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Revision edc4a0e4

Added by Leszek Koltunski almost 6 years ago

Make the Sink effect fully 3D.

View differences:

src/main/java/org/distorted/examples/earth/EarthRenderer.java
50 50
import org.distorted.library.type.Dynamic3D;
51 51
import org.distorted.library.type.DynamicQuat;
52 52
import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static2D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.library.type.Static5D;
55 57

  
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import java.io.IOException;
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import java.io.InputStream;
......
64 66
class EarthRenderer implements GLSurfaceView.Renderer
65 67
{
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    private static final int   SIZE    =     500;
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    private static final int   RADIUS_V= SIZE/10;
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    private static final int   RADIUS_V= SIZE/ 8;
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    private static final int   RADIUS_F= SIZE/15;
69 71
    private static final int   LEVEL   =      32;
70 72
    private static final float FOV     =   30.0f;
......
87 89
    private Static3D mRegionF;
88 90
    private Static4D mRegionV;
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    private Static1D mStrength;
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    private Static2D mPinch;
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    private Static1D mSwirl;
90 94

  
91 95
    Static4D mQuat1, mQuat2;
92 96
    int mScreenMin;
......
109 113
      mMove       = new Static3D(0,0,0);
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      mScaleFactor= new Static3D(1,1,1);
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      mCenter     = new Static3D(0,0,0);
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      mPinch      = new Static2D(0.5f,0.0f);
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      mSwirl      = new Static1D(45.0f);
112 118

  
113 119
      Dynamic3D scale = new Dynamic3D(0,0.5f);
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      scale.add(mScaleFactor);
......
204 210

  
205 211
      Static3D center = new Static3D( (0.5f+x)*mObjWidth, (0.5f+y)*mObjHeight, (0.5f+z)*mObjDepth);
206 212

  
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      //android.util.Log.e("earth", "center "+(x*mObjWidth)+" "+(y*mObjHeight)+" "+(z*mObjDepth));
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      //android.util.Log.e("earth", "longitude: "+longitude+" latitude:"+latitude);
209

  
210 213
      switch(name)
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        {
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        case DISTORT          : vector = new Static3D( +x*mObjWidth/CORR, +y*mObjHeight/CORR, +z*mObjDepth/CORR);
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                                effect = new VertexEffectDistort( vector, center, mRegionV); break;
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                                effect = new VertexEffectDistort(   vector, center, mRegionV); break;
214 217
        case DEFORM           : vector = new Static3D( +x*mObjWidth/CORR, +y*mObjHeight/CORR, +z*mObjDepth/CORR);
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                                effect = new VertexEffectDeform ( vector, center, mRegionV); break;
216
        /*
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        case SINK             : effect = new VertexEffectSink   (mDyn1, center, mRegionV); break;
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        case PINCH            : effect = new VertexEffectPinch  (mDyn2, center, mRegionV); break;
219
        case SWIRL            : effect = new VertexEffectSwirl  (mDyn1, center, mRegionV); break;
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        case WAVE             : effect = new VertexEffectWave   (mDyn5, center, mRegionV); break;
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        */
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                                effect = new VertexEffectDeform (   vector, center, mRegionV); break;
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        case SINK             : effect = new VertexEffectSink   (mStrength, center, mRegionV); break;
220
        case PINCH            : effect = new VertexEffectPinch  (mPinch   , center, mRegionV); break;      // Those 3 are not really
221
        case SWIRL            : effect = new VertexEffectSwirl  (mSwirl   , center, mRegionV); break;      // fully 3D effects. They
222
        case WAVE             : Static5D wave = new Static5D( RADIUS_V/2, RADIUS_V/2, 0, 90-latitude, 90); // will not look good
223
                                effect = new VertexEffectWave   (wave     , center, mRegionV); break;      // everywhere on the sphere.
224

  
222 225
        case ALPHA            : effect = new FragmentEffectAlpha     (mStrength,        center, mRegionF, false); break;
223 226
        case SMOOTH_ALPHA     : effect = new FragmentEffectAlpha     (mStrength,        center, mRegionF, true ); break;
224 227
        case CHROMA           : effect = new FragmentEffectChroma    (mStrength, mColor,center, mRegionF, false); break;

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