100 |
100 |
|
101 |
101 |
switch(mName)
|
102 |
102 |
{
|
103 |
|
case ROTATE : effect = new MatrixEffectRotate(mDyn4, mCenterDyn); break;
|
104 |
|
case QUATERNION : effect = new MatrixEffectQuaternion(mDyn4, mCenterDyn); break;
|
105 |
|
case MOVE : effect = new MatrixEffectMove(mDyn3) ; break;
|
106 |
|
case SCALE : effect = new MatrixEffectScale(mDyn3) ; break;
|
107 |
|
case SHEAR : effect = new MatrixEffectShear(mDyn3, mCenterDyn); break;
|
108 |
|
|
109 |
|
case DISTORT : effect = new VertexEffectDistort(mDyn3, mCenterDyn, mRegionDyn); break;
|
110 |
|
case DEFORM : effect = new VertexEffectDeform(mDyn3, mCenterDyn, mRegionDyn); break;
|
111 |
|
case SINK : effect = new VertexEffectSink(mDyn1, mCenterDyn, mRegionDyn); break;
|
112 |
|
case PINCH : effect = new VertexEffectPinch(mDyn2, mCenterDyn, mRegionDyn); break;
|
113 |
|
case SWIRL : effect = new VertexEffectSwirl(mDyn1, mCenterDyn, mRegionDyn); break;
|
114 |
|
case WAVE : effect = new VertexEffectWave(mDyn5, mCenterDyn, mRegionDyn); break;
|
115 |
|
|
116 |
|
case ALPHA : effect = new FragmentEffectAlpha(mDyn1, mRegionDyn, false); break;
|
|
103 |
case ROTATE : effect = new MatrixEffectRotate (mDyn1, mDyn3, mCenterDyn); break;
|
|
104 |
case QUATERNION : effect = new MatrixEffectQuaternion (mDyn4, mCenterDyn); break;
|
|
105 |
case MOVE : effect = new MatrixEffectMove (mDyn3) ; break;
|
|
106 |
case SCALE : effect = new MatrixEffectScale (mDyn3) ; break;
|
|
107 |
case SHEAR : effect = new MatrixEffectShear (mDyn3, mCenterDyn); break;
|
|
108 |
|
|
109 |
case DISTORT : effect = new VertexEffectDistort (mDyn3, mCenterDyn, mRegionDyn); break;
|
|
110 |
case DEFORM : effect = new VertexEffectDeform (mDyn3, mCenterDyn, mRegionDyn); break;
|
|
111 |
case SINK : effect = new VertexEffectSink (mDyn1, mCenterDyn, mRegionDyn); break;
|
|
112 |
case PINCH : effect = new VertexEffectPinch (mDyn2, mCenterDyn, mRegionDyn); break;
|
|
113 |
case SWIRL : effect = new VertexEffectSwirl (mDyn1, mCenterDyn, mRegionDyn); break;
|
|
114 |
case WAVE : effect = new VertexEffectWave (mDyn5, mCenterDyn, mRegionDyn); break;
|
|
115 |
|
|
116 |
case ALPHA : effect = new FragmentEffectAlpha (mDyn1, mRegionDyn, false); break;
|
117 |
117 |
case SMOOTH_ALPHA : effect = new FragmentEffectAlpha (mDyn1, mRegionDyn, true ); break;
|
118 |
|
case CHROMA : effect = new FragmentEffectChroma(mDyn1, mDyn3, mRegionDyn, false); break;
|
|
118 |
case CHROMA : effect = new FragmentEffectChroma (mDyn1, mDyn3, mRegionDyn, false); break;
|
119 |
119 |
case SMOOTH_CHROMA : effect = new FragmentEffectChroma (mDyn1, mDyn3, mRegionDyn, true ); break;
|
120 |
120 |
case BRIGHTNESS : effect = new FragmentEffectBrightness(mDyn1, mRegionDyn, false); break;
|
121 |
121 |
case SMOOTH_BRIGHTNESS: effect = new FragmentEffectBrightness(mDyn1, mRegionDyn, true ); break;
|
122 |
122 |
case SATURATION : effect = new FragmentEffectSaturation(mDyn1, mRegionDyn, false); break;
|
123 |
123 |
case SMOOTH_SATURATION: effect = new FragmentEffectSaturation(mDyn1, mRegionDyn, true ); break;
|
124 |
|
case CONTRAST : effect = new FragmentEffectContrast(mDyn1, mRegionDyn, false); break;
|
|
124 |
case CONTRAST : effect = new FragmentEffectContrast (mDyn1, mRegionDyn, false); break;
|
125 |
125 |
case SMOOTH_CONTRAST : effect = new FragmentEffectContrast (mDyn1, mRegionDyn, true ); break;
|
126 |
126 |
}
|
127 |
127 |
|
... | ... | |
143 |
143 |
float rx = (mInter[1]-50)/ 50.0f;
|
144 |
144 |
float ry = (mInter[2]-50)/ 50.0f;
|
145 |
145 |
float rz = (mInter[3]-50)/ 50.0f;
|
146 |
|
mSta4.set(an,rx,ry,rz);
|
|
146 |
mSta1.set(an);
|
|
147 |
mSta3.set(rx,ry,rz);
|
147 |
148 |
break;
|
148 |
149 |
case QUATERNION : float qx = (mInter[0]-50)/ 50.0f;
|
149 |
150 |
float qy = (mInter[1]-50)/ 50.0f;
|
... | ... | |
388 |
389 |
mSta3 = new Static3D(0,0,0);
|
389 |
390 |
mDyn3.add(mSta3);
|
390 |
391 |
break;
|
391 |
|
case 4 : if( mName == EffectName.ROTATE || mName == EffectName.QUATERNION )
|
|
392 |
case 4 : if( mName == EffectName.QUATERNION )
|
392 |
393 |
{
|
393 |
394 |
mDyn4 = new Dynamic4D();
|
394 |
395 |
mSta4 = new Static4D(0,0,0,0);
|
Simplify Effect classes.