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PlasmaSurfaceRenderer.java
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PlasmaSurfaceRenderer.java
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package com.zyxyz.plasmatouch2;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import java.util.Random;
//import android.util.Log;
public class PlasmaSurfaceRenderer implements GLSurfaceView.Renderer
{
private FloatBuffer _rect_vb;
private final String _vs_code[] =
{
"attribute vec4 a_position;",
"void main()",
"{",
" gl_Position = a_position;",
"}"
};
private final String _fs_code[] =
{
"precision mediump float;",
"uniform float u_r_freq;",
"uniform float u_g_freq;",
"uniform float u_b_freq;",
"uniform float u_r_phase;",
"uniform float u_g_phase;",
"uniform float u_b_phase;",
"uniform float u_shift;",
"uniform float u_touch_x;",
"uniform float u_touch_y;",
"void main()",
"{",
" float x = gl_FragCoord.x;",
" float y = gl_FragCoord.y;",
" vec2 xy = gl_FragCoord.xy;",
" vec2 xy_minus_center = xy - vec2(u_touch_x, u_touch_y);",
" float param = floor(512.0 + 128.0*sin(x/16.0) + 128.0*sin(y/32.0) +"+
"128.0*sin(length(xy_minus_center)/8.0) +"+
"128.0*sin(length(xy)/8.0))/4.0;",
" param = mod(param + u_shift, 256.0);",
" float r = 0.5 + 0.5*sin(param*u_r_freq + u_r_phase);",
" float g = 0.5 + 0.5*sin(param*u_g_freq + u_g_phase);",
" float b = 0.5 + 0.5*sin(param*u_b_freq + u_b_phase);",
" gl_FragColor = vec4(r, g, b, 1.0);",
"}"
};
private int _width;
private int _height;
private float _u_r_freq;
private float _u_g_freq;
private float _u_b_freq;
private float _u_r_phase;
private float _u_g_phase;
private float _u_b_phase;
private float _u_shift;
private float _u_touch_x;
private float _u_touch_y;
private int _program;
private int _a_position_handle;
private int _u_r_freq_handle;
private int _u_g_freq_handle;
private int _u_b_freq_handle;
private int _u_r_phase_handle;
private int _u_g_phase_handle;
private int _u_b_phase_handle;
private int _u_shift_handle;
private int _u_touch_x_handle;
private int _u_touch_y_handle;
private boolean _touch_update = true;
private void initShapes()
{
float[] rect_coords = {
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, -1.0f,0.0f
};
ByteBuffer bb = ByteBuffer.allocateDirect(rect_coords.length * 4);
bb.order(ByteOrder.nativeOrder());
_rect_vb = bb.asFloatBuffer();
_rect_vb.put(rect_coords);
_rect_vb.position(0);
}
private void initParams()
{
Random rand = new Random();
_u_r_freq = (float)(2*Math.PI/256.0*(rand.nextInt(5) + 1));
_u_g_freq = (float)(2*Math.PI/256.0*(rand.nextInt(5) + 1));
_u_b_freq = (float)(2*Math.PI/256.0*(rand.nextInt(5) + 1));
_u_r_phase = (float)(Math.PI*(rand.nextInt(9) + 1));
_u_g_phase = (float)(Math.PI*(rand.nextInt(9) + 1));
_u_b_phase = (float)(Math.PI*(rand.nextInt(9) + 1));
_u_touch_x = _width/2;
_u_touch_y = _height/2;
_u_shift = 0.0f;
}
private int loadShader(int type, String shader_code)
{
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shader_code);
GLES20.glCompileShader(shader);
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
//Check the compile status of your shaders
//if you don't see anything on the screen
//Log.d("compile status", "" + compileStatus[0]);
return shader;
}
public void setTouchCoords(float x, float y)
{
_u_touch_x = x;
//Touch coords are in a coord. system with y origin at top-left
//but, by default, the fragment shader uses a coord. system
//with the y-origin at bottom left.
_u_touch_y = _height - y;
_touch_update = true;
}
public void onSurfaceCreated(GL10 unused, EGLConfig config)
{
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
StringBuilder sb = new StringBuilder(600);
for (String str: _vs_code)
{
sb.append(str + "\n");
}
int vertex_shader = loadShader(GLES20.GL_VERTEX_SHADER, sb.toString());
sb = new StringBuilder(600);
for (String str: _fs_code)
{
sb.append(str + "\n");
}
int fragment_shader = loadShader(GLES20.GL_FRAGMENT_SHADER, sb.toString());
_program = GLES20.glCreateProgram();
GLES20.glAttachShader(_program, vertex_shader);
GLES20.glAttachShader(_program, fragment_shader);
GLES20.glLinkProgram(_program);
GLES20.glUseProgram(_program);
_a_position_handle = GLES20.glGetAttribLocation(_program, "a_position");
_u_r_freq_handle = GLES20.glGetUniformLocation(_program, "u_r_freq");
_u_g_freq_handle = GLES20.glGetUniformLocation(_program, "u_g_freq");
_u_b_freq_handle = GLES20.glGetUniformLocation(_program, "u_b_freq");
_u_r_phase_handle = GLES20.glGetUniformLocation(_program, "u_r_phase");
_u_g_phase_handle = GLES20.glGetUniformLocation(_program, "u_g_phase");
_u_b_phase_handle = GLES20.glGetUniformLocation(_program, "u_b_phase");
_u_shift_handle = GLES20.glGetUniformLocation(_program, "u_shift");
_u_touch_x_handle = GLES20.glGetUniformLocation(_program, "u_touch_x");
_u_touch_y_handle = GLES20.glGetUniformLocation(_program, "u_touch_y");
GLES20.glEnableVertexAttribArray(_a_position_handle);
}
public void onSurfaceChanged(GL10 unused, int width, int height)
{
_width = width;
_height = height;
initShapes();
initParams();
GLES20.glVertexAttribPointer(_a_position_handle, 3, GLES20.GL_FLOAT, false, 0, _rect_vb);
GLES20.glUniform1f(_u_r_freq_handle, _u_r_freq);
GLES20.glUniform1f(_u_g_freq_handle, _u_g_freq);
GLES20.glUniform1f(_u_b_freq_handle, _u_b_freq);
GLES20.glUniform1f(_u_r_phase_handle, _u_r_phase);
GLES20.glUniform1f(_u_g_phase_handle, _u_g_phase);
GLES20.glUniform1f(_u_b_phase_handle, _u_b_phase);
GLES20.glViewport(0, 0, width, height);
}
public void onDrawFrame(GL10 unused)
{
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUniform1f(_u_shift_handle, _u_shift);
if ( _touch_update )
{
GLES20.glUniform1f(_u_touch_x_handle, _u_touch_x);
GLES20.glUniform1f(_u_touch_y_handle, _u_touch_y);
_touch_update = false;
}
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
_u_shift = (float)((_u_shift + 4.0) % 1073741824);
}
}