/*
* Copyright (C) 2015 Jorge Ruesga
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.ruesga.android.wallpapers.photophase.transitions;
import android.content.Context;
import android.opengl.GLES20;
import com.ruesga.android.wallpapers.photophase.PhotoFrame;
import com.ruesga.android.wallpapers.photophase.R;
import com.ruesga.android.wallpapers.photophase.textures.TextureManager;
import com.ruesga.android.wallpapers.photophase.transitions.Transitions.TRANSITIONS;
import com.ruesga.android.wallpapers.photophase.utils.GLESUtil;
import java.nio.FloatBuffer;
/**
* A transition that applies a fade transition to the picture.
*/
public class BlurTransition extends Transition {
private static final float TRANSITION_TIME = 1500.0f;
private static final int[] VERTEX_SHADER = {R.raw.blur_vertex_shader};
private static final int[] FRAGMENT_SHADER = {R.raw.blur_fragment_shader};
private static final float MAX_BLUR_STRENGTH = 48.0f;
private int mStrengthHandle;
public BlurTransition(Context ctx, TextureManager tm) {
super(ctx, tm, VERTEX_SHADER, FRAGMENT_SHADER);
mStrengthHandle = GLES20.glGetUniformLocation(mProgramHandlers[0], "strength");
GLESUtil.glesCheckError("glGetUniformLocation");
}
@Override
public TRANSITIONS getType() {
return TRANSITIONS.BLUR;
}
@Override
public float getTransitionTime() {
return TRANSITION_TIME;
}
@Override
public boolean hasTransitionTarget() {
return true;
}
@Override
public void applyTransition(float delta, float[] matrix, float offset) {
if (delta <= 0.5) {
// Draw the src target
float strength = delta * 2.0f;
draw(mTarget, matrix, MAX_BLUR_STRENGTH * strength);
} else {
// Draw the dst target
float strength = (1 - delta) * 2.0f;
draw(mTransitionTarget, matrix, MAX_BLUR_STRENGTH * strength);
}
}
private void draw(PhotoFrame target, float[] matrix, float strength) {
// Bind default FBO
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLESUtil.glesCheckError("glBindFramebuffer");
// Use our shader program
useProgram(0);
// Disable blending
GLES20.glDisable(GLES20.GL_BLEND);
GLESUtil.glesCheckError("glDisable");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandlers[0], 1, false, matrix, 0);
GLESUtil.glesCheckError("glUniformMatrix4fv");
// Strength
GLES20.glUniform1f(mStrengthHandle, strength);
GLESUtil.glesCheckError("glUniform1f");
// Texture
FloatBuffer textureBuffer = target.getTextureBuffer();
textureBuffer.position(0);
GLES20.glVertexAttribPointer(mTextureCoordHandlers[0], 2, GLES20.GL_FLOAT, false, 0, textureBuffer);
GLESUtil.glesCheckError("glVertexAttribPointer");
GLES20.glEnableVertexAttribArray(mTextureCoordHandlers[0]);
GLESUtil.glesCheckError("glEnableVertexAttribArray");
// Position
FloatBuffer positionBuffer = target.getPositionBuffer();
positionBuffer.position(0);
GLES20.glVertexAttribPointer(mPositionHandlers[0], 2, GLES20.GL_FLOAT, false, 0, positionBuffer);
GLESUtil.glesCheckError("glVertexAttribPointer");
GLES20.glEnableVertexAttribArray(mPositionHandlers[0]);
GLESUtil.glesCheckError("glEnableVertexAttribArray");
// Set the input texture
int textureHandle = target.getTextureHandle();
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLESUtil.glesCheckError("glActiveTexture");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle);
GLESUtil.glesCheckError("glBindTexture");
GLES20.glUniform1i(mTextureHandlers[0], 0);
GLESUtil.glesCheckError("glUniform1i");
// Draw
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLESUtil.glesCheckError("glDrawElements");
// Disable attributes
GLES20.glDisableVertexAttribArray(mPositionHandlers[0]);
GLESUtil.glesCheckError("glDisableVertexAttribArray");
GLES20.glDisableVertexAttribArray(mTextureCoordHandlers[0]);
GLESUtil.glesCheckError("glDisableVertexAttribArray");
}
@Override
public void recycle() {
super.recycle();
mStrengthHandle = -1;
}
}