Revision 1e672c1d
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java | ||
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39 | 39 |
private static int[] mNumEffectsH = new int[MAIN_VARIANTS]; |
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private static int[] mNameH = new int[MAIN_VARIANTS]; |
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private static int[] mUniformsH = new int[MAIN_VARIANTS]; |
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private static int[] mTagH = new int[MAIN_VARIANTS];
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private static int[] mAssociationH= new int[MAIN_VARIANTS];
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private static int[] mInflateH = new int[MAIN_VARIANTS]; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
60 | 60 |
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static void uniforms(int mProgramH, int variant) |
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{ |
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mNumEffectsH[variant]= GLES30.glGetUniformLocation( mProgramH, "vNumEffects"); |
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mNameH[variant] = GLES30.glGetUniformLocation( mProgramH, "vName"); |
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mUniformsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vUniforms"); |
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mTagH[variant] = GLES30.glGetUniformLocation( mProgramH, "vTag");
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mInflateH[variant] = GLES30.glGetUniformLocation( mProgramH, "u_Inflate"); |
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mNumEffectsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
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mNameH[variant] = GLES30.glGetUniformLocation( mProgramH, "vName");
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mUniformsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
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mAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vAssociation");
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mInflateH[variant] = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
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68 | 68 |
} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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for(int i=0; i<mNumEffects; i++) |
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{ |
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mCurrentDuration[i] += step; |
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mTag[i] = mEffects[i].getTag();
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mAssociation[i] = mEffects[i].getAssociation();
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if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) ) |
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{ |
... | ... | |
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if( mNumEffects>0 ) |
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{ |
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GLES30.glUniform1iv( mNameH[variant] , mNumEffects, mName ,0);
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GLES30.glUniform1iv( mTagH[variant] , mNumEffects, mTag ,0);
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GLES30.glUniform4fv( mUniformsH[variant],(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
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GLES30.glUniform1iv( mNameH[variant] , mNumEffects, mName , 0);
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GLES30.glUniform1iv( mAssociationH[variant], mNumEffects, mAssociation, 0);
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GLES30.glUniform4fv( mUniformsH[variant] ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms , 0);
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112 | 112 |
} |
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} |
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} |
Also available in: Unified diff
Change 'tag' to a more appropriate name - 'association'.