/*
* 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 android.opengl.Matrix;
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 com.ruesga.android.wallpapers.photophase.utils.Utils;
import java.nio.FloatBuffer;
/**
* A transition that applies a translation transition to the picture.
*/
public class FlipTransition extends Transition {
/**
* The enumeration of all possibles translations movements
*/
public enum FLIP_MODES {
/**
* Flip the picture horizontally
*/
HORIZONTAL,
/**
* Flip the picture vertically
*/
VERTICAL
}
private static final int[] VERTEX_SHADER = {R.raw.default_vertex_shader, R.raw.default_vertex_shader};
private static final int[] FRAGMENT_SHADER = {R.raw.default_fragment_shader, R.raw.default_fragment_shader};
private static final float TRANSITION_TIME = 600.0f;
private FLIP_MODES mMode;
private final float[] mTranslationMatrix;
public FlipTransition(Context ctx, TextureManager tm) {
super(ctx, tm, VERTEX_SHADER, FRAGMENT_SHADER);
// Initialized
mTranslationMatrix = new float[16];
reset();
}
/**
* {@inheritDoc}
*/
@Override
public TRANSITIONS getType() {
return TRANSITIONS.FLIP;
}
@Override
public float getTransitionTime() {
return TRANSITION_TIME;
}
@Override
public boolean hasTransitionTarget() {
return true;
}
@Override
public void select(PhotoFrame target) {
super.select(target);
chooseMode();
}
@Override
public void chooseMode() {
FLIP_MODES[] modes = FLIP_MODES.values();
int low = 0;
int high = modes.length - 1;
mMode = modes[Utils.getNextRandom(low, high)];
// mMode = FLIP_MODES.VERTICAL;
}
@Override
public void applyTransition(float delta, float[] matrix, float offset) {
applyTransition(delta, matrix, offset, delta <= 0.5 ? mTarget : mTransitionTarget);
}
private void applyTransition(float delta, float[] matrix, float offset, PhotoFrame target) {
// Retrieve the index of the structures
int index = delta <= 0.5f ? 0 : 1;
// Bind default FBO
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLESUtil.glesCheckError("glBindFramebuffer");
// Set the program
useProgram(index);
// Disable blending
GLES20.glDisable(GLES20.GL_BLEND);
GLESUtil.glesCheckError("glDisable");
// 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[index], 0);
GLESUtil.glesCheckError("glBindTexture");
// Texture
FloatBuffer textureBuffer = target.getTextureBuffer();
textureBuffer.position(0);
GLES20.glVertexAttribPointer(mTextureCoordHandlers[index], 2, GLES20.GL_FLOAT, false, 0, textureBuffer);
GLESUtil.glesCheckError("glVertexAttribPointer");
GLES20.glEnableVertexAttribArray(mTextureCoordHandlers[index]);
GLESUtil.glesCheckError("glEnableVertexAttribArray");
// Position
FloatBuffer positionBuffer = target.getPositionBuffer();
positionBuffer.position(0);
GLES20.glVertexAttribPointer(mPositionHandlers[index], 2, GLES20.GL_FLOAT, false, 0, positionBuffer);
GLESUtil.glesCheckError("glVertexAttribPointer");
GLES20.glEnableVertexAttribArray(mPositionHandlers[index]);
GLESUtil.glesCheckError("glEnableVertexAttribArray");
// Calculate the delta angle and the translation and rotate parameters
float angle = (delta * 90) / 0.5f;
if (index == 1) {
angle = 90 - ((delta - 0.5f) * 90) / 0.5f;
}
float translateX = 0.0f;
float translateY = 0.0f;
float rotateX = 0.0f;
float rotateY = 0.0f;
switch (mMode) {
case HORIZONTAL:
rotateY = -1.0f;
translateX = (mTarget.getFrameVertex()[2] -
((mTarget.getFrameVertex()[2] - mTarget.getFrameVertex()[0]) / 2)) * -1;
break;
case VERTICAL:
rotateX = -1.0f;
translateY = (mTarget.getFrameVertex()[5] -
((mTarget.getFrameVertex()[5] - mTarget.getFrameVertex()[1]) / 2)) * -1;
break;
default:
break;
}
// Apply the projection and view transformation
Matrix.setIdentityM(matrix, 0);
if (offset != 0.0f) {
Matrix.translateM(matrix, 0, offset, 0.0f, 0.0f);
}
Matrix.translateM(mTranslationMatrix, 0, matrix, 0, -translateX, -translateY, 0.0f);
Matrix.rotateM(mTranslationMatrix, 0, mTranslationMatrix, 0, angle, rotateX, rotateY, 0.0f);
Matrix.translateM(mTranslationMatrix, 0, mTranslationMatrix, 0, translateX, translateY, 0.0f);
GLES20.glUniformMatrix4fv(mMVPMatrixHandlers[index], 1, false, mTranslationMatrix, 0);
GLESUtil.glesCheckError("glUniformMatrix4fv");
// Draw
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLESUtil.glesCheckError("glDrawElements");
// Disable attributes
GLES20.glDisableVertexAttribArray(mPositionHandlers[index]);
GLESUtil.glesCheckError("glDisableVertexAttribArray");
GLES20.glDisableVertexAttribArray(mTextureCoordHandlers[index]);
GLESUtil.glesCheckError("glDisableVertexAttribArray");
}
}