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processing4/android/examples/OpenGL/Shaders/FXAA/FXAA.pde
2012-06-04 14:22:52 +00:00

96 lines
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// This example uses a FxAA post-processing filter for fast
// fullscreen antialiasing:
// http://www.kotaku.com.au/2011/12/what-is-fxaa/
//
// Press any key to enable/disable the shader.
PGraphics canvas;
boolean drawing = false;
PGraphicsOpenGL pg;
PShader shader;
boolean usingShader;
String message;
float msgLen;
void setup() {
size(displayWidth, displayHeight, P2D);
orientation(LANDSCAPE);
noSmooth(); // doesn't realy matter, as mobile devices don't have anti-aliasing anyways
canvas = createGraphics(width, height, P2D);
canvas.noSmooth();
pg = (PGraphicsOpenGL) g;
shader = pg.loadShader("fxaa.glsl", PShader.TEXTURED);
pg.setShader(shader, PShader.TEXTURED);
usingShader = true;
canvas.beginDraw();
canvas.background(255);
canvas.stroke(0);
canvas.strokeWeight(15);
canvas.strokeCap(ROUND);
canvas.endDraw();
PFont font = createFont("Arial", 18);
textFont(font);
updateMessage();
drawing = false;
}
public void draw() {
if (drawing) {
canvas.beginDraw();
if (1 < dist(mouseX, mouseY, pmouseX, pmouseY)) {
canvas.line(pmouseX, pmouseY, mouseX, mouseY);
}
canvas.endDraw();
}
image(canvas, 0, 0);
drawMessage();
}
public void mousePressed() {
if (!drawing && width - msgLen < mouseX && height - 23 < mouseY) {
if (usingShader) {
pg.defaultShader(PShader.TEXTURED);
usingShader = false;
} else {
pg.setShader(shader, PShader.TEXTURED);
usingShader = true;
}
updateMessage();
} else {
drawing = true;
}
}
void mouseReleased() {
drawing = false;
}
void updateMessage() {
if (usingShader) {
message = "Anti-aliasing enabled";
} else {
message = "Anti-aliasing disabled";
}
msgLen = textWidth(message);
}
void drawMessage() {
if (usingShader) {
// We need the default texture shader to
// render text.
pg.defaultShader(PShader.TEXTURED);
}
fill(0);
text(message, width - msgLen, height - 5);
if (usingShader) {
pg.setShader(shader, PShader.TEXTURED);
}
}