Revision 15aa7d94
Added by Leszek Koltunski almost 7 years ago
src/main/java/org/distorted/library/main/EffectQueueVertex.java | ||
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import org.distorted.library.effect.Effect; |
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import org.distorted.library.effect.VertexEffect; |
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import org.distorted.library.message.EffectMessage; |
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import org.distorted.library.type.Dynamic3D; |
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import org.distorted.library.type.Dynamic4D; |
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import org.distorted.library.type.Static; |
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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; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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class EffectQueueVertex extends EffectQueue |
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{ |
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private static final int NUM_UNIFORMS = 12; |
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private static final int NUM_CACHE = 3; |
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private static final int NUM_UNIFORMS = VertexEffect.NUM_UNIFORMS; |
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private static final int INDEX = Effect.VERTEX; |
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private static int mNumEffectsH; |
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private static int mTypeH;
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private static int mNameH;
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private static int mUniformsH; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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EffectQueueVertex(long id) |
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{ |
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super(id,NUM_UNIFORMS,NUM_CACHE,INDEX);
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super(id,NUM_UNIFORMS,INDEX); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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static void getUniforms(int mProgramH) |
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{ |
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mNumEffectsH= GLES30.glGetUniformLocation( mProgramH, "vNumEffects"); |
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mTypeH = GLES30.glGetUniformLocation( mProgramH, "vType");
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mNameH = GLES30.glGetUniformLocation( mProgramH, "vName");
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mUniformsH = GLES30.glGetUniformLocation( mProgramH, "vUniforms"); |
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} |
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|
... | ... | |
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if( currTime==mTime ) return; |
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if( mTime==0 ) mTime = currTime; |
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long step = (currTime-mTime); |
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for(int i=0; i<mNumEffects; i++) |
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{ |
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mCurrentDuration[i] += step; |
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if( mInter[0][i]!=null )
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if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) )
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{ |
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if( mInter[0][i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) ) |
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{ |
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postprocess(i); |
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for(int j=0; j<mNumListeners; j++) |
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EffectMessageSender.newMessage( mListeners.elementAt(j), EffectMessage.EFFECT_FINISHED, mEffects[i].getID(), mID); |
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for(int j=0; j<mNumListeners; j++) |
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EffectMessageSender.newMessage( mListeners.elementAt(j), |
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EffectMessage.EFFECT_FINISHED, |
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(mID[i]<<Effect.LENGTH)+Effect.VERTEX, |
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mName[i], |
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mObjectID); |
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if( VertexEffect.isUnity(mName[i], mUniforms, NUM_UNIFORMS*i) ) |
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{ |
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remove(i); |
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i--; |
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continue; |
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} |
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else mInter[0][i] = null; |
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} |
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else |
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{ |
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postprocess(i); |
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} |
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if( VertexEffect.isUnity( mEffects[i].getName(), mUniforms, NUM_UNIFORMS*i) ) |
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remove(i--); |
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} |
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if( mInter[1][i]!=null ) mInter[1][i].interpolateMain(mUniforms, NUM_UNIFORMS*i+8, mCurrentDuration[i], step); |
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if( mInter[2][i]!=null ) mInter[2][i].interpolateMain(mCache , NUM_CACHE*i , mCurrentDuration[i], step); |
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} |
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mTime = currTime; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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protected void moveEffect(int index) |
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{ |
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mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ]; |
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mUniforms[NUM_UNIFORMS*index+ 1] = mUniforms[NUM_UNIFORMS*(index+1)+ 1]; |
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mUniforms[NUM_UNIFORMS*index+ 2] = mUniforms[NUM_UNIFORMS*(index+1)+ 2]; |
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mUniforms[NUM_UNIFORMS*index+ 3] = mUniforms[NUM_UNIFORMS*(index+1)+ 3]; |
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mUniforms[NUM_UNIFORMS*index+ 4] = mUniforms[NUM_UNIFORMS*(index+1)+ 4]; |
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mCache[NUM_CACHE*index ] = mCache[NUM_CACHE*(index+1) ]; |
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mCache[NUM_CACHE*index+1] = mCache[NUM_CACHE*(index+1)+1]; |
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mCache[NUM_CACHE*index+2] = mCache[NUM_CACHE*(index+1)+2]; |
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mUniforms[NUM_UNIFORMS*index+ 8] = mUniforms[NUM_UNIFORMS*(index+1)+ 8]; |
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mUniforms[NUM_UNIFORMS*index+ 9] = mUniforms[NUM_UNIFORMS*(index+1)+ 9]; |
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mUniforms[NUM_UNIFORMS*index+10] = mUniforms[NUM_UNIFORMS*(index+1)+10]; |
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mUniforms[NUM_UNIFORMS*index+11] = mUniforms[NUM_UNIFORMS*(index+1)+11]; |
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mTime = currTime; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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synchronized void send(float halfX, float halfY, float halfZ) |
... | ... | |
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{ |
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for(int i=0; i<mNumEffects; i++) |
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{ |
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mUniforms[NUM_UNIFORMS*i+5] = mCache[NUM_CACHE*i ]-halfX;
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mUniforms[NUM_UNIFORMS*i+6] =-mCache[NUM_CACHE*i+1]+halfY;
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mUniforms[NUM_UNIFORMS*i+7] = mCache[NUM_CACHE*i+2]-halfZ;
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mUniforms[NUM_UNIFORMS*i+5] = mUniforms[NUM_UNIFORMS*i+5]-halfX;
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mUniforms[NUM_UNIFORMS*i+6] =-mUniforms[NUM_UNIFORMS*i+6]+halfY;
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mUniforms[NUM_UNIFORMS*i+7] = mUniforms[NUM_UNIFORMS*i+7]-halfZ;
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} |
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GLES30.glUniform1iv( mTypeH , mNumEffects, mName ,0);
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GLES30.glUniform1iv( mNameH , mNumEffects, mName ,0);
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GLES30.glUniform4fv( mUniformsH,(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0); |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Do various post-processing on already computed effects. |
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// 1) here unlike in the fragment queue, we don't have to multiply the points by ModelView matrix because that gets done in the shader. |
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// 2) in case of SWIRL, switch the angles from degrees to radians |
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// 3) likewise in case of WAVE and PINCH |
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// 4) In case of DISTORT, invert the Y-axis |
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private void postprocess(int effect) |
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{ |
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if( mName[effect]==VertexEffect.SWIRL ) |
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{ |
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mUniforms[NUM_UNIFORMS*effect ] = (float)(Math.PI*mUniforms[NUM_UNIFORMS*effect ]/180); |
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} |
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if( mName[effect]==VertexEffect.PINCH ) |
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{ |
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mUniforms[NUM_UNIFORMS*effect+1] = (float)(Math.PI*mUniforms[NUM_UNIFORMS*effect+1]/180); |
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} |
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if( mName[effect]==VertexEffect.WAVE ) |
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{ |
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mUniforms[NUM_UNIFORMS*effect+2] = (float)(Math.PI*mUniforms[NUM_UNIFORMS*effect+2]/180); |
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mUniforms[NUM_UNIFORMS*effect+3] = (float)(Math.PI*mUniforms[NUM_UNIFORMS*effect+3]/180); |
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mUniforms[NUM_UNIFORMS*effect+4] = (float)(Math.PI*mUniforms[NUM_UNIFORMS*effect+4]/180); |
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} |
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if( mName[effect]==VertexEffect.DISTORT ) |
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{ |
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mUniforms[NUM_UNIFORMS*effect+1] =-mUniforms[NUM_UNIFORMS*effect+1]; |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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synchronized long add(VertexEffect ve) |
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{ |
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if( mMax[INDEX]>mNumEffects ) |
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{ |
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if( ve.mDynamic0 != null ) |
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{ |
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mInter[0][mNumEffects] = ve.mDynamic0; |
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} |
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else |
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{ |
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mInter[0][mNumEffects] = null; |
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if( ve.mStatic0 != null ) |
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{ |
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Static s = ve.mStatic0; |
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switch( s.getDimension() ) |
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{ |
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case 5 : mUniforms[NUM_UNIFORMS*mNumEffects + 4] = ((Static5D)s).getV(); |
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case 4 : mUniforms[NUM_UNIFORMS*mNumEffects + 3] = ((Static4D)s).getW(); |
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case 3 : mUniforms[NUM_UNIFORMS*mNumEffects + 2] = ((Static3D)s).getZ(); |
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case 2 : mUniforms[NUM_UNIFORMS*mNumEffects + 1] = ((Static2D)s).getY(); |
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case 1 : mUniforms[NUM_UNIFORMS*mNumEffects ] = ((Static1D)s).getX(); |
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} |
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} |
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} |
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if( ve.mRegion!=null ) |
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{ |
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if( ve.mRegion instanceof Dynamic4D) |
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{ |
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mInter[1][mNumEffects] = (Dynamic4D)ve.mRegion; |
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} |
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else if ( ve.mRegion instanceof Static4D) |
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{ |
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Static4D tmp = (Static4D)ve.mRegion; |
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float z = tmp.getZ(); |
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mUniforms[NUM_UNIFORMS*mNumEffects+ 8] = tmp.getX(); |
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mUniforms[NUM_UNIFORMS*mNumEffects+ 9] =-tmp.getY(); // invert y already |
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mUniforms[NUM_UNIFORMS*mNumEffects+10] = z<=0.0f ? Float.MAX_VALUE : z; |
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mUniforms[NUM_UNIFORMS*mNumEffects+11] = tmp.getW(); |
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mInter[1][mNumEffects] = null; |
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} |
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else return -1; |
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} |
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else |
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{ |
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mUniforms[NUM_UNIFORMS*mNumEffects+ 8] = 0.0f; |
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mUniforms[NUM_UNIFORMS*mNumEffects+ 9] = 0.0f; |
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mUniforms[NUM_UNIFORMS*mNumEffects+10] = Float.MAX_VALUE; |
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mUniforms[NUM_UNIFORMS*mNumEffects+11] = 0.0f; |
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mInter[1][mNumEffects] = null; |
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} |
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if( ve.mCenter instanceof Dynamic3D) |
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{ |
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mInter[2][mNumEffects] = (Dynamic3D)ve.mCenter; |
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} |
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else if( ve.mCenter instanceof Static3D) |
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{ |
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mInter[2][mNumEffects] = null; |
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mCache[NUM_CACHE*mNumEffects ] = ((Static3D)ve.mCenter).getX(); |
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mCache[NUM_CACHE*mNumEffects+1] = ((Static3D)ve.mCenter).getY(); |
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mCache[NUM_CACHE*mNumEffects+2] = ((Static3D)ve.mCenter).getZ(); |
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} |
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long ret= addBase(ve); |
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postprocess(mNumEffects-1); //addBase just incremented mNumEffects |
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return ret; |
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} |
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return -1; |
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} |
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} |
Also available in: Unified diff
Progress with support for Effect classes.