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Revision 0f10a0b6

Added by Leszek Koltunski about 4 years ago

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.

View differences:

src/main/java/org/distorted/library/effectqueue/EffectQueueMatrix.java
37 37
  private static float[] mMVPMatrix       = new float[16];
38 38
  private static float[] mModelViewMatrix = new float[16];
39 39

  
40
  private static int[] mBoundingH  = new int[MAIN_VARIANTS];
41 40
  private static int[] mStretchH   = new int[MAIN_VARIANTS];
42 41
  private static int[] mMVPMatrixH = new int[MAIN_VARIANTS];
43 42
  private static int[] mMVMatrixH  = new int[MAIN_VARIANTS];
44 43

  
45
  private static float[] mTmpMatrix = new float[16];
46
  private static float[] mTmpResult = new float[4];
47
  private static float[] mTmpPoint  = new float[4];
48
  private static float mMinX,mMaxX,mMinY,mMaxY;
49

  
50 44
///////////////////////////////////////////////////////////////////////////////////////////////////
51 45
   
52 46
  EffectQueueMatrix()
......
58 52

  
59 53
  static void uniforms(int mProgramH, int variant)
60 54
    {
61
    mBoundingH[variant] = GLES30.glGetUniformLocation(mProgramH, "u_Bounding");
62 55
    mStretchH[variant]  = GLES30.glGetUniformLocation(mProgramH, "u_Stretch");
63 56
    mMVPMatrixH[variant]= GLES30.glGetUniformLocation(mProgramH, "u_MVPMatrix");
64 57
    mMVMatrixH[variant] = GLES30.glGetUniformLocation(mProgramH, "u_MVMatrix");
65 58
    }
66 59

  
67
///////////////////////////////////////////////////////////////////////////////////////////////////
68

  
69
  private void magnifyDir()
70
    {
71
    Matrix.multiplyMV(mTmpResult,0,mTmpMatrix,0,mTmpPoint,0);
72
    float nx = mTmpResult[0]/mTmpResult[3];
73
    float ny = mTmpResult[1]/mTmpResult[3];
74

  
75
    if( nx<mMinX ) mMinX = nx;
76
    if( nx>mMaxX ) mMaxX = nx;
77
    if( ny<mMinY ) mMinY = ny;
78
    if( ny>mMaxY ) mMaxY = ny;
79
    }
80

  
81
///////////////////////////////////////////////////////////////////////////////////////////////////
82
// return a float which describes how much larger an object must be so that it appears to be (about)
83
// 'marginInPixels' pixels larger in each direction. Used in Postprocessing.
84

  
85
  float magnify(float[] projection, int width, int height, float mipmap, MeshBase mesh, float marginInPixels)
86
    {
87
    mMinX = Integer.MAX_VALUE;
88
    mMaxX = Integer.MIN_VALUE;
89
    mMinY = Integer.MAX_VALUE;
90
    mMaxY = Integer.MIN_VALUE;
91

  
92
    mTmpPoint[3] = 1.0f;
93

  
94
    Matrix.multiplyMM(mTmpMatrix, 0, projection, 0, mModelViewMatrix, 0);
95

  
96
    float halfX = mesh.getBoundingX();
97
    float halfY = mesh.getBoundingY();
98
    float halfZ = mesh.getBoundingZ();
99

  
100
    mTmpPoint[0] = +halfX; mTmpPoint[1] = +halfY; mTmpPoint[2] = +halfZ; magnifyDir();
101
    mTmpPoint[0] = +halfX; mTmpPoint[1] = +halfY; mTmpPoint[2] = -halfZ; magnifyDir();
102
    mTmpPoint[0] = +halfX; mTmpPoint[1] = -halfY; mTmpPoint[2] = +halfZ; magnifyDir();
103
    mTmpPoint[0] = +halfX; mTmpPoint[1] = -halfY; mTmpPoint[2] = -halfZ; magnifyDir();
104
    mTmpPoint[0] = -halfX; mTmpPoint[1] = +halfY; mTmpPoint[2] = +halfZ; magnifyDir();
105
    mTmpPoint[0] = -halfX; mTmpPoint[1] = +halfY; mTmpPoint[2] = -halfZ; magnifyDir();
106
    mTmpPoint[0] = -halfX; mTmpPoint[1] = -halfY; mTmpPoint[2] = +halfZ; magnifyDir();
107
    mTmpPoint[0] = -halfX; mTmpPoint[1] = -halfY; mTmpPoint[2] = -halfZ; magnifyDir();
108

  
109
    float xLenInPixels = width *(mMaxX-mMinX)/2;
110
    float yLenInPixels = height*(mMaxY-mMinY)/2;
111

  
112
    // already margin / avg(xLen,yLen) is the size of the halo.
113
    // Here we need a bit more because we are marking not only the halo, but a little bit around
114
    // it as well so that the (blur for example) will be smooth on the edges. Thus the 2.0f.
115
    // ( 4.0 because there is an extra 2.0 from the avg(xLen,yLen) )
116
    //
117
    // mMipmap ( 1.0, 0.5, 0.25, 0.125 ) - we need to make the size of the halo independent
118
    // of postprocessing effect quality.
119

  
120
    return mipmap*4.0f*marginInPixels/( xLenInPixels+yLenInPixels );
121
    }
122

  
123 60
///////////////////////////////////////////////////////////////////////////////////////////////////
124 61

  
125 62
  void compute(long currTime)
......
164 101
    // combined Model-View-Projection matrix
165 102
    Matrix.multiplyMM(mMVPMatrix, 0, projection, 0, mModelViewMatrix, 0);
166 103

  
167
    GLES30.glUniform3f( mBoundingH[variant] , mesh.getBoundingX(), mesh.getBoundingY(), mesh.getBoundingZ());
168 104
    GLES30.glUniform3f( mStretchH[variant]  , mesh.getStretchX() , mesh.getStretchY() , mesh.getStretchZ() );
169 105
    GLES30.glUniformMatrix4fv(mMVMatrixH[variant] , 1, false, mModelViewMatrix, 0);
170 106
    GLES30.glUniformMatrix4fv(mMVPMatrixH[variant], 1, false, mMVPMatrix      , 0);

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