Revision 69ed1eb4
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/DistortedEffects.java | ||
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146 | 146 |
} |
147 | 147 |
else |
148 | 148 |
{ |
149 |
if( mV.mNumEffects==0 && mF.mNumEffects==0 && mesh.canUsePostprocessingShortcut() )
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if( mV.mNumEffects==0 && mF.mNumEffects==0 && (mesh instanceof MeshFlat) && mM.canUseShortcut() )
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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 | ||
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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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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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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); |
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191 | 208 |
} |
192 | 209 |
} |
193 | 210 |
|
... | ... | |
213 | 230 |
|
214 | 231 |
remainingVert = dataLength; |
215 | 232 |
} |
233 |
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mBoundingVert = frontOnly ? mBoundingVert1 : mBoundingVert2; |
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216 | 235 |
} |
217 | 236 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private float retLeftmost(short[][] cubes, int row) |
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{ |
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return 0.0f; |
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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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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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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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// 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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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 |
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743 | 898 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
744 | 899 |
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boolean canUsePostprocessingShortcut()
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{
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return false;
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}
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float[] getBoundingVertices()
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{ |
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return mBoundingVert;
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} |
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749 | 904 |
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750 | 905 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
751 | 906 |
// PUBLIC API |
src/main/java/org/distorted/library/MeshFlat.java | ||
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34 | 34 |
private int mCols, mRows; |
35 | 35 |
private int remainingVert; |
36 | 36 |
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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 |
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61 | 66 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
62 | 67 |
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private int addVertex(int vertex, int col, int row, float[] position, float[] normal, float[] texture)
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private int addVertex(int vertex, float x, float y, float[] position, float[] normal, float[] texture)
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64 | 69 |
{ |
65 | 70 |
remainingVert--; |
66 | 71 |
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float x= (float)col/mCols; |
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float y= (float)row/mRows; |
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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 |
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float x,y; |
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final float X = 1.0f/mCols; |
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final float Y = 1.0f/mRows; |
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118 | 124 |
//android.util.Log.d("BITMAP", "buildGrid"); |
119 | 125 |
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y = 0.0f; |
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120 | 128 |
for(int row=0; row<mRows; row++) |
121 | 129 |
{ |
130 |
x = 0.0f; |
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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);
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vertex= addVertex( vertex, x, y+(currentBlockIsNE?0:Y), position, normal, texture);
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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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vertex= addVertex( vertex, x, y+(currentBlockIsNE?Y:0), position, normal, texture);
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133 | 143 |
} |
134 |
vertex= addVertex( vertex, col+1, row+(currentBlockIsNE?0:1), position, normal, texture);
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vertex= addVertex( vertex, col+1, row+(currentBlockIsNE?1:0), position, normal, texture);
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vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?0:Y), position, normal, texture);
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vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?Y:0), position, normal, texture);
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136 | 146 |
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137 | 147 |
lastBlockIsNE = currentBlockIsNE; |
148 |
x+=X; |
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138 | 149 |
} |
150 |
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151 |
y+=Y; |
|
139 | 152 |
} |
140 | 153 |
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141 | 154 |
//android.util.Log.d("BITMAP", "buildGrid done"); |
... | ... | |
159 | 172 |
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160 | 173 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
161 | 174 |
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162 |
boolean canUsePostprocessingShortcut()
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163 |
{
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164 |
return true;
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165 |
}
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175 |
float[] getBoundingVertices()
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176 |
{ |
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177 |
return mBoundingVert;
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178 |
} |
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166 | 179 |
|
167 | 180 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
168 | 181 |
// PUBLIC API |
src/main/java/org/distorted/library/MeshObject.java | ||
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50 | 50 |
} |
51 | 51 |
|
52 | 52 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
53 |
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54 |
abstract boolean canUsePostprocessingShortcut(); |
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53 |
/** |
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54 |
* Get the minimal set of Vertices which have the same convex hull as the whole set. |
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55 |
* <p> |
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56 |
* In case of Flat Meshes, the set is obviously just the 4 corners. In case of the Cubes Mesh, |
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57 |
* it is a subset of the set of each rightmost- and leftmost- corners in each row. |
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58 |
* <p> |
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59 |
* This is used to be able to quickly compute, in window coordinates, the Mesh'es bounding rectangle. |
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60 |
*/ |
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61 |
abstract float[] getBoundingVertices(); |
|
55 | 62 |
} |
Also available in: Unified diff
Progress with getting Mesh'es bounding rectangle.