Revision e50e7ba7
Added by Leszek Koltunski over 4 years ago
src/main/java/org/distorted/examples/movingglow/MovingGlowRenderer.java | ||
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85 | 85 |
Static3D center = new Static3D(0,0,0); |
86 | 86 |
Static3D axis = new Static3D(0,0,1); |
87 | 87 |
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Dynamic1D rot = new Dynamic1D(5000,0.0f); |
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Dynamic1D rot = new Dynamic1D(50000,0.0f);
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89 | 89 |
rot.setMode(Dynamic1D.MODE_JUMP); |
90 | 90 |
rot.add(new Static1D( 0)); |
91 | 91 |
rot.add(new Static1D(360)); |
src/main/java/org/distorted/examples/stencil/StencilRenderer.java | ||
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222 | 222 |
} |
223 | 223 |
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224 | 224 |
mCubeTex.setTexture(bitmap); |
225 |
mFloorTex.setColor(0xff000000); // ARGB
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mFloorTex.setColorARGB(0xff000000);
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226 | 226 |
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227 | 227 |
VertexEffectScale.enable(); |
228 | 228 |
FragmentEffectBrightness.enable(); |
src/main/java/org/distorted/examples/transparency/TransparencyRenderer.java | ||
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209 | 209 |
{ |
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for(int i=0; i<NUM_OBJECTS; i++) |
211 | 211 |
{ |
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mTex[i].setColor(OBJECTS[NUM * i + 3]); |
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mTex[i].setColorARGB(OBJECTS[NUM * i + 3]);
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213 | 213 |
} |
214 | 214 |
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215 | 215 |
VertexEffectScale.enable(); |
src/main/java/org/distorted/examples/wind/WindActivity.java | ||
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56 | 56 |
@Override |
57 | 57 |
protected void onPause() |
58 | 58 |
{ |
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GLSurfaceView view = findViewById(R.id.windSurfaceView);
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WindSurfaceView view = findViewById(R.id.windSurfaceView);
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60 | 60 |
view.onPause(); |
61 |
view.getRenderer().pauseWind(); |
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61 | 62 |
DistortedLibrary.onPause(); |
62 | 63 |
super.onPause(); |
63 | 64 |
} |
... | ... | |
68 | 69 |
protected void onResume() |
69 | 70 |
{ |
70 | 71 |
super.onResume(); |
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GLSurfaceView view = findViewById(R.id.windSurfaceView);
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WindSurfaceView view = findViewById(R.id.windSurfaceView);
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72 | 73 |
view.onResume(); |
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view.getRenderer().resumeWind(); |
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73 | 75 |
} |
74 | 76 |
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75 | 77 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/examples/wind/WindEffectsManager.java | ||
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39 | 39 |
// make the flag horizontal (milliseconds) |
40 | 40 |
private static final long TIME_TO_FALL_DOWN =2000; // time it takes for the flag to |
41 | 41 |
// fall back down if no wind (milliseconds) |
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private long lastTime;
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private long mLastTime, mPausedTime;
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43 | 43 |
private float mWind; |
44 | 44 |
private int mHeight, mWidth; |
45 | 45 |
|
... | ... | |
59 | 59 |
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60 | 60 |
WindEffectsManager(int width, int height) |
61 | 61 |
{ |
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lastTime = 0;
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mLastTime = 0;
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63 | 63 |
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64 | 64 |
mWidth = width; |
65 | 65 |
mHeight= height; |
... | ... | |
149 | 149 |
windFactor42.set0(wave4); |
150 | 150 |
} |
151 | 151 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void pauseWind() |
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{ |
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mPausedTime = System.currentTimeMillis(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void resumeWind() |
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{ |
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long gap = System.currentTimeMillis() - mPausedTime; |
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mLastTime += gap; |
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} |
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152 | 167 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
153 | 168 |
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154 | 169 |
synchronized void increaseWind(long currTime) |
155 | 170 |
{ |
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if( lastTime>0 )
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if( mLastTime>0 )
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157 | 172 |
{ |
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long diff = currTime-lastTime;
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long diff = currTime-mLastTime;
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159 | 174 |
float diffWind = (100.0f*diff/TIME_TO_GET_UP); |
160 | 175 |
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161 | 176 |
mWind += diffWind; |
... | ... | |
164 | 179 |
setWind( (int)mWind ); |
165 | 180 |
} |
166 | 181 |
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lastTime = currTime;
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mLastTime = currTime;
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168 | 183 |
} |
169 | 184 |
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170 | 185 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
171 | 186 |
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172 | 187 |
synchronized void decreaseWind(long currTime) |
173 | 188 |
{ |
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if( lastTime>0 )
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if( mLastTime>0 )
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175 | 190 |
{ |
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long diff = currTime-lastTime;
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long diff = currTime-mLastTime;
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177 | 192 |
float diffWind = (100.0f*diff/TIME_TO_FALL_DOWN); |
178 | 193 |
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179 | 194 |
mWind -= diffWind; |
... | ... | |
182 | 197 |
setWind( (int)mWind ); |
183 | 198 |
} |
184 | 199 |
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lastTime = currTime;
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mLastTime = currTime;
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186 | 201 |
} |
187 | 202 |
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188 | 203 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/examples/wind/WindGust.java | ||
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28 | 28 |
private static final long TIME_PERIOD = 1000; |
29 | 29 |
private int mAvgWind; |
30 | 30 |
private boolean mBlowingNow; |
31 |
private long mLastTime; |
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private long mLastTime, mPausedTime;
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32 | 32 |
private static Random mRnd = new Random(); |
33 | 33 |
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34 | 34 |
WindGust() |
... | ... | |
45 | 45 |
mAvgWind = wind; |
46 | 46 |
} |
47 | 47 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void pauseWind() |
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{ |
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mPausedTime = System.currentTimeMillis(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void resumeWind() |
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{ |
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long gap = System.currentTimeMillis() - mPausedTime; |
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mLastTime += gap; |
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} |
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48 | 63 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
49 | 64 |
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50 | 65 |
boolean isWindBlowingNow(long currTime) |
src/main/java/org/distorted/examples/wind/WindRenderer.java | ||
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102 | 102 |
} |
103 | 103 |
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104 | 104 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
105 |
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void pauseWind() |
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{ |
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if( mGust !=null ) mGust.pauseWind(); |
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if( mManager!=null ) mManager.pauseWind(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void resumeWind() |
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{ |
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if( mGust !=null ) mGust.resumeWind(); |
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if( mManager!=null ) mManager.resumeWind(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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106 | 122 |
public void onDrawFrame(GL10 glUnused) |
107 | 123 |
{ |
108 | 124 |
long time = System.currentTimeMillis(); |
Also available in: Unified diff
1) rename DistortedTexture's setColor to setColorARGB
2) fix the Wiind app to take into account paused time
3) fix the Dynamic so that if a single Dynamic is used more than once (in more than one effect) than it doesn't get adjusted for paused time multiple times.