Revision 194ab46f
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/EffectQueueMatrix.java | ||
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package org.distorted.library; |
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import android.opengl.GLES20;
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import android.opengl.GLES30;
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import android.opengl.Matrix; |
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import org.distorted.library.message.EffectMessage; |
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static void getUniforms(int mProgramH) |
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{ |
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mObjDH = GLES20.glGetUniformLocation(mProgramH, "u_objD");
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mDepthH = GLES20.glGetUniformLocation(mProgramH, "u_Depth");
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mMVPMatrixH= GLES20.glGetUniformLocation(mProgramH, "u_MVPMatrix");
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mMVMatrixH = GLES20.glGetUniformLocation(mProgramH, "u_MVMatrix");
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mObjDH = GLES30.glGetUniformLocation(mProgramH, "u_objD");
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mDepthH = GLES30.glGetUniformLocation(mProgramH, "u_Depth");
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mMVPMatrixH= GLES30.glGetUniformLocation(mProgramH, "u_MVPMatrix");
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mMVMatrixH = GLES30.glGetUniformLocation(mProgramH, "u_MVMatrix");
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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{ |
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constructMatrices(df,halfX,halfY); |
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GLES20.glUniform3f( mObjDH , halfX, halfY, halfZ);
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GLES20.glUniform1f( mDepthH, df.mDepth);
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GLES20.glUniformMatrix4fv(mMVMatrixH , 1, false, mViewMatrix, 0);
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GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
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GLES30.glUniform3f( mObjDH , halfX, halfY, halfZ);
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GLES30.glUniform1f( mDepthH, df.mDepth);
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GLES30.glUniformMatrix4fv(mMVMatrixH , 1, false, mViewMatrix, 0);
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GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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Matrix.translateM(mTmpMatrix, 0, halfX-df.mWidth/2, df.mHeight/2-halfY, -df.mDistance); |
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Matrix.multiplyMM(mMVPMatrix, 0, df.mProjectionMatrix, 0, mTmpMatrix, 0); |
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GLES20.glUniform3f( mObjDH , halfX, halfY, halfZ);
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GLES20.glUniform1f( mDepthH, df.mDepth);
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GLES20.glUniformMatrix4fv(mMVMatrixH , 1, false, mTmpMatrix, 0);
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GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0);
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GLES30.glUniform3f( mObjDH , halfX, halfY, halfZ);
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GLES30.glUniform1f( mDepthH, df.mDepth);
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GLES30.glUniformMatrix4fv(mMVMatrixH , 1, false, mTmpMatrix, 0);
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GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Try using OpenGL ES 3.0 everywhere (but if device does not support it, try creating 2.0 context - this is important because of the emulator!)