Revision 54fe333a
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/DistortedOutputSurface.java | ||
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private ArrayList<DistortedNode> mChildren; |
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private int mNumChildren; // ==mChildren.length(), but we only create mChildren if the first one gets added |
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private float mX, mY, mFOV;
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private float mNear, mFOV;
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int mWidth,mHeight,mDepth; |
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float mDistance; |
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float[] mProjectionMatrix; |
... | ... | |
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mHeight= height; |
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mFOV = 60.0f; |
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mX = 0.0f; |
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mY = 0.0f; |
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mNear= 0.5f; |
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mDepthCreated= createDepth; |
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mFBOH[0] = fbo; |
... | ... | |
71 | 70 |
{ |
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if( mFOV>0.0f ) // perspective projection |
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{ |
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float left = (-mX-mWidth /2.0f)/mHeight; |
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float right = (-mX+mWidth /2.0f)/mHeight; |
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float bottom = (-mY-mHeight/2.0f)/mHeight; |
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float top = (-mY+mHeight/2.0f)/mHeight; |
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float near = (top-bottom) / (2.0f*(float)Math.tan(mFOV*Math.PI/360)); |
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mDistance = mHeight*near/(top-bottom); |
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float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360); |
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float q = (float)mWidth/mHeight; |
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float c = mHeight*mNear; |
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float left = -q*c/2; |
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float right = +q*c/2; |
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float bottom = -c/2; |
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float top = +c/2; |
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float near = c/a; |
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mDistance = mHeight/a; |
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float far = 2*mDistance-near; |
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mDepth = (int)((far-near)/2); |
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|
... | ... | |
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} |
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else // parallel projection |
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{ |
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float left = -mX-mWidth /2.0f;
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float right = -mX+mWidth /2.0f;
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float bottom = -mY-mHeight/2.0f;
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float top = -mY+mHeight/2.0f;
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float near = (mWidth+mHeight)/2;
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mDistance = 2*near;
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float far = 3*near;
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mDepth = (int)near;
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float left = -mWidth /2.0f; |
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float right = +mWidth /2.0f; |
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float bottom = -mHeight/2.0f; |
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float top = +mHeight/2.0f; |
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float near = mWidth+mHeight-mHeight*(1.0f-mNear);
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mDistance = mWidth+mHeight;
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float far = mWidth+mHeight+mHeight*(1.0f-mNear);
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mDepth = (int)((far-near)/2);
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Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far); |
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} |
... | ... | |
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* Create new Projection matrix. |
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* |
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* @param fov Vertical 'field of view' of the Projection frustrum (in degrees). |
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* @param x X-coordinate of the point at which our camera looks at. 0 is the center. |
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* @param y Y-coordinate of the point at which our camera looks at. 0 is the center. |
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* Valid values: 0<=fov<180. FOV==0 means 'parallel projection'. |
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* @param near Distance between the screen plane and the near plane. |
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* Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the |
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* pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane. |
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*/ |
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public void setProjection(float fov, float x, float y)
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public void setProjection(float fov, float near)
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{ |
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mFOV = fov; |
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mX = x; |
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mY = y; |
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if( fov < 180.0f && fov >=0.0f ) mFOV = fov; |
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if( near< 1.0f && near> 0.0f ) mNear= near; |
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createProjection(); |
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} |
Also available in: Unified diff
Fixes for z-fighting.