Revision 69ed1eb4
Added by Leszek Koltunski almost 9 years ago
| src/main/java/org/distorted/library/DistortedEffects.java | ||
|---|---|---|
| 146 | 146 |
} |
| 147 | 147 |
else |
| 148 | 148 |
{
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| 149 |
if( mV.mNumEffects==0 && mF.mNumEffects==0 && mesh.canUsePostprocessingShortcut() )
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|
| 149 |
if( mV.mNumEffects==0 && mF.mNumEffects==0 && (mesh instanceof MeshFlat) && mM.canUseShortcut() )
|
|
| 150 | 150 |
{
|
| 151 | 151 |
mM.constructMatrices(df,halfInputW,halfInputH); |
| 152 | 152 |
mP.render(2*halfInputW, 2*halfInputH, mM.getMVP(), df); |
| src/main/java/org/distorted/library/EffectQueueMatrix.java | ||
|---|---|---|
| 204 | 204 |
return mMVPMatrix; |
| 205 | 205 |
} |
| 206 | 206 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
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// return true if in the queue there are only translations, scales, x- and y-shears, and rotations along |
|
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// a vector which is perpendicular to the screen, i.e. if the resulting matrix keeps the front wall of the |
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// Mesh parallel to the screen. |
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boolean canUseShortcut() |
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{
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for(int i=0; i<mNumEffects; i++) |
|
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{
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if (mName[i] == EffectNames.ROTATE.ordinal() ) |
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{
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if( mUniforms[NUM_UNIFORMS*i] != 0.0f || mUniforms[NUM_UNIFORMS*i+1] != 0.0f ) return false; // rotation along vector with x or y non-zero |
|
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} |
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else if(mName[i] == EffectNames.QUATERNION.ordinal() ) |
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{
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if( mUniforms[NUM_UNIFORMS*i] != 0.0f || mUniforms[NUM_UNIFORMS*i+1] != 0.0f ) return false; // quaternion rotation along vector with x or y non-zero |
|
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} |
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else if(mName[i] == EffectNames.SHEAR.ordinal() ) |
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{
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if( mUniforms[NUM_UNIFORMS*i+2] != 0.0f ) return false; // shear with non-zero Z |
|
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} |
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} |
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return true; |
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} |
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|
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| 207 | 233 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 208 | 234 |
|
| 209 | 235 |
synchronized void compute(long currTime) |
| src/main/java/org/distorted/library/MeshCubes.java | ||
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| 72 | 72 |
private int mEdgeNum; |
| 73 | 73 |
private int mSideWalls; |
| 74 | 74 |
|
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private float[] mBoundingVert; |
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private static float[] mBoundingVert1 = new float[] { -0.5f,-0.5f, FRONTZ,
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+0.5f,-0.5f, FRONTZ, |
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-0.5f,+0.5f, FRONTZ, |
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+0.5f,+0.5f, FRONTZ }; |
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private static float[] mBoundingVert2 = new float[] { -0.5f,-0.5f, FRONTZ,
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+0.5f,-0.5f, FRONTZ, |
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-0.5f,+0.5f, FRONTZ, |
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+0.5f,+0.5f, FRONTZ, |
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-0.5f,-0.5f, BACKZ , |
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+0.5f,-0.5f, BACKZ , |
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-0.5f,+0.5f, BACKZ , |
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+0.5f,+0.5f, BACKZ }; |
|
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|
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| 75 | 91 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 76 | 92 |
// a Block is split into two triangles along the NE-SW line iff it is in the top-right |
| 77 | 93 |
// or bottom-left quadrant of the grid. |
| ... | ... | |
| 188 | 204 |
dataLength = computeDataLength(frontOnly); |
| 189 | 205 |
|
| 190 | 206 |
remainingVert = dataLength; |
| 207 |
buildBoundingVert(mCubes,frontOnly); |
|
| 191 | 208 |
} |
| 192 | 209 |
} |
| 193 | 210 |
|
| ... | ... | |
| 213 | 230 |
|
| 214 | 231 |
remainingVert = dataLength; |
| 215 | 232 |
} |
| 233 |
|
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mBoundingVert = frontOnly ? mBoundingVert1 : mBoundingVert2; |
|
| 216 | 235 |
} |
| 217 | 236 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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private float retLeftmost(short[][] cubes, int row) |
|
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{
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|
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return 0.0f; |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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private float retRightmost(short[][] cubes, int row) |
|
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{
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if( row==0 ) |
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{
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for(int i=0; i<mCols; i++) |
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{
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} |
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} |
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else if(row==mRows) |
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{
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for(int i=0; i<mCols; i++) |
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{
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} |
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} |
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else |
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{
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for(int i=0; i<mCols; i++) |
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{
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} |
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} |
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return 0.0f; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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private int addLeftmost(float[] temp, short[][] cubes, int row, int index) |
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{
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float x2 = retLeftmost(cubes,row); |
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float y2 = row/mRows - 0.5f; |
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if( index>1 ) |
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{
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float x0 = temp[2*index-4]; |
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float y0 = temp[2*index-3]; |
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float x1 = temp[2*index-2]; |
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float y1 = temp[2*index-1]; |
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if( (x0-x2)*(y0-y1) <= (x0-x1)*(y0-y2) ) |
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{
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temp[2*index-2] = x2; |
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temp[2*index-1] = y2; |
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return index; |
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} |
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} |
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temp[2*index+0] = x2; |
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temp[2*index+1] = y2; |
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return index+1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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private int addRightmost(float[] temp, short[][] cubes, int row, int index) |
|
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{
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float x2 = retRightmost(cubes,row); |
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float y2 = row/mRows - 0.5f; |
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if( index>1 ) |
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{
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float x0 = temp[2*index-4]; |
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float y0 = temp[2*index-3]; |
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float x1 = temp[2*index-2]; |
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float y1 = temp[2*index-1]; |
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if( (x0-x2)*(y0-y1) >= (x0-x1)*(y0-y2) ) |
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{
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temp[2*index-2] = x2; |
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temp[2*index-1] = y2; |
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return index; |
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} |
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} |
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temp[2*index+0] = x2; |
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temp[2*index+1] = y2; |
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return index+1; |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// fill up the mBoundingVert array with the smallest set of vertices which form the same convex hull |
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// like the whole thing. |
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private void buildBoundingVert(short[][] cubes, boolean frontOnly) |
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{
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int lVert=0, rVert=0; |
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float[] tempL = new float[2*(mRows+1)]; |
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float[] tempR = new float[2*(mRows+1)]; |
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for(int i=0; i<=mRows; i++) |
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{
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lVert = addLeftmost (tempL,cubes,i,lVert); |
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rVert = addRightmost(tempR,cubes,i,rVert); |
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} |
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int numVert = lVert+rVert; |
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mBoundingVert = new float[ numVert*(frontOnly ? 3:6) ]; |
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for(int i=0; i<lVert; i++) |
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{
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mBoundingVert[3*i ] = tempL[2*i ]; |
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mBoundingVert[3*i+1] = tempL[2*i+1]; |
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mBoundingVert[3*i+2] = FRONTZ; |
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} |
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for(int i=0; i<rVert; i++) |
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{
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mBoundingVert[3*(i+lVert) ] = tempR[2*i ]; |
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mBoundingVert[3*(i+lVert)+1] = tempR[2*i+1]; |
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mBoundingVert[3*(i+lVert)+2] = FRONTZ; |
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} |
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if( !frontOnly ) |
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{
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for(int i=0; i<numVert; i++) |
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{
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mBoundingVert[3*(i+numVert) ] = mBoundingVert[3*i ]; |
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mBoundingVert[3*(i+numVert)+1] = mBoundingVert[3*i+1]; |
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mBoundingVert[3*(i+numVert)+2] = BACKZ; |
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} |
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} |
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} |
|
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|
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| 218 | 373 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 219 | 374 |
// Mark all the 'regions' of our grid - i.e. separate pieces of 'land' (connected blocks that will |
| 220 | 375 |
// be rendered) and 'water' (connected holes in between) with integers. Each connected block of land |
| ... | ... | |
| 742 | 897 |
|
| 743 | 898 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 744 | 899 |
|
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boolean canUsePostprocessingShortcut()
|
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{
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return false;
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| 748 |
}
|
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| 900 |
float[] getBoundingVertices()
|
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| 901 |
{
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return mBoundingVert;
|
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} |
|
| 749 | 904 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 751 | 906 |
// PUBLIC API |
| src/main/java/org/distorted/library/MeshFlat.java | ||
|---|---|---|
| 34 | 34 |
private int mCols, mRows; |
| 35 | 35 |
private int remainingVert; |
| 36 | 36 |
|
| 37 |
private static float[] mBoundingVert = new float[] { -0.5f,-0.5f,0.0f,
|
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+0.5f,-0.5f,0.0f, |
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-0.5f,+0.5f,0.0f, |
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+0.5f,+0.5f,0.0f }; |
|
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|
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| 37 | 42 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 38 | 43 |
// Create a flat, full grid. |
| 39 | 44 |
|
| ... | ... | |
| 60 | 65 |
|
| 61 | 66 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 62 | 67 |
|
| 63 |
private int addVertex(int vertex, int col, int row, float[] position, float[] normal, float[] texture)
|
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| 68 |
private int addVertex(int vertex, float x, float y, float[] position, float[] normal, float[] texture)
|
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| 64 | 69 |
{
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| 65 | 70 |
remainingVert--; |
| 66 | 71 |
|
| 67 |
float x= (float)col/mCols; |
|
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float y= (float)row/mRows; |
|
| 69 |
|
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| 70 | 72 |
position[3*vertex ] = x-0.5f; |
| 71 | 73 |
position[3*vertex+1] = 0.5f-y; |
| 72 | 74 |
position[3*vertex+2] = 0; |
| ... | ... | |
| 115 | 117 |
boolean currentBlockIsNE; |
| 116 | 118 |
int vertex = 0; |
| 117 | 119 |
|
| 120 |
float x,y; |
|
| 121 |
final float X = 1.0f/mCols; |
|
| 122 |
final float Y = 1.0f/mRows; |
|
| 123 |
|
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| 118 | 124 |
//android.util.Log.d("BITMAP", "buildGrid");
|
| 119 | 125 |
|
| 126 |
y = 0.0f; |
|
| 127 |
|
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| 120 | 128 |
for(int row=0; row<mRows; row++) |
| 121 | 129 |
{
|
| 130 |
x = 0.0f; |
|
| 131 |
|
|
| 122 | 132 |
for(int col=0; col<mCols; col++) |
| 123 | 133 |
{
|
| 124 | 134 |
currentBlockIsNE = (2*row<=mRows-1)^(2*col<=mCols-1); |
| ... | ... | |
| 126 | 136 |
if( col==0 || (lastBlockIsNE^currentBlockIsNE) ) |
| 127 | 137 |
{
|
| 128 | 138 |
if( row!=0 && col==0 ) vertex = repeatLast(vertex,position,normal,texture); |
| 129 |
vertex= addVertex( vertex, col, row+(currentBlockIsNE?0:1), position, normal, texture);
|
|
| 139 |
vertex= addVertex( vertex, x, y+(currentBlockIsNE?0:Y), position, normal, texture);
|
|
| 130 | 140 |
if( row!=0 && col==0 ) vertex = repeatLast(vertex,position,normal,texture); |
| 131 | 141 |
if( lastBlockIsNE^currentBlockIsNE) vertex = repeatLast(vertex,position,normal,texture); |
| 132 |
vertex= addVertex( vertex, col, row+(currentBlockIsNE?1:0), position, normal, texture);
|
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| 142 |
vertex= addVertex( vertex, x, y+(currentBlockIsNE?Y:0), position, normal, texture);
|
|
| 133 | 143 |
} |
| 134 |
vertex= addVertex( vertex, col+1, row+(currentBlockIsNE?0:1), position, normal, texture);
|
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| 135 |
vertex= addVertex( vertex, col+1, row+(currentBlockIsNE?1:0), position, normal, texture);
|
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| 144 |
vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?0:Y), position, normal, texture);
|
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| 145 |
vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?Y:0), position, normal, texture);
|
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| 136 | 146 |
|
| 137 | 147 |
lastBlockIsNE = currentBlockIsNE; |
| 148 |
x+=X; |
|
| 138 | 149 |
} |
| 150 |
|
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| 151 |
y+=Y; |
|
| 139 | 152 |
} |
| 140 | 153 |
|
| 141 | 154 |
//android.util.Log.d("BITMAP", "buildGrid done");
|
| ... | ... | |
| 159 | 172 |
|
| 160 | 173 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 161 | 174 |
|
| 162 |
boolean canUsePostprocessingShortcut()
|
|
| 163 |
{
|
|
| 164 |
return true;
|
|
| 165 |
}
|
|
| 175 |
float[] getBoundingVertices()
|
|
| 176 |
{
|
|
| 177 |
return mBoundingVert;
|
|
| 178 |
} |
|
| 166 | 179 |
|
| 167 | 180 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 168 | 181 |
// PUBLIC API |
| src/main/java/org/distorted/library/MeshObject.java | ||
|---|---|---|
| 50 | 50 |
} |
| 51 | 51 |
|
| 52 | 52 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 53 |
|
|
| 54 |
abstract boolean canUsePostprocessingShortcut(); |
|
| 53 |
/** |
|
| 54 |
* Get the minimal set of Vertices which have the same convex hull as the whole set. |
|
| 55 |
* <p> |
|
| 56 |
* In case of Flat Meshes, the set is obviously just the 4 corners. In case of the Cubes Mesh, |
|
| 57 |
* it is a subset of the set of each rightmost- and leftmost- corners in each row. |
|
| 58 |
* <p> |
|
| 59 |
* This is used to be able to quickly compute, in window coordinates, the Mesh'es bounding rectangle. |
|
| 60 |
*/ |
|
| 61 |
abstract float[] getBoundingVertices(); |
|
| 55 | 62 |
} |
Also available in: Unified diff
Progress with getting Mesh'es bounding rectangle.