Revision 1a940548
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/EffectQueueMatrix.java | ||
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{ |
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private static final int NUM_UNIFORMS = 7; |
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private static final int INDEX = EffectTypes.MATRIX.ordinal(); |
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private static float[] mMVPMatrix= new float[16]; |
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private static float[] mTmpMatrix= new float[16]; |
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private static float[] mMVPMatrix = new float[16]; |
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private static float[] mTmpMatrix = new float[16]; |
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private static float[] mViewMatrix= new float[16]; |
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private static int mObjDH; // This is a handle to half a Object dimensions |
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private static int mDepthH; // Handle to the max Depth, i.e (farplane-nearplane)/2 |
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private static int mMVPMatrixH; // pass in the transformation matrix |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// here construct the ModelView Matrix |
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synchronized void send(float[] viewMatrix, DistortedProjection dp)
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synchronized void send(DistortedProjection dp)
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{ |
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Matrix.setIdentityM(viewMatrix, 0);
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Matrix.translateM(viewMatrix, 0, -dp.width/2, dp.height/2, -dp.distance);
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Matrix.setIdentityM(mViewMatrix, 0);
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Matrix.translateM(mViewMatrix, 0, -dp.width/2, dp.height/2, -dp.distance);
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float x,y,z, sx,sy,sz; |
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... | ... | |
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y = mUniforms[NUM_UNIFORMS*i+5]; |
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z = mUniforms[NUM_UNIFORMS*i+6]; |
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Matrix.translateM(viewMatrix, 0, x,-y, z);
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Matrix.rotateM( viewMatrix, 0, mUniforms[NUM_UNIFORMS*i], mUniforms[NUM_UNIFORMS*i+1], mUniforms[NUM_UNIFORMS*i+2], mUniforms[NUM_UNIFORMS*i+3]);
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Matrix.translateM(viewMatrix, 0,-x, y,-z);
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Matrix.translateM(mViewMatrix, 0, x,-y, z);
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Matrix.rotateM( mViewMatrix, 0, mUniforms[NUM_UNIFORMS*i], mUniforms[NUM_UNIFORMS*i+1], mUniforms[NUM_UNIFORMS*i+2], mUniforms[NUM_UNIFORMS*i+3]);
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Matrix.translateM(mViewMatrix, 0,-x, y,-z);
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} |
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else if(mName[i] == EffectNames.QUATERNION.ordinal() ) |
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{ |
... | ... | |
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y = mUniforms[NUM_UNIFORMS*i+5]; |
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z = mUniforms[NUM_UNIFORMS*i+6]; |
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Matrix.translateM(viewMatrix, 0, x,-y, z);
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multiplyByQuat(viewMatrix, mUniforms[NUM_UNIFORMS*i], mUniforms[NUM_UNIFORMS*i+1], mUniforms[NUM_UNIFORMS*i+2], mUniforms[NUM_UNIFORMS*i+3]);
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Matrix.translateM(viewMatrix, 0,-x, y,-z);
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Matrix.translateM(mViewMatrix, 0, x,-y, z);
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multiplyByQuat(mViewMatrix, mUniforms[NUM_UNIFORMS*i], mUniforms[NUM_UNIFORMS*i+1], mUniforms[NUM_UNIFORMS*i+2], mUniforms[NUM_UNIFORMS*i+3]);
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Matrix.translateM(mViewMatrix, 0,-x, y,-z);
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} |
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else if(mName[i] == EffectNames.MOVE.ordinal() ) |
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{ |
... | ... | |
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sy = mUniforms[NUM_UNIFORMS*i+1]; |
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sz = mUniforms[NUM_UNIFORMS*i+2]; |
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Matrix.translateM(viewMatrix, 0, sx,-sy, sz);
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Matrix.translateM(mViewMatrix, 0, sx,-sy, sz);
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} |
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else if(mName[i] == EffectNames.SCALE.ordinal() ) |
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{ |
... | ... | |
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sy = mUniforms[NUM_UNIFORMS*i+1]; |
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sz = mUniforms[NUM_UNIFORMS*i+2]; |
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Matrix.scaleM(viewMatrix, 0, sx, sy, sz);
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Matrix.scaleM(mViewMatrix, 0, sx, sy, sz);
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} |
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else if(mName[i] == EffectNames.SHEAR.ordinal() ) |
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{ |
... | ... | |
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y = mUniforms[NUM_UNIFORMS*i+5]; |
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z = mUniforms[NUM_UNIFORMS*i+6]; |
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Matrix.translateM(viewMatrix, 0, x,-y, z);
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Matrix.translateM(mViewMatrix, 0, x,-y, z);
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viewMatrix[4] += sx*viewMatrix[0]; // Multiply viewMatrix by 1 x 0 0 , i.e. X-shear.
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viewMatrix[5] += sx*viewMatrix[1]; // 0 1 0 0
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viewMatrix[6] += sx*viewMatrix[2]; // 0 0 1 0
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viewMatrix[7] += sx*viewMatrix[3]; // 0 0 0 1
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mViewMatrix[4] += sx*mViewMatrix[0]; // Multiply viewMatrix by 1 x 0 0 , i.e. X-shear.
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mViewMatrix[5] += sx*mViewMatrix[1]; // 0 1 0 0
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mViewMatrix[6] += sx*mViewMatrix[2]; // 0 0 1 0
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mViewMatrix[7] += sx*mViewMatrix[3]; // 0 0 0 1
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viewMatrix[0] += sy*viewMatrix[4]; // Multiply viewMatrix by 1 0 0 0 , i.e. Y-shear.
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viewMatrix[1] += sy*viewMatrix[5]; // y 1 0 0
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viewMatrix[2] += sy*viewMatrix[6]; // 0 0 1 0
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viewMatrix[3] += sy*viewMatrix[7]; // 0 0 0 1
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mViewMatrix[0] += sy*mViewMatrix[4]; // Multiply viewMatrix by 1 0 0 0 , i.e. Y-shear.
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mViewMatrix[1] += sy*mViewMatrix[5]; // y 1 0 0
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mViewMatrix[2] += sy*mViewMatrix[6]; // 0 0 1 0
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mViewMatrix[3] += sy*mViewMatrix[7]; // 0 0 0 1
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viewMatrix[4] += sz*viewMatrix[8]; // Multiply viewMatrix by 1 0 0 0 , i.e. Z-shear.
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viewMatrix[5] += sz*viewMatrix[9]; // 0 1 0 0
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viewMatrix[6] += sz*viewMatrix[10];// 0 z 1 0
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viewMatrix[7] += sz*viewMatrix[11];// 0 0 0 1
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mViewMatrix[4] += sz*mViewMatrix[8]; // Multiply viewMatrix by 1 0 0 0 , i.e. Z-shear.
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mViewMatrix[5] += sz*mViewMatrix[9]; // 0 1 0 0
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mViewMatrix[6] += sz*mViewMatrix[10];// 0 z 1 0
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mViewMatrix[7] += sz*mViewMatrix[11];// 0 0 0 1
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Matrix.translateM(viewMatrix, 0,-x, y, -z);
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Matrix.translateM(mViewMatrix, 0,-x, y, -z);
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} |
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} |
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Matrix.translateM(viewMatrix, 0, mObjHalfX,-mObjHalfY, 0);
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Matrix.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, viewMatrix, 0);
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Matrix.translateM(mViewMatrix, 0, mObjHalfX,-mObjHalfY, 0);
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Matrix.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, mViewMatrix, 0);
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GLES20.glUniform3f( mObjDH , mObjHalfX, mObjHalfY, mObjHalfZ); |
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GLES20.glUniform1f( mDepthH, dp.depth); |
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GLES20.glUniformMatrix4fv(mMVMatrixH , 1, false, viewMatrix, 0);
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GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0); |
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GLES20.glUniformMatrix4fv(mMVMatrixH , 1, false, mViewMatrix, 0);
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GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Minor stuff