Revision 513b2e9c
Added by Leszek Koltunski almost 4 years ago
src/main/java/org/distorted/examples/check/CheckRenderer.java | ||
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66 | 66 |
private DistortedScreen mScreen; |
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private int mObjHeight, mObjWidth; |
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private Static3D mScale, mSwirl1, mSwirl2, mDeform1, mDeform2; |
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private Static1D mRadius; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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... | ... | |
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mDeform2= new Static3D(0,0,0); |
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mScale = new Static3D(1,1,1); |
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mRadius = new Static1D(0); |
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mEffects = new DistortedEffects(); |
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mEffects.apply(new MatrixEffectScale(mScale)); |
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... | ... | |
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dDeform.add(mDeform1); |
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dDeform.add(mDeform2); |
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if( !mEffects.apply( new VertexEffectDeform(dDeform,new Static3D(0,0,0)) ) ) |
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if( !mEffects.apply( new VertexEffectDeform(dDeform, mRadius, new Static3D(0,0,0)) ) )
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{ |
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Log.e("Check", "Failed to add Deform effect!"); |
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} |
... | ... | |
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mObjHeight = bitmap.getHeight(); |
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mObjWidth = bitmap.getWidth(); |
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mRadius.set(mObjWidth/2); |
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if( mTexture==null ) mTexture = new DistortedTexture(); |
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mTexture.setTexture(bitmap); |
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Also available in: Unified diff
A lot of changes.
1) main vertex shader: remove support for degree_object. This functionality will hopefully come back when we introduce other than circular regions.
2) MeshBase: remove the need to set a Bounding box (this is the point of the whole thing - we wanted to get rid of this so that the advances in MeshJoined will be easier)
3) Set ground for removing the MeshBase.setStretch / getStretch (another thing needed to advance MeshJoined )
4) since we removed the Bounding box, we need to change the DEFORN effect to have 1 additional parameter, the 'radius' which takes over the function of the bounding box in the vertex shader.
5) since the'res no bounding box, simplify the postprocessing Halo (remove EffectQueueMatrix.magnify() )
6) adjust applications.
After this we will hopefully be ready to introduce MeshBase.preApply(VertexEffect), i.e. bending several simple Meshes with any VertexEffect - including the freshly-introduced PseudoMatrix-Vertex effects like VertexEffectScale - and then combining them into one MeshJoined.