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Revision 2dacdeb2

Added by Leszek Koltunski over 8 years ago

remove the 'Color' vertex attribute.

View differences:

src/main/java/org/distorted/library/Distorted.java
86 86
  private static boolean mInitialized = false;
87 87
  
88 88
  static int mPositionH;      // pass in model position information
89
  static int mColorH;         // pass in model color information
90 89
  static int mTextureUniformH;// pass in the texture.
91 90
  static int mNormalH;        // pass in model normal information.
92 91
  static int mTextureCoordH;  // pass in model texture coordinate information.
......
352 351
    mTextureUniformH = GLES20.glGetUniformLocation(mProgramH, "u_Texture");
353 352
    
354 353
    mPositionH       = GLES20.glGetAttribLocation( mProgramH, "a_Position");
355
    mColorH          = GLES20.glGetAttribLocation( mProgramH, "a_Color");
356
    mNormalH         = GLES20.glGetAttribLocation( mProgramH, "a_Normal"); 
354
    mNormalH         = GLES20.glGetAttribLocation( mProgramH, "a_Normal");
357 355
    mTextureCoordH   = GLES20.glGetAttribLocation( mProgramH, "a_TexCoordinate");
358 356
    
359 357
    EffectQueueFragment.getUniforms(mProgramH);
......
361 359
    EffectQueueMatrix.getUniforms(mProgramH);
362 360
    
363 361
    GLES20.glEnableVertexAttribArray(mPositionH);        
364
    GLES20.glEnableVertexAttribArray(mColorH);
365 362
    GLES20.glEnableVertexAttribArray(mNormalH);
366 363
    GLES20.glEnableVertexAttribArray(mTextureCoordH);
367 364
   
src/main/java/org/distorted/library/DistortedBitmapGrid.java
50 50

  
51 51
    // for(int g=0; g<dataLength; g++) Log.e(TAG_BACKGROUND, "index["+g+"]="+indexData[g]);
52 52

  
53
    float[] bufferData= new float[COLOR_DATA_SIZE*dataLength];
54

  
55
    offset=0;
56
    for(int i=0; i<dataLength; i++)
57
      {
58
      bufferData[offset++] = 1.0f; // r
59
      bufferData[offset++] = 1.0f; // g
60
      bufferData[offset++] = 1.0f; // b
61
      bufferData[offset++] = 1.0f; // a
62
      }
63
    mGridColors = ByteBuffer.allocateDirect(COLOR_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();                                                        
64
    mGridColors.put(bufferData).position(0); 
65

  
66
    bufferData = new float[NORMAL_DATA_SIZE*dataLength];
53
    float[] bufferData = new float[NORMAL_DATA_SIZE*dataLength];
67 54

  
68 55
    offset=0;
69 56
    for(int i=0; i<dataLength; i++)
src/main/java/org/distorted/library/DistortedCubesGrid.java
713 713
      buildGrid(cols,desc,frontOnly);
714 714
       
715 715
      int numVertices=0;
716
      float[] colorData   = new float[COLOR_DATA_SIZE   *dataLength];
717 716
      float[] positionData= new float[POSITION_DATA_SIZE*dataLength];
718 717
      float[] normalData  = new float[NORMAL_DATA_SIZE  *dataLength];
719 718
      float[] textureData = new float[TEX_DATA_SIZE     *dataLength];
720
      
721
      for(int i=0; i<dataLength; i++)
722
        {
723
        colorData[COLOR_DATA_SIZE*i  ] = 1.0f; // r
724
        colorData[COLOR_DATA_SIZE*i+1] = 1.0f; // g
725
        colorData[COLOR_DATA_SIZE*i+2] = 1.0f; // b
726
        colorData[COLOR_DATA_SIZE*i+3] = 1.0f; // a
727
        }
728 719

  
729 720
      numVertices = buildFrontBackGrid(true, numVertices,positionData,normalData,textureData);
730 721
      
......
741 732
      android.util.Log.d("CUBES", "normal: "  +debug(  normalData,3) );
742 733
      android.util.Log.d("CUBES", "texture: " +debug( textureData,2) );
743 734
      */
744
      mGridColors = ByteBuffer.allocateDirect(COLOR_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();                                                        
745
      mGridColors.put(colorData).position(0); 
746 735

  
747 736
      mGridPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();                                                        
748 737
      mGridPositions.put(positionData).position(0); 
src/main/java/org/distorted/library/DistortedObjectGrid.java
29 29
   {
30 30
   protected static final int BYTES_PER_FLOAT   = 4; //
31 31
   protected static final int POSITION_DATA_SIZE= 3; // Size of the position data in elements
32
   protected static final int COLOR_DATA_SIZE   = 4; // Size of the color data in elements 
33 32
   protected static final int NORMAL_DATA_SIZE  = 3; // Size of the normal data in elements.
34 33
   protected static final int TEX_DATA_SIZE     = 2; // Size of the texture coordinate data in elements. 
35 34

  
......
42 41
   void draw()
43 42
     { 
44 43
     GLES20.glVertexAttribPointer(Distorted.mPositionH    , POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mGridPositions);          
45
     GLES20.glVertexAttribPointer(Distorted.mColorH       , COLOR_DATA_SIZE   , GLES20.GL_FLOAT, false, 0, mGridColors   );   
46 44
     GLES20.glVertexAttribPointer(Distorted.mNormalH      , NORMAL_DATA_SIZE  , GLES20.GL_FLOAT, false, 0, mGridNormals  );
47 45
     GLES20.glVertexAttribPointer(Distorted.mTextureCoordH, TEX_DATA_SIZE     , GLES20.GL_FLOAT, false, 0, mGridTexture  );  
48 46

  
src/main/res/raw/main_fragment_shader.glsl
93 93
void main()                    		
94 94
  {  
95 95
  vec2 tex = v_TexCoordinate;
96
  vec4 col = v_Color;
96
  vec4 col = vec4(1.0,1.0,1.0,1.0);
97 97
  vec2 diff;
98 98
  float pointDegree;
99 99
  
src/main/res/raw/main_vertex_shader.glsl
29 29
uniform mat4 u_MVMatrix;                  // A constant representing the combined model/view matrix.       		
30 30
		 
31 31
attribute vec3 a_Position;                // Per-vertex position information we will pass in.   				
32
attribute vec4 a_Color;                   // Per-vertex color information we will pass in. 				
33
attribute vec3 a_Normal;                  // Per-vertex normal information we will pass in.      
32
attribute vec3 a_Normal;                  // Per-vertex normal information we will pass in.
34 33
attribute vec2 a_TexCoordinate;           // Per-vertex texture coordinate information we will pass in. 		
35 34
		  
36 35
varying vec3 v_Position;                  //      		
37
varying vec4 v_Color;                     // Those will be passed into the fragment shader.          		
38
varying vec3 v_Normal;                    //  
36
varying vec3 v_Normal;                    //
39 37
varying vec2 v_TexCoordinate;             //  		
40 38

  
41 39
uniform int vNumEffects;                  // total number of vertex effects
......
351 349
#endif
352 350
   
353 351
  v_Position      = vec3(u_MVMatrix*v);           
354
  v_Color         = a_Color;              
355
  v_TexCoordinate = a_TexCoordinate;                                         
352
  v_TexCoordinate = a_TexCoordinate;
356 353
  v_Normal        = normalize(vec3(u_MVMatrix*n));
357 354
  gl_Position     = u_MVPMatrix*v;      
358 355
  }                               

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