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Revision 36d65d88

Added by Leszek Koltunski almost 4 years ago

Progress making it possible to apply Vertex Effects only to some Components of a Mesh.

View differences:

src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
40 40
  private static int[] mNameH       = new int[MAIN_VARIANTS];
41 41
  private static int[] mUniformsH   = new int[MAIN_VARIANTS];
42 42
  private static int[] mAssociationH= new int[MAIN_VARIANTS];
43
  private static int[] mComponentH  = new int[MAIN_VARIANTS];
43 44
  private static int[] mInflateH    = new int[MAIN_VARIANTS];
44 45

  
45 46
///////////////////////////////////////////////////////////////////////////////////////////////////
......
63 64
    mNumEffectsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
64 65
    mNameH[variant]       = GLES30.glGetUniformLocation( mProgramH, "vName");
65 66
    mUniformsH[variant]   = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
66
    mAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vAssociation");
67
    mAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffectAssoc");
68
    mComponentH[variant]  = GLES30.glGetUniformLocation( mProgramH, "vEffectCompo");
67 69
    mInflateH[variant]    = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
68 70
    }
69 71

  
......
83 85
      {
84 86
      mCurrentDuration[i] += step;
85 87
      mAssociation[i] = mEffects[i].getAssociation();
88
      mComponent[i] = mEffects[i].getComponent();
86 89

  
87 90
      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) )
88 91
        {
......
108 111
      {
109 112
      GLES30.glUniform1iv( mNameH[variant]       ,                 mNumEffects, mName       , 0);
110 113
      GLES30.glUniform1iv( mAssociationH[variant],                 mNumEffects, mAssociation, 0);
114
      GLES30.glUniform1iv( mComponentH[variant]  ,                 mNumEffects, mComponent  , 0);
111 115
      GLES30.glUniform4fv( mUniformsH[variant]   ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms   , 0);
112 116
      }
113 117
    }

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