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Revision d79a56d3

Added by Leszek Koltunski about 7 years ago

Major refactoring: convert the Matrix Effects to be independent of the resolution of the surface we render to.

Re-write the first 15 apps to work with this.

View differences:

src/main/java/org/distorted/examples/catanddog/CatAndDogRenderer.java
134 134
    
135 135
    public void onSurfaceChanged(GL10 glUnused, int width, int height) 
136 136
      {
137
      int duration = 10000;   // 10 seconds
138
      
137
      // 1 cycle = 10000 ms = 10 seconds long
138
      int duration = 10000;
139

  
140
      // First abort all effect we might have had before
141
      // (we will if we got here from a brief stay in the background)
142
      mEffects.abortEffects(EffectTypes.MATRIX);
143

  
144
      // Now start applying the effects. Matrix effects are, like the name suggests, multiplications
145
      // of the Mesh by certain Projective Transformation Matrix. As such, those are - confusingly -
146
      // applied in exactly the opposite order than given, i.e. here the last SCALE would be the
147
      // first effect applied to each vertex of our Mesh, followed by a ROTATION, and only then by
148
      // the MOVE !
149

  
150
      // MOVES /////////
151
      // Now, after the SCALE and ROTATE, the center of our Mesh is still exactly at the center of
152
      // the Screen. Thus we move the Mesh back and forth between (0.5,0.5,0) and (-0.5,-0.5,0) ,
153
      // i.e. between the lower right and upper left corners of the screen.
139 154
      Dynamic3D diMove = new Dynamic3D(duration,0.0f);
140
      diMove.add(new Static3D(width-bmpWidth,height-bmpHeight,0));
141
      diMove.add(new Static3D(0,0,0));
142
      
143
      Dynamic3D diScale = new Dynamic3D(duration,0.0f);
144
      diScale.add(new Static3D(1,1,1));
145
      diScale.add(new Static3D(0.33f,0.33f,1));
146
      
155
      Static3D lowerRight = new Static3D( +0.5f, +0.5f, 0);
156
      Static3D upperLeft  = new Static3D( -0.5f, -0.5f, 0);
157
      diMove.add(lowerRight);
158
      diMove.add(upperLeft);
159
      mEffects.move(diMove);
160

  
161
      // ROTATION //////
162
      // Now, after the SCALE, our Texture is positioned at the center of the screen - coords (0,0,0).
163
      // Rotate the whole Mesh around this point, along the (0,0,1) axis (i.e. vector perpendicular to
164
      // the surface of the screen) starting from 0 degrees to 360 and back.
147 165
      Dynamic1D diRotate = new Dynamic1D(duration,0.0f);
148 166
      diRotate.add(new Static1D(  0));
149 167
      diRotate.add(new Static1D(360));
150
      
151
      mEffects.abortEffects(EffectTypes.MATRIX);
152

  
153
      mEffects.move(diMove);
168
      Static3D axis = new Static3D(0,0,1);
169
      Static3D center = new Static3D(0,0,0);
170
      mEffects.rotate( diRotate, axis, center );
171

  
172
      // SCALING ///////
173
      // Before we apply any effects, at the very start, out Mesh skinned by the 'Cat and Dog' texture
174
      // fills up the whole Screen. First we need to scale it down so that the resolution of the
175
      // original 'Cat and Dog' bitmap are preserved, (qx/qy part) and also apply a Dynamic switching
176
      // the size from 80% of the Screen to 20% and back.
177
      Dynamic3D diScale = new Dynamic3D(duration,0.0f);
178
      float qx = (float)width /bmpWidth;
179
      float qy = (float)height/bmpHeight;
180
      float start_scale = 0.8f;
181
      float end_scale   = 0.2f;
182
      diScale.add(qx<qy ? (new Static3D( start_scale,start_scale*qx/qy,1)) : (new Static3D(start_scale*qy/qx,start_scale,1)));
183
      diScale.add(qx<qy ? (new Static3D( end_scale  ,end_scale  *qx/qy,1)) : (new Static3D(end_scale  *qy/qx,end_scale  ,1)));
154 184
      mEffects.scale(diScale);
155
      mEffects.rotate( diRotate, new Static3D(0,0,1), new Static3D(bmpWidth/2,bmpHeight/2,0) );
156 185

  
186
      // Finally, tell the Screen itself the underlying OpenGL surface has changed dimensions.
157 187
      mScreen.resize(width, height);
158 188
      }
159 189
}

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