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