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library / src / main / java / org / distorted / library / effect @ c1fa9e3c

# Date Author Comment
c1fa9e3c 07/30/2020 03:18 PM Leszek Koltunski

When blurring or glowing, we need to CLAMP_TO_EDGE the texture - otherwise part of the blur or glow could appear on the other end of the texture.

8376b7d1 07/20/2020 08:47 PM Leszek Koltunski

Fix the fact that Distort was rotating normals outside of its region!

0273ef2a 07/18/2020 10:39 PM Leszek Koltunski

Fixes for pausing and restarting.

2aeb75aa 06/03/2020 08:25 PM Leszek Koltunski

Update Myanmar flag.

36d65d88 05/29/2020 03:48 PM Leszek Koltunski

Progress making it possible to apply Vertex Effects only to some Components of a Mesh.

1e667536 05/26/2020 12:53 PM Leszek Koltunski

1) Cube: convert it to the latest library. Main difference: objects are rendered better, individual cubits have rounded corners.
2) Examples: some adjustments to MeshJoin & Predeform
3) Library: fix a bug in main_vertex_shader's 'degree' function, which didn't work proprely in case of a vertex which was exactly at the center (i.e. vector PS was zero)

c61b08e4 05/23/2020 08:37 PM Leszek Koltunski

Fix VertexEffectRotate.
'MeshJoin' app now back it its functionality from 'master'

1e672c1d 05/23/2020 12:50 PM Leszek Koltunski

Change 'tag' to a more appropriate name - 'association'.

bc208a9c 05/23/2020 10:30 AM Leszek Koltunski

Introduce 'tags' (soon to be renamed to 'associations') to Mesh and VertexEffect.
A 'tag' is a way to associate a Vertex Effect only to a subgroup of a given Mesh's vertices (more precisely, only to an arbitrary subset of its Components)

e54bfada 05/20/2020 02:43 PM Leszek Koltunski

Have VERTEX_QUATERNION, VERTEX_ROTATE and VERTEX_SHEAR modify inflate vectors.
Split Vertex attribute array into two (the one modified by preapply effects and the one not)

f046b159 05/16/2020 07:54 PM Leszek Koltunski

First attempt at the MeshBase.apply(VertexEffect) API.

bb4755e2 05/05/2020 12:55 PM Leszek Koltunski

Change the Postprocessing effects: separate the radius and the halo.
Reason: we needed a way to specify the size of the halo around a postprocessed object; before it was automatically (and not very correctly) computed from the radius - before we knew the size of the object's bounding box, so this automatic computation was possible. Now we're removing the MashBase.getBounding(0 API, so the size of the halo has to be explicitly given by the user. This way is more correct anyway and gives the user more control (as the Multiblur app proves!)...

0f10a0b6 05/03/2020 11:26 PM Leszek Koltunski

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)...

00be51f0 04/27/2020 09:32 PM Leszek Koltunski

new VertexEffectShear

a918bba1 04/27/2020 08:09 PM Leszek Koltunski

new VertexEffectScale

30d07491 04/27/2020 07:59 PM Leszek Koltunski

bugfix for VertexEffectRotate

9f34a0f6 04/27/2020 03:35 PM Leszek Koltunski

new VertexEffectRotate

e979d285 04/25/2020 12:18 AM Leszek Koltunski

Add the first two VERTEX 'pseudo-matrix' effects: VERTEX_MOVE & VERTEX_QUATERNION i.e. implementations of those two MATRIX effects in VERTEX queue.

The point(s):

1) preparation for the upcoming MeshBase.preApply(VertexEffect effect) API that's going to supersede the current much more limited MeshBase.apply(MatrixEffect effect)...

b7074bc6 04/13/2020 10:31 AM Leszek Koltunski

Lower requirements - now only OpenGL ES 3.0 is required; if running on such platform, OIT part of the API ( which is the only one which actually requires 3.1) is switched off.

23b733db 03/03/2020 10:31 PM Leszek Koltunski

Further corrections.

60945edb 03/03/2020 01:08 PM Leszek Koltunski

Port Listener to the new setStretch-less API.

c90aca24 02/26/2020 03:52 PM Leszek Koltunski

Move the 'pre-multiply mesh before applying any effects' thing from [(Xsize of texture, Ysize of texture) x Mesh's zFactor] to Effects.setStretch(sx,sy,sz)

fa8bc998 02/24/2020 04:31 PM Leszek Koltunski

New API MeshBase.apply(MatrixEffect[])

f953bee0 02/16/2020 10:30 PM Leszek Koltunski

Making the Dialogs more consistent.

7a1fcbeb 12/02/2019 11:09 PM Leszek Koltunski

fix a bug: in certain places when we use reflection, it needs to be getDeclaredMethod and not getMethod because the methods are not public!

20dbec0e 05/11/2019 10:33 PM Leszek Koltunski

Simplify the way applications can get notifications when an effect finishes.

Now, instead of the 'DistortedEffects.(de)registerForNotifications()' 2 APIs, we call a single 'Effect.notifyWhenFinished()'.

46b572b5 05/03/2019 10:46 PM Leszek Koltunski

Correct the Legal notice.

7602a827 05/02/2019 10:41 PM Leszek Koltunski

Rename all the classes that are not exported to application to 'Internal'

569ea22c 04/03/2019 12:37 AM Leszek Koltunski

Add correct normal vectors to the PINCH effect. The effect is now fully 3D.

aee0b581 04/02/2019 09:58 PM Leszek Koltunski

Make the 'PINCH' effect fully 3D (define its acting line in terms of (latitude,longitude) angle pair).

Still, something is not fully working in the Earth app with the effect - investigate.

5f76092f 04/01/2019 11:21 PM Leszek Koltunski

Add (simplified, approximated) shading to the Sink effect, i.e. move the normal vectors.

8fdeecd7 03/29/2019 11:42 PM Leszek Koltunski

Remove unused imports.

f211a191 03/29/2019 09:26 PM Leszek Koltunski

Finish the Rubik app.

4af5bbe6 03/21/2019 03:30 PM Leszek Koltunski

Refactor the 'Generic' app.

dd89c7f4 03/19/2019 01:56 PM Leszek Koltunski

Bugfix: default, MAX region cannot be of Float.MAX_VALUE radius - then in the shader we can have an overflow. Make it 1000000 in radius.

1d25180f 01/24/2019 10:22 PM Leszek Koltunski

Some improvements to the Wind app - still does not look very realistic though :(

50be8733 01/12/2019 04:24 PM Leszek Koltunski

Correct Distort.

353f7580 01/11/2019 11:15 PM Leszek Koltunski

Make Distort truly 3D.

7bebb196 01/04/2019 11:07 PM Leszek Koltunski

Massive: make the coordinate system agree with that of OpenGL (i.e. invert the Y axis).

5e96393c 01/04/2019 12:35 AM Leszek Koltunski

Make the Sink effect fully 3D.

2fef9669 01/03/2019 09:09 PM Leszek Koltunski

Correct the z-axis of the center of fragment effects (it was inverted)

b82a9ac9 01/03/2019 12:49 AM Leszek Koltunski

Progress with the Earth app.

b24e4719 01/02/2019 03:57 PM Leszek Koltunski

Make the Fragment effects truly 3D: change their 4D 'region' into a 3D 'center' (a point in 3D) and 3D 'region' (which is now a set of 3 radii defining an ellipsoid around the center)

Also corresponding changes to the applications.

1f2cb152 12/30/2018 10:49 PM Leszek Koltunski

Further fixes for the new fully 3D vertex region.

4aa38649 12/30/2018 01:37 AM Leszek Koltunski

Redefine the Vertex Region from (x,y,r,unused) to (x,y,z,r). This takes into account the 'Z', which makes it possible to warp only one side of a 3D Mesh like Sphere.

Also corresponding changes in applications.

efaeb2a1 12/18/2018 11:29 PM Leszek Koltunski

Make Matrix effects Rotate and Quaternion actually correct when it comes to the Z-axis. Also corresponding adjustments in apps.

143095f7 12/12/2018 12:11 AM Leszek Koltunski

Minor cleanups.

2f1f7570 12/11/2018 06:03 PM Leszek Koltunski

Properly clean up static varaibles in the Effect classes!

e71dd7fb 12/11/2018 01:04 PM Leszek Koltunski

Improve computation of the thickness of the postprocessing halo - should be independent of the size of underlying object now.
Still it is not completely ok, it appears to depend on the ModelView matrix (use the Effects3D app to rotate the object around Z-axis to see this)

a16bf106 12/10/2018 01:39 PM Leszek Koltunski

Make the Effects3D app a bit more user-friendly.

1b840bc4 07/30/2018 02:49 PM Leszek Koltunski

More progress with Effects3D app.

9e771d06 07/26/2018 02:32 PM Leszek Koltunski

Progress with thr Glow effect - moving glow app looks ok now.

247d8225 07/25/2018 11:54 PM Leszek Koltunski

More progress with a more generic 'preprocess' stage of Postprocessing Effects.

5f7e4f2c 07/24/2018 03:00 PM Leszek Koltunski

Hide the FBO_QUEUE thing inside the library. The queue is running internally now, without public setAsOutputFBO() thing (simplifies writing postprocess effects)

031fbe7a 07/17/2018 01:14 PM Leszek Koltunski

Partially 'fix' Glow effect for the case when FBO_QUEUE_SIZE > 1 (come back to pre-FBO_QUEUE_SIZE level of functionality).
Still, Glow needs to actually get implemented correctly.

ca4521e3 07/05/2018 10:33 PM Leszek Koltunski

Simplify Main OIT shader.

c25273e0 06/29/2018 02:03 PM Leszek Koltunski

Standarize GLSL version across the whole library.

f4d6114c 06/23/2018 11:18 PM Leszek Koltunski

I spoke too soon, the ARM Mali flashing is of course not fixed yet. The previous commit fixed Triblur, but the bug is still reproducible elsewhere (only in the 'postprocessed' apps though).

This commit introduces a circular queue in case of the postprocessing FBOs - with little success though.

040cd18c 06/19/2018 11:04 PM Leszek Koltunski

Port all the 'non-controversial' changes from order-independent-transparency branch.

8dccc3c2 04/12/2018 08:42 PM Leszek Koltunski

Disable blending during postprocessing.

9455da17 04/09/2018 12:03 PM Leszek Koltunski

Fix for bug #28: looks of the borders of a blurred object depend on if the object is the first in the postprocessing bucket.

ae2802b1 04/08/2018 09:07 PM Leszek Koltunski

Postprocessing buffers mBuffer[] are now shared among all postprocessing operations. This saves a lot of memory, but also means that when doing each particular postprocessing, the textures backing up the mBuffer might be too large. We need to fix two things here: when outputting to those too large textures, we need to adjust the Viewport, and when binding those too large textures as input - we need to adjust the TexCoords to compensate....

3493ef61 04/05/2018 10:20 AM Leszek Koltunski

Improve Blur (boundaries should be more white than black)

e136346d 04/04/2018 02:01 PM Leszek Koltunski

New 'Triblur' testapp.

Shows that the Blur effect doesn't fully work (probably it is the 'blitWithDepth' function which needs to be corrected)

e6519ac8 03/27/2018 12:51 PM Leszek Koltunski

Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)

70b6a155 07/14/2017 04:37 PM Leszek Koltunski

Internal API change around postprocessing.

33b0fad7 07/04/2017 09:23 AM Leszek Koltunski

Minor.

7266d8ef 06/30/2017 02:35 PM Leszek Koltunski

Fix quality levels in Glow.

73208cab 06/29/2017 11:47 PM Leszek Koltunski

Debugging Glow.

bed13bea 06/29/2017 08:27 PM Leszek Koltunski

Progress with Glow.

afa15877 06/29/2017 12:35 PM Leszek Koltunski

Bugfix in calculating blur offsets.

7ad20cce 06/28/2017 04:55 PM Leszek Koltunski

Debugging Glow.

a20f274f 06/28/2017 11:16 AM Leszek Koltunski

Simplify Statics.

5b673c85 06/27/2017 02:44 PM Leszek Koltunski

Some progress with GLOW. Still does not look right :)

4b9fe2e9 06/27/2017 01:32 PM Leszek Koltunski

Introduce concepts of 'in' and 'out' postprocessing qualities.

86d322b5 06/27/2017 01:03 PM Leszek Koltunski

Make Postprocessing quality per-effect (rather than applied to the whole queue)

f81ebc3f 06/27/2017 12:19 PM Leszek Koltunski

Javadoc.

6b816678 06/27/2017 11:22 AM Leszek Koltunski

Javadoc.

6ba8be09 06/27/2017 11:10 AM Leszek Koltunski

Javadoc.

faa3ff56 06/27/2017 10:57 AM Leszek Koltunski

Javadoc.

046113dc 06/26/2017 11:42 PM Leszek Koltunski

make RenderState package-local.

3521c6fe 06/26/2017 11:02 PM Leszek Koltunski

move EffectQuality to the effect package.

1149be8f 06/26/2017 09:15 PM Leszek Koltunski

Fixes for dynamic postprocessing.

edd8d7a7 06/26/2017 04:38 PM Leszek Koltunski

Minor

aa2f0486 06/26/2017 04:31 PM Leszek Koltunski

Now all PostprocessEffects are truly self-contained, including dynamic enable() and all shader sources.

041b6dee 06/26/2017 03:44 PM Leszek Koltunski

Simplification in PostprocessEffects

9af837e8 06/21/2017 09:19 PM Leszek Koltunski

Prevent possibility to enable an effect multiple times.

88d8e57c 06/21/2017 12:51 AM Leszek Koltunski

Minor.

7cd24173 06/20/2017 11:51 PM Leszek Koltunski

Move all the knowledge about Vertex and Fragment effects to their respective classes.

1dfc9074 06/19/2017 10:18 PM Leszek Koltunski

All knowledge about Postporcessing moved to the respective Effect classes.

227b03bd 06/19/2017 03:49 PM Leszek Koltunski

Move all knowledge about a MatrixEffect from the EffectQueueMatrix to the classes.

e2e92a29 06/16/2017 03:58 PM Leszek Koltunski

Simplify Effect classes.

a0d5e302 06/16/2017 03:49 PM Leszek Koltunski

Simplify Effect classes.

0dd98279 06/16/2017 03:30 PM Leszek Koltunski

Simplify Effect classes.

a1d92a36 06/15/2017 10:46 PM Leszek Koltunski

Beginnings of support for the unified Data data type.

b4050791 06/13/2017 11:03 AM Leszek Koltunski

Fix 'Cat and Dog' APP. Now 24 out of 31 APPs work.

82d6f93a 06/13/2017 10:11 AM Leszek Koltunski

Bugfix (invert Region's y coord)

2ef5dd9e 06/12/2017 10:56 PM Leszek Koltunski

Bugfixes for the recent 'Effect classes' API change.

7625e47e 06/12/2017 10:09 PM Leszek Koltunski

Bugfix in Effect regions.

9d0d8530 06/12/2017 08:50 PM Leszek Koltunski

Progress with Effect classes - everything compiles now!