Revision 513b2e9c
Added by Leszek Koltunski almost 4 years ago
src/main/java/org/distorted/examples/movingeffects/MovingEffectsSurfaceView.java | ||
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66 | 66 |
private int mCurrEffect; |
67 | 67 |
private int mSize1, mSize2; |
68 | 68 |
private Static3D mDeform; |
69 |
private Static1D mRadius; |
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69 | 70 |
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private MovingEffectsRenderer mRenderer; |
71 | 72 |
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... | ... | |
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mCenter = new Dynamic3D(LOOP_TIME,0.0f); |
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mDeform = new Static3D(0,0,0.15f); |
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mRadius = new Static1D(0); |
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91 | 93 |
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if(!isInEditMode()) |
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{ |
... | ... | |
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Static3D regionFrag = new Static3D(0.15f,0.15f,0.15f); |
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Static4D regionVert = new Static4D(0,0,0,0.15f); |
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mEffectDeform = new VertexEffectDeform ( mDeform , mCenter, regionVert); |
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mEffectDeform = new VertexEffectDeform ( mDeform , mRadius, mCenter, regionVert);
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mEffectSink = new VertexEffectSink (new Static1D(10) , mCenter, regionVert); |
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mEffectSwirl = new VertexEffectSwirl (new Static1D(30) , mCenter, regionVert); |
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mEffectAlpha = new FragmentEffectAlpha (new Static1D(0.5f), mCenter, regionFrag, true); |
... | ... | |
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mScrWidth = width; |
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mScrHeight = height; |
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mRadius.set(max/2); |
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mSize1 = max/200; |
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mSize2 = max/80; |
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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.