示例#1
0
  private void createProgramFragment() {
    Sampler.Builder sampleBuilder = new Sampler.Builder(mRS);
    sampleBuilder.setMinification(LINEAR);
    sampleBuilder.setMagnification(LINEAR);
    sampleBuilder.setWrapS(CLAMP);
    sampleBuilder.setWrapT(CLAMP);
    mSampler = sampleBuilder.create();

    ProgramFragmentFixedFunction.Builder builder = new ProgramFragmentFixedFunction.Builder(mRS);
    builder.setTexture(
        ProgramFragmentFixedFunction.Builder.EnvMode.REPLACE,
        ProgramFragmentFixedFunction.Builder.Format.RGBA,
        0);
    mPfBackground = builder.create();
    mPfBackground.bindSampler(mSampler, 0);

    mScript.set_g_PFBackground(mPfBackground);

    builder = new ProgramFragmentFixedFunction.Builder(mRS);
    builder.setTexture(
        ProgramFragmentFixedFunction.Builder.EnvMode.MODULATE,
        ProgramFragmentFixedFunction.Builder.Format.RGBA,
        0);
    mPfSky = builder.create();
    mPfSky.bindSampler(mSampler, 0);

    mScript.set_g_PFSky(mPfSky);
  }
示例#2
0
  @Override
  protected ScriptC createScript() {
    mScript = new ScriptC_fall(mRS, mResources, R.raw.fall);

    createMesh();
    createState();
    createProgramVertex();
    createProgramFragmentStore();
    createProgramFragment();
    loadTextures();

    mScript.setTimeZone(TimeZone.getDefault().getID());

    mScript.bind_g_Constants(mConstants);

    return mScript;
  }
示例#3
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  private void createProgramFragmentStore() {
    ProgramStore.Builder builder = new ProgramStore.Builder(mRS);
    builder.setDepthFunc(ALWAYS);
    builder.setBlendFunc(BlendSrcFunc.ONE, BlendDstFunc.ONE);
    builder.setDitherEnabled(false);
    builder.setDepthMaskEnabled(true);
    mPfsBackground = builder.create();

    builder = new ProgramStore.Builder(mRS);
    builder.setDepthFunc(ALWAYS);
    builder.setBlendFunc(BlendSrcFunc.SRC_ALPHA, BlendDstFunc.ONE_MINUS_SRC_ALPHA);
    builder.setDitherEnabled(false);
    builder.setDepthMaskEnabled(true);
    mPfsLeaf = builder.create();

    mScript.set_g_PFSLeaf(mPfsLeaf);
    mScript.set_g_PFSBackground(mPfsBackground);
  }
示例#4
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  @Override
  public void resize(int width, int height) {
    super.resize(width, height);

    mWorldState.width = width;
    mWorldState.height = height;
    mWorldState.rotate = width > height ? 1 : 0;

    mScript.set_g_glWidth(mWorldState.width);
    mScript.set_g_glHeight(mWorldState.height);
    mScript.set_g_rotate(mWorldState.rotate);

    mScript.invoke_initLeaves();

    Matrix4f proj = new Matrix4f();
    proj.loadProjectionNormalized(mWidth, mHeight);
    mPvOrthoAlloc.setProjection(proj);
  }
示例#5
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  private void createMesh() {
    Mesh.TriangleMeshBuilder tmb = new Mesh.TriangleMeshBuilder(mRS, 2, 0);

    final int width = mWidth > mHeight ? mHeight : mWidth;
    final int height = mWidth > mHeight ? mWidth : mHeight;

    int wResolution = MESH_RESOLUTION;
    int hResolution = (int) (MESH_RESOLUTION * height / (float) width);

    mGlHeight = 2.0f * height / (float) width;

    wResolution += 2;
    hResolution += 2;

    for (int y = 0; y <= hResolution; y++) {
      final float yOffset = (((float) y / hResolution) * 2.f - 1.f) * height / width;
      for (int x = 0; x <= wResolution; x++) {
        tmb.addVertex(((float) x / wResolution) * 2.f - 1.f, yOffset);
      }
    }

    for (int y = 0; y < hResolution; y++) {
      final boolean shift = (y & 0x1) == 0;
      final int yOffset = y * (wResolution + 1);
      for (int x = 0; x < wResolution; x++) {
        final int index = yOffset + x;
        final int iWR1 = index + wResolution + 1;
        if (shift) {
          tmb.addTriangle(index, index + 1, iWR1);
          tmb.addTriangle(index + 1, iWR1 + 1, iWR1);
        } else {
          tmb.addTriangle(index, iWR1 + 1, iWR1);
          tmb.addTriangle(index, index + 1, iWR1 + 1);
        }
      }
    }

    mMesh = tmb.create(true);

    mMeshWidth = wResolution + 1;
    mMeshHeight = hResolution + 1;

    mScript.set_g_WaterMesh(mMesh);
  }
示例#6
0
  private void createState() {
    mWorldState = new WorldState();
    mWorldState.width = mWidth;
    mWorldState.height = mHeight;
    mWorldState.meshWidth = mMeshWidth;
    mWorldState.meshHeight = mMeshHeight;
    mWorldState.rippleIndex = 0;
    mWorldState.glWidth = 2.0f;
    mWorldState.glHeight = mGlHeight;
    mWorldState.skySpeedX = random(-0.001f, 0.001f);
    mWorldState.skySpeedY = random(0.00008f, 0.0002f);
    mWorldState.rotate = mWidth > mHeight ? 1 : 0;
    mWorldState.isPreview = isPreview() ? 1 : 0;

    mScript.set_g_glWidth(mWorldState.glWidth);
    mScript.set_g_glHeight(mWorldState.glHeight);
    mScript.set_g_meshWidth(mWorldState.meshWidth);
    mScript.set_g_meshHeight(mWorldState.meshHeight);
    mScript.set_g_xOffset(0);
    mScript.set_g_rotate(mWorldState.rotate);
  }
示例#7
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 @Override
 public void setOffset(float xOffset, float yOffset, int xPixels, int yPixels) {
   mWorldState.xOffset = xOffset;
   mScript.set_g_xOffset(mWorldState.xOffset);
 }
示例#8
0
  void addDrop(float x, float y) {
    int dropX = (int) ((x / mWidth) * mMeshWidth);
    int dropY = (int) ((y / mHeight) * mMeshHeight);

    mScript.invoke_addDrop(dropX, dropY);
  }
示例#9
0
  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);
  }
示例#10
0
 private void loadTextures() {
   mScript.set_g_TLeaves(loadTextureARGB(R.drawable.leaves));
   mScript.set_g_TRiverbed(loadTexture(R.drawable.pond));
 }