private Allocation loadTextureARGB(int id) { Bitmap b = BitmapFactory.decodeResource(mResources, id, mOptionsARGB); final Allocation allocation = Allocation.createFromBitmap(mRS, b); return allocation; }
private void createProgramVertex() { mPvOrthoAlloc = new ProgramVertexFixedFunction.Constants(mRS); Matrix4f proj = new Matrix4f(); proj.loadProjectionNormalized(mWidth, mHeight); mPvOrthoAlloc.setProjection(proj); ProgramVertexFixedFunction.Builder builder = new ProgramVertexFixedFunction.Builder(mRS); mPvSky = builder.create(); ((ProgramVertexFixedFunction) mPvSky).bindConstants(mPvOrthoAlloc); mScript.set_g_PVSky(mPvSky); mConstants = new ScriptField_Constants(mRS, 1); mUniformAlloc = mConstants.getAllocation(); ProgramVertex.Builder sb = new ProgramVertex.Builder(mRS); String t = "\n" + "varying vec4 varColor;\n" + "varying vec2 varTex0;\n" + "vec2 addDrop(vec4 d, vec2 pos, float dxMul) {\n" + " vec2 ret = vec2(0.0, 0.0);\n" + " vec2 delta = d.xy - pos;\n" + " delta.x *= dxMul;\n" + " float dist = length(delta);\n" + " if (dist < d.w) { \n" + " float amp = d.z * dist;\n" + " amp /= d.w * d.w;\n" + " amp *= sin(d.w - dist);\n" + " ret = delta * amp;\n" + " }\n" + " return ret;\n" + "}\n" + "void main() {\n" + " vec2 pos = ATTRIB_position.xy;\n" + " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);\n" + " float dxMul = 1.0;\n" + " varTex0 = vec2((pos.x + 1.0), (pos.y + 1.6666));\n" + " if (UNI_Rotate < 0.9) {\n" + " varTex0.xy *= vec2(0.25, 0.33);\n" + " varTex0.x += UNI_Offset.x * 0.5;\n" + " pos.x += UNI_Offset.x * 2.0;\n" + " } else {\n" + " varTex0.xy *= vec2(0.5, 0.3125);\n" + " dxMul = 2.5;\n" + " }\n" + " varColor = vec4(1.0, 1.0, 1.0, 1.0);\n" + " pos.xy += vec2(1.0, 1.0);\n" + " pos.xy *= vec2(25.0, 42.0);\n" + " varTex0.xy += addDrop(UNI_Drop01, pos, dxMul);\n" + " varTex0.xy += addDrop(UNI_Drop02, pos, dxMul);\n" + " varTex0.xy += addDrop(UNI_Drop03, pos, dxMul);\n" + " varTex0.xy += addDrop(UNI_Drop04, pos, dxMul);\n" + " varTex0.xy += addDrop(UNI_Drop05, pos, dxMul);\n" + " varTex0.xy += addDrop(UNI_Drop06, pos, dxMul);\n" + " varTex0.xy += addDrop(UNI_Drop07, pos, dxMul);\n" + " varTex0.xy += addDrop(UNI_Drop08, pos, dxMul);\n" + " varTex0.xy += addDrop(UNI_Drop09, pos, dxMul);\n" + " varTex0.xy += addDrop(UNI_Drop10, pos, dxMul);\n" + "}\n"; sb.setShader(t); sb.addConstant(mUniformAlloc.getType()); sb.addInput(mMesh.getVertexAllocation(0).getType().getElement()); mPvWater = sb.create(); mPvWater.bindConstants(mUniformAlloc, 0); mScript.set_g_PVWater(mPvWater); }
private Allocation loadTexture(int id) { final Allocation allocation = Allocation.createFromBitmapResource(mRS, mResources, id); return allocation; }