Revision 2aeb75aa
Added by Leszek Koltunski almost 4 years ago
src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java | ||
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36 | 36 |
private static final int NUM_UNIFORMS = VertexEffect.NUM_UNIFORMS; |
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private static final int INDEX = EffectType.VERTEX.ordinal(); |
38 | 38 |
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private static int[] mNumEffectsH = new int[MAIN_VARIANTS]; |
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private static int[] mNameH = new int[MAIN_VARIANTS]; |
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private static int[] mUniformsH = new int[MAIN_VARIANTS]; |
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private static int[] mAssociationH= new int[MAIN_VARIANTS]; |
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private static int[] mComponentH = new int[MAIN_VARIANTS];
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private static int[] mInflateH = new int[MAIN_VARIANTS]; |
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private static int[] mNumEffectsH = new int[MAIN_VARIANTS];
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private static int[] mNameH = new int[MAIN_VARIANTS];
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private static int[] mUniformsH = new int[MAIN_VARIANTS];
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private static int[] mAndAssociationH= new int[MAIN_VARIANTS];
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private static int[] mEquAssociationH= new int[MAIN_VARIANTS];
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private static int[] mInflateH = new int[MAIN_VARIANTS];
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
47 | 47 |
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... | ... | |
61 | 61 |
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static void uniforms(int mProgramH, int variant) |
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{ |
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mNumEffectsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vNumEffects"); |
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mNameH[variant] = GLES30.glGetUniformLocation( mProgramH, "vName"); |
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mUniformsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vUniforms"); |
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mAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffectAssoc");
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mComponentH[variant] = GLES30.glGetUniformLocation( mProgramH, "vEffectCompo");
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mInflateH[variant] = GLES30.glGetUniformLocation( mProgramH, "u_Inflate"); |
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mNumEffectsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
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mNameH[variant] = GLES30.glGetUniformLocation( mProgramH, "vName");
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mUniformsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
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mAndAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffAndAssoc");
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mEquAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffEquAssoc");
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mInflateH[variant] = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
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70 | 70 |
} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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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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mAssociation[i] = mEffects[i].getAssociation();
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mComponent[i] = mEffects[i].getComponent();
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mAndAssociation[i] = mEffects[i].getAndAssociation();
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mEquAssociation[i] = mEffects[i].getEquAssociation();
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if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) ) |
91 | 91 |
{ |
... | ... | |
109 | 109 |
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if( mNumEffects>0 ) |
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{ |
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GLES30.glUniform1iv( mNameH[variant] , mNumEffects, mName , 0);
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GLES30.glUniform1iv( mAssociationH[variant], mNumEffects, mAssociation, 0);
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GLES30.glUniform1iv( mComponentH[variant] , mNumEffects, mComponent , 0);
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GLES30.glUniform4fv( mUniformsH[variant] ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms , 0);
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GLES30.glUniform1iv( mNameH[variant] , mNumEffects, mName , 0);
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GLES30.glUniform1iv( mAndAssociationH[variant], mNumEffects, mAndAssociation, 0);
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GLES30.glUniform1iv( mEquAssociationH[variant], mNumEffects, mEquAssociation, 0);
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GLES30.glUniform4fv( mUniformsH[variant] ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms , 0);
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} |
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} |
118 | 118 |
} |
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