Revision 23b733db
Added by Leszek Koltunski over 5 years ago
| src/main/java/org/distorted/library/effect/VertexEffectDeform.java | ||
|---|---|---|
| 113 | 113 |
+ "vec3 center = vUniforms[effect+1].yzw; \n" |
| 114 | 114 |
+ "vec3 ps = center-v; \n" |
| 115 | 115 |
+ "vec3 aPS = abs(ps); \n" |
| 116 |
+ "vec3 maxps = u_objD + abs(center); \n"
|
|
| 116 |
+ "vec3 maxps = u_Bounding + abs(center); \n"
|
|
| 117 | 117 |
+ "float d = degree_region(vUniforms[effect+2],ps); \n" |
| 118 | 118 |
+ "vec3 force = vUniforms[effect].xyz * d; \n" |
| 119 | 119 |
+ "vec3 aForce = abs(force); \n" |
| src/main/java/org/distorted/library/effectqueue/EffectQueue.java | ||
|---|---|---|
| 24 | 24 |
import org.distorted.library.effect.EffectType; |
| 25 | 25 |
import org.distorted.library.main.DistortedLibrary; |
| 26 | 26 |
import org.distorted.library.main.InternalMaster; |
| 27 |
import org.distorted.library.mesh.MeshBase; |
|
| 27 | 28 |
|
| 28 | 29 |
import java.util.ArrayList; |
| 29 | 30 |
import java.util.HashMap; |
| ... | ... | |
| 118 | 119 |
|
| 119 | 120 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 120 | 121 |
|
| 121 |
public static void send( EffectQueue[] queues, float distance, float mipmap,
|
|
| 122 |
float[] projection, float inflate, float halfW, float halfH, float halfZ, int variant )
|
|
| 122 |
public static void send(EffectQueue[] queues, float distance, float mipmap, |
|
| 123 |
float[] projection, float inflate, MeshBase mesh, int variant )
|
|
| 123 | 124 |
{
|
| 124 |
((EffectQueueMatrix )queues[0]).send(distance, mipmap, projection, halfW, halfH, halfZ, variant);
|
|
| 125 |
((EffectQueueMatrix )queues[0]).send(distance, mipmap, projection, mesh, variant);
|
|
| 125 | 126 |
((EffectQueueVertex )queues[1]).send(inflate, variant); |
| 126 | 127 |
((EffectQueueFragment)queues[2]).send(variant); |
| 127 | 128 |
} |
| src/main/java/org/distorted/library/effectqueue/EffectQueueMatrix.java | ||
|---|---|---|
| 24 | 24 |
|
| 25 | 25 |
import org.distorted.library.effect.EffectType; |
| 26 | 26 |
import org.distorted.library.effect.MatrixEffect; |
| 27 |
import org.distorted.library.mesh.MeshBase; |
|
| 27 | 28 |
import org.distorted.library.message.EffectMessageSender; |
| 28 | 29 |
|
| 29 | 30 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 36 | 37 |
private static float[] mMVPMatrix = new float[16]; |
| 37 | 38 |
private static float[] mViewMatrix= new float[16]; |
| 38 | 39 |
|
| 39 |
private static int[] mObjDH = new int[MAIN_VARIANTS]; |
|
| 40 |
private static int[] mBoundingH = new int[MAIN_VARIANTS]; |
|
| 41 |
private static int[] mStretchH = new int[MAIN_VARIANTS]; |
|
| 40 | 42 |
private static int[] mMVPMatrixH = new int[MAIN_VARIANTS]; |
| 41 | 43 |
private static int[] mMVMatrixH = new int[MAIN_VARIANTS]; |
| 42 | 44 |
|
| ... | ... | |
| 56 | 58 |
|
| 57 | 59 |
static void uniforms(int mProgramH, int variant) |
| 58 | 60 |
{
|
| 59 |
mObjDH[variant] = GLES31.glGetUniformLocation(mProgramH, "u_objD"); |
|
| 61 |
mBoundingH[variant] = GLES31.glGetUniformLocation(mProgramH, "u_Bounding"); |
|
| 62 |
mStretchH[variant] = GLES31.glGetUniformLocation(mProgramH, "u_Stretch"); |
|
| 60 | 63 |
mMVPMatrixH[variant]= GLES31.glGetUniformLocation(mProgramH, "u_MVPMatrix"); |
| 61 | 64 |
mMVMatrixH[variant] = GLES31.glGetUniformLocation(mProgramH, "u_MVMatrix"); |
| 62 | 65 |
} |
| ... | ... | |
| 79 | 82 |
// return a float which describes how much larger an object must be so that it appears to be (about) |
| 80 | 83 |
// 'marginInPixels' pixels larger in each direction. Used in Postprocessing. |
| 81 | 84 |
|
| 82 |
float magnify(float[] projection, int width, int height, float mipmap, float halfX, float halfY, float halfZ, float marginInPixels)
|
|
| 85 |
float magnify(float[] projection, int width, int height, float mipmap, MeshBase mesh, float marginInPixels)
|
|
| 83 | 86 |
{
|
| 84 | 87 |
mMinX = Integer.MAX_VALUE; |
| 85 | 88 |
mMaxX = Integer.MIN_VALUE; |
| ... | ... | |
| 90 | 93 |
|
| 91 | 94 |
Matrix.multiplyMM(mTmpMatrix, 0, projection, 0, mViewMatrix, 0); |
| 92 | 95 |
|
| 96 |
float halfX = mesh.getBoundingX(); |
|
| 97 |
float halfY = mesh.getBoundingY(); |
|
| 98 |
float halfZ = mesh.getBoundingZ(); |
|
| 99 |
|
|
| 93 | 100 |
mTmpPoint[0] = +halfX; mTmpPoint[1] = +halfY; mTmpPoint[2] = +halfZ; magnifyDir(); |
| 94 | 101 |
mTmpPoint[0] = +halfX; mTmpPoint[1] = +halfY; mTmpPoint[2] = -halfZ; magnifyDir(); |
| 95 | 102 |
mTmpPoint[0] = +halfX; mTmpPoint[1] = -halfY; mTmpPoint[2] = +halfZ; magnifyDir(); |
| ... | ... | |
| 143 | 150 |
|
| 144 | 151 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 145 | 152 |
|
| 146 |
void send(float distance, float mipmap, float[] projection, float halfX, float halfY, float halfZ, int variant)
|
|
| 153 |
void send(float distance, float mipmap, float[] projection, MeshBase mesh, int variant)
|
|
| 147 | 154 |
{
|
| 148 | 155 |
Matrix.setIdentityM(mViewMatrix, 0); |
| 149 | 156 |
Matrix.translateM(mViewMatrix, 0, 0,0, -distance); |
| ... | ... | |
| 153 | 160 |
for(int i=mNumEffects-1; i>=0; i--) ((MatrixEffect)mEffects[i]).apply(mViewMatrix,mUniforms,i); |
| 154 | 161 |
Matrix.multiplyMM(mMVPMatrix, 0, projection, 0, mViewMatrix, 0); |
| 155 | 162 |
|
| 156 |
GLES31.glUniform3f( mObjDH[variant] , halfX, halfY, halfZ); |
|
| 163 |
GLES31.glUniform3f( mBoundingH[variant] , mesh.getBoundingX(), mesh.getBoundingY(), mesh.getBoundingZ()); |
|
| 164 |
GLES31.glUniform3f( mStretchH[variant] , mesh.getStretchX() , mesh.getStretchY() , mesh.getStretchZ() ); |
|
| 157 | 165 |
GLES31.glUniformMatrix4fv(mMVMatrixH[variant] , 1, false, mViewMatrix, 0); |
| 158 | 166 |
GLES31.glUniformMatrix4fv(mMVPMatrixH[variant], 1, false, mMVPMatrix , 0); |
| 159 | 167 |
} |
| src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.java | ||
|---|---|---|
| 161 | 161 |
MeshBase mesh = node.getMesh(); |
| 162 | 162 |
DistortedEffects effects = node.getEffects(); |
| 163 | 163 |
|
| 164 |
float halfW = mesh.getBoundingX(); |
|
| 165 |
float halfH = mesh.getBoundingY(); |
|
| 166 |
float halfZ = mesh.getBoundingZ(); |
|
| 167 |
|
|
| 168 | 164 |
int width = buffer.getWidth(); |
| 169 | 165 |
int height = buffer.getHeight(); |
| 170 | 166 |
|
| ... | ... | |
| 183 | 179 |
|
| 184 | 180 |
float inflate=0.0f; |
| 185 | 181 |
|
| 186 |
matrix.send(distance, mipmap, projection, halfW, halfH, halfZ, 2);
|
|
| 182 |
matrix.send(distance, mipmap, projection, mesh, 2);
|
|
| 187 | 183 |
|
| 188 | 184 |
if( mHalo!=0.0f ) |
| 189 | 185 |
{
|
| 190 |
inflate = matrix.magnify(projection, width, height, mipmap, halfW, halfH, halfZ, mHalo);
|
|
| 186 |
inflate = matrix.magnify(projection, width, height, mipmap, mesh, mHalo);
|
|
| 191 | 187 |
} |
| 192 | 188 |
|
| 193 | 189 |
vertex.send(inflate,2); |
| src/main/java/org/distorted/library/main/DistortedLibrary.java | ||
|---|---|---|
| 441 | 441 |
GLES31.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) ); |
| 442 | 442 |
mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram); |
| 443 | 443 |
|
| 444 |
float halfX = mesh.getBoundingX(); |
|
| 445 |
float halfY = mesh.getBoundingY(); |
|
| 446 |
float halfZ = mesh.getBoundingZ(); |
|
| 447 | 444 |
float inflate = mesh.getInflate(); |
| 448 | 445 |
float distance = surface.mDistance; |
| 449 | 446 |
float mipmap = surface.mMipmap; |
| 450 | 447 |
float[] projection= surface.mProjectionMatrix; |
| 451 | 448 |
|
| 452 |
EffectQueue.send(queues, distance, mipmap, projection, inflate, halfX, halfY, halfZ, 1 );
|
|
| 449 |
EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 1 );
|
|
| 453 | 450 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() ); |
| 454 | 451 |
|
| 455 | 452 |
if( mesh.getShowNormals() ) |
| 456 | 453 |
{
|
| 457 | 454 |
DistortedLibrary.mMainProgram.useProgram(); |
| 458 |
EffectQueue.send(queues, distance, mipmap, projection, inflate, halfX, halfY, halfZ, 0 );
|
|
| 455 |
EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
|
|
| 459 | 456 |
displayNormals(queues,mesh); |
| 460 | 457 |
} |
| 461 | 458 |
} |
| ... | ... | |
| 473 | 470 |
GLES31.glUniform1i(DistortedLibrary.mMainTextureH, 0); |
| 474 | 471 |
mesh.bindVertexAttribs(DistortedLibrary.mMainProgram); |
| 475 | 472 |
|
| 476 |
float halfX = mesh.getBoundingX(); |
|
| 477 |
float halfY = mesh.getBoundingY(); |
|
| 478 |
float halfZ = mesh.getBoundingZ(); |
|
| 479 | 473 |
float inflate = mesh.getInflate(); |
| 480 | 474 |
float distance = surface.mDistance; |
| 481 | 475 |
float mipmap = surface.mMipmap; |
| 482 | 476 |
float[] projection= surface.mProjectionMatrix; |
| 483 | 477 |
|
| 484 |
EffectQueue.send(queues, distance, mipmap, projection, inflate, halfX, halfY, halfZ, 0 );
|
|
| 478 |
EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
|
|
| 485 | 479 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() ); |
| 486 | 480 |
|
| 487 | 481 |
if( mesh.getShowNormals() ) displayNormals(queues,mesh); |
| src/main/java/org/distorted/library/mesh/MeshBase.java | ||
|---|---|---|
| 69 | 69 |
private float[] mVertAttribs; // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ, TexS,TexT |
| 70 | 70 |
private float mInflate; |
| 71 | 71 |
private float mBoundingX, mBoundingY, mBoundingZ; |
| 72 |
private float mStretchX, mStretchY, mStretchZ; |
|
| 72 | 73 |
|
| 73 | 74 |
private class Component |
| 74 | 75 |
{
|
| ... | ... | |
| 106 | 107 |
mBoundingY = by/2; |
| 107 | 108 |
mBoundingZ = bz/2; |
| 108 | 109 |
|
| 110 |
mStretchX = 1.0f; |
|
| 111 |
mStretchY = 1.0f; |
|
| 112 |
mStretchZ = 1.0f; |
|
| 113 |
|
|
| 109 | 114 |
mShowNormals = false; |
| 110 | 115 |
mInflate = 0.0f; |
| 111 | 116 |
mComponent = new ArrayList<>(); |
| ... | ... | |
| 124 | 129 |
mBoundingY = original.mBoundingY; |
| 125 | 130 |
mBoundingZ = original.mBoundingZ; |
| 126 | 131 |
|
| 132 |
mStretchX = original.mStretchX; |
|
| 133 |
mStretchY = original.mStretchY; |
|
| 134 |
mStretchZ = original.mStretchZ; |
|
| 135 |
|
|
| 127 | 136 |
mShowNormals = original.mShowNormals; |
| 128 | 137 |
mInflate = original.mInflate; |
| 129 | 138 |
|
| ... | ... | |
| 191 | 200 |
*/ |
| 192 | 201 |
public float getBoundingX() |
| 193 | 202 |
{
|
| 194 |
return mBoundingX; |
|
| 203 |
return mBoundingX*mStretchX;
|
|
| 195 | 204 |
} |
| 196 | 205 |
|
| 197 | 206 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 200 | 209 |
*/ |
| 201 | 210 |
public float getBoundingY() |
| 202 | 211 |
{
|
| 203 |
return mBoundingY; |
|
| 212 |
return mBoundingY*mStretchY;
|
|
| 204 | 213 |
} |
| 205 | 214 |
|
| 206 | 215 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 209 | 218 |
*/ |
| 210 | 219 |
public float getBoundingZ() |
| 211 | 220 |
{
|
| 212 |
return mBoundingZ; |
|
| 221 |
return mBoundingZ*mStretchZ;
|
|
| 213 | 222 |
} |
| 214 | 223 |
|
| 224 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 225 |
/** |
|
| 226 |
* Sometimes we want to display a Mesh on a rectangular screen. Then we need to stretch it by |
|
| 227 |
* different factors in x and y (or z) directions. If we also wanted do display some vertex effects |
|
| 228 |
* done on this mesh, let's say a bulge done by a Distort effect, and wanted the bulge to be round, |
|
| 229 |
* (i.e the same in x and y directions) then doing so without this method would be impossible. |
|
| 230 |
* |
|
| 231 |
* This sets 'stretch' factors in each 3 dimensions. All vertices of this Mesh will be premultiplied |
|
| 232 |
* by those factors in the very first line of the Vertex Shader, before any Effects are done on it. |
|
| 233 |
* Using this we can thus pre-stretch the mesh to aspect ratio equal to the surface we eventually |
|
| 234 |
* want to display the Mesh on, and this way we can achieve a round Distort bulge! |
|
| 235 |
* |
|
| 236 |
* This could also be used to pre-stretch a Rectangles Mesh to a size equal (in pixels) to the bitmap |
|
| 237 |
* this mesh is textured with - and this lets us work with all Effects in natural, pixel units. |
|
| 238 |
* |
|
| 239 |
* @param sx stretch factor in x. |
|
| 240 |
* @param sy stretch factor in y. |
|
| 241 |
* @param sz stretch factor in z. |
|
| 242 |
*/ |
|
| 243 |
public void setStretch(float sx, float sy, float sz) |
|
| 244 |
{
|
|
| 245 |
mStretchX = sx; |
|
| 246 |
mStretchY = sy; |
|
| 247 |
mStretchZ = sz; |
|
| 248 |
} |
|
| 249 |
|
|
| 250 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 251 |
/** |
|
| 252 |
* Returns the x-factor set by setStretch(). |
|
| 253 |
*/ |
|
| 254 |
public float getStretchX() |
|
| 255 |
{
|
|
| 256 |
return mStretchX; |
|
| 257 |
} |
|
| 258 |
|
|
| 259 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 260 |
/** |
|
| 261 |
* Returns the y-factor set by setStretch(). |
|
| 262 |
*/ |
|
| 263 |
public float getStretchY() |
|
| 264 |
{
|
|
| 265 |
return mStretchY; |
|
| 266 |
} |
|
| 267 |
|
|
| 268 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 269 |
/** |
|
| 270 |
* Returns the z-factor set by setStretch(). |
|
| 271 |
*/ |
|
| 272 |
public float getStretchZ() |
|
| 273 |
{
|
|
| 274 |
return mStretchZ; |
|
| 275 |
} |
|
| 276 |
|
|
| 215 | 277 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 216 | 278 |
/** |
| 217 | 279 |
* Not part of public API, do not document (public only because has to be used from the main package) |
| ... | ... | |
| 474 | 536 |
|
| 475 | 537 |
} |
| 476 | 538 |
} |
| 477 |
|
|
| 478 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 479 |
// all 4 APIs depreciated - being removed from the apps. When done, we will also remove the |
|
| 480 |
// premultiply of the Object vertices by m_objD in the vertex shader. |
|
| 481 |
|
|
| 482 |
@Deprecated |
|
| 483 |
public void setStretch(int sx, int sy, int sz) |
|
| 484 |
{
|
|
| 485 |
mBoundingX = sx/2.0f; |
|
| 486 |
mBoundingY = sy/2.0f; |
|
| 487 |
mBoundingZ = sz/2.0f; |
|
| 488 |
} |
|
| 489 |
|
|
| 490 |
@Deprecated |
|
| 491 |
public float getStretchX() |
|
| 492 |
{
|
|
| 493 |
return mBoundingX*2; |
|
| 494 |
} |
|
| 495 |
@Deprecated |
|
| 496 |
public float getStretchY() |
|
| 497 |
{
|
|
| 498 |
return mBoundingY*2; |
|
| 499 |
} |
|
| 500 |
@Deprecated |
|
| 501 |
public float getStretchZ() |
|
| 502 |
{
|
|
| 503 |
return mBoundingZ*2; |
|
| 504 |
} |
|
| 505 | 539 |
} |
| 506 | 540 |
|
| 507 | 541 |
|
| src/main/res/raw/main_vertex_shader.glsl | ||
|---|---|---|
| 31 | 31 |
out vec3 v_Normal; // |
| 32 | 32 |
out vec2 v_TexCoordinate; // |
| 33 | 33 |
|
| 34 |
uniform vec3 u_objD; // half of object width x half of object height X half the depth; |
|
| 35 |
// point (0,0,0) is the center of the object |
|
| 36 |
|
|
| 34 |
uniform vec3 u_Bounding; // MeshBase.mBounding{X,Y,Z}
|
|
| 35 |
uniform vec3 u_Stretch; // MeshBase.mStretch{X,Y,Z}
|
|
| 37 | 36 |
uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
| 38 | 37 |
uniform mat4 u_MVMatrix; // the combined model/view matrix. |
| 39 | 38 |
uniform float u_Inflate; // how much should we inflate (>0.0) or deflate (<0.0) the mesh. |
| ... | ... | |
| 50 | 49 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 51 | 50 |
// The trick below is the if-less version of the |
| 52 | 51 |
// |
| 53 |
// t = dx<0.0 ? (u_objD.x-v.x) / (u_objD.x-ux) : (u_objD.x+v.x) / (u_objD.x+ux);
|
|
| 54 |
// h = dy<0.0 ? (u_objD.y-v.y) / (u_objD.y-uy) : (u_objD.y+v.y) / (u_objD.y+uy);
|
|
| 52 |
// t = dx<0.0 ? (u_Bounding.x-v.x) / (u_Bounding.x-ux) : (u_Bounding.x+v.x) / (u_Bounding.x+ux);
|
|
| 53 |
// h = dy<0.0 ? (u_Bounding.y-v.y) / (u_Bounding.y-uy) : (u_Bounding.y+v.y) / (u_Bounding.y+uy);
|
|
| 55 | 54 |
// d = min(t,h); |
| 56 | 55 |
// |
| 57 |
// float d = min(-ps.x/(sign(ps.x)*u_objD.x+p.x),-ps.y/(sign(ps.y)*u_objD.y+p.y))+1.0;
|
|
| 56 |
// float d = min(-ps.x/(sign(ps.x)*u_Bounding.x+p.x),-ps.y/(sign(ps.y)*u_Bounding.y+p.y))+1.0;
|
|
| 58 | 57 |
// |
| 59 |
// We still have to avoid division by 0 when p.x = +- u_objD.x or p.y = +- u_objD.y (i.e on the edge of the Object) |
|
| 58 |
// We still have to avoid division by 0 when p.x = +- u_Bounding.x or p.y = +- u_Bounding.y (i.e |
|
| 59 |
// on the edge of the Object). |
|
| 60 | 60 |
// We do that by first multiplying the above 'float d' with sign(denominator1*denominator2)^2. |
| 61 | 61 |
// |
| 62 | 62 |
// 2019-01-09: make this 3D. The trick: we want only the EDGES of the cuboid to stay constant. |
| 63 |
// the interiors of the Faces move! Thus, we want the MIDDLE of the PS/(sign(PS)*u_objD+S) !
|
|
| 63 |
// the interiors of the Faces move! Thus, we want the MIDDLE of the PS/(sign(PS)*u_Bounding+S) !
|
|
| 64 | 64 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 65 |
// return degree of the point as defined by the object cuboid (u_objD.x X u_objD.y X u_objD.z)
|
|
| 65 |
// return degree of the point as defined by the cuboid (u_Bounding.x X u_Bounding.y X u_Bounding.z)
|
|
| 66 | 66 |
|
| 67 | 67 |
float degree_object(in vec3 S, in vec3 PS) |
| 68 | 68 |
{
|
| 69 | 69 |
vec3 ONE = vec3(1.0,1.0,1.0); |
| 70 |
vec3 A = sign(PS)*u_objD + S;
|
|
| 70 |
vec3 A = sign(PS)*u_Bounding + S;
|
|
| 71 | 71 |
|
| 72 | 72 |
vec3 signA = sign(A); // |
| 73 | 73 |
vec3 signA_SQ = signA*signA; // div = PS/A if A!=0, 0 otherwise. |
| 74 | 74 |
vec3 div = signA_SQ*PS/(A-(ONE-signA_SQ)); // |
| 75 |
vec3 ret = sign(u_objD)-div;
|
|
| 75 |
vec3 ret = sign(u_Bounding)-div;
|
|
| 76 | 76 |
|
| 77 | 77 |
float d1= ret.x-ret.y; |
| 78 | 78 |
float d2= ret.y-ret.z; |
| ... | ... | |
| 131 | 131 |
float degree(in vec4 region, in vec3 S, in vec3 PS) |
| 132 | 132 |
{
|
| 133 | 133 |
vec3 PO = PS + region.xyz; |
| 134 |
float D = region.w*region.w-dot(PO,PO); // D = |OX|^2 - |PO|^2
|
|
| 134 |
float D = region.w*region.w-dot(PO,PO); // D = |OX|^2 - |PO|^2 |
|
| 135 | 135 |
|
| 136 | 136 |
if( D<=0.0 ) return 0.0; |
| 137 | 137 |
|
| 138 |
vec3 A = sign(PS)*u_objD + S;
|
|
| 138 |
vec3 A = sign(PS)*u_Bounding + S;
|
|
| 139 | 139 |
vec3 signA = sign(A); |
| 140 | 140 |
vec3 signA_SQ = signA*signA; |
| 141 | 141 |
vec3 div = signA_SQ*PS/(A-(vec3(1.0,1.0,1.0)-signA_SQ)); |
| 142 |
vec3 ret = sign(u_objD)-div; // if object is flat, make ret.z 0
|
|
| 142 |
vec3 ret = sign(u_Bounding)-div; // if object is flat, make ret.z 0
|
|
| 143 | 143 |
|
| 144 | 144 |
float d1= ret.x-ret.y; |
| 145 | 145 |
float d2= ret.y-ret.z; |
| ... | ... | |
| 164 | 164 |
|
| 165 | 165 |
void main() |
| 166 | 166 |
{
|
| 167 |
vec3 v = 2.0*u_objD*a_Position;
|
|
| 167 |
vec3 v = u_Stretch*a_Position;
|
|
| 168 | 168 |
vec3 n = a_Normal; |
| 169 | 169 |
|
| 170 |
v += (u_objD.x+u_objD.y)*u_Inflate*a_Inflate;
|
|
| 170 |
v += u_Inflate*u_Stretch*a_Inflate;
|
|
| 171 | 171 |
|
| 172 | 172 |
#if NUM_VERTEX>0 |
| 173 | 173 |
int effect=0; |
| ... | ... | |
| 181 | 181 |
#endif |
| 182 | 182 |
|
| 183 | 183 |
v_Position = v; |
| 184 |
v_endPosition = v + (0.3*u_objD.x)*n;
|
|
| 184 |
v_endPosition = v + 0.3*u_Stretch*n;
|
|
| 185 | 185 |
v_TexCoordinate = a_TexCoordinate; |
| 186 | 186 |
v_Normal = normalize(vec3(u_MVMatrix*vec4(n,0.0))); |
| 187 | 187 |
gl_Position = u_MVPMatrix*vec4(v,1.0); |
Also available in: Unified diff
Further corrections.