.
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while (mArrOutputVertices.size() > 0) { |
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Vertex v = mArrOutputVertices.remove(0); |
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mArrTempVertices.add(v); |
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// Local texture front-facing flag.
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boolean textureFront; |
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// Untouched vertices.
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if (i == 0) { |
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textureFront = true; |
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mVerticesCountFront++; |
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} |
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// 'Completely' rotated vertices.
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else if (i == mArrScanLines.size() - 1 || curlLength == 0) { |
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v.mPosX = -(curlLength + v.mPosX); |
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v.mPosZ = 2 * radius; |
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v.mPenumbraX = -v.mPenumbraX; |
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textureFront = false; |
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mVerticesCountBack++; |
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} |
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// Vertex lies within 'curl'.
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else { |
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// Even though it's not obvious from the if-else clause,
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// here v.mPosX is between [-curlLength, 0]. And we can do
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// calculations around a half cylinder.
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double rotY = Math.PI * (v.mPosX / curlLength); |
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v.mPosX = radius * Math.sin(rotY); |
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v.mPosZ = radius - (radius * Math.cos(rotY)); |
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v.mPenumbraX *= Math.cos(rotY); |
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// Map color multiplier to [.1f, 1f] range.
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v.mColorFactor = (float) (.1f + .9f * Math.sqrt(Math |
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.sin(rotY) + 1)); |
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if (v.mPosZ >= radius) { |
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textureFront = false; |
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mVerticesCountBack++; |
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} else { |
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textureFront = true; |
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mVerticesCountFront++; |
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} |
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} |
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// We use local textureFront for flipping backside texture
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// locally. Plus additionally if mesh is in flip texture mode,
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// we'll make the procedure "backwards". Also, until this point,
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// texture coordinates are within [0, 1] range so we'll adjust
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// them to final texture coordinates too.
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if (textureFront != mFlipTexture) { |
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v.mTexX *= mTextureRectFront.right; |
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v.mTexY *= mTextureRectFront.bottom; |
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v.mColor = mTexturePage.getColor(CurlPage.SIDE_FRONT); |
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} else { |
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v.mTexX *= mTextureRectBack.right; |
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v.mTexY *= mTextureRectBack.bottom; |
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v.mColor = mTexturePage.getColor(CurlPage.SIDE_BACK); |
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} |
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// Move vertex back to 'world' coordinates.
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v.rotateZ(curlAngle); |
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v.translate(curlPos.x, curlPos.y); |
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addVertex(v); |
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// Drop shadow is cast 'behind' the curl.
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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