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Revision 6e7c8721

Added by Leszek Koltunski over 7 years ago

Simplifications.

View differences:

src/main/java/org/distorted/library/DistortedFramebuffer.java
45 45
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
46 46
      GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
47 47
      GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
48
      GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mSizeX, mSizeY, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
48
      GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mWidth, mHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
49 49

  
50 50
      GLES30.glGenFramebuffers(1, mFBOH, 0);
51 51
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
......
61 61
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
62 62
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
63 63
      GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
64
      GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mSizeX, mSizeY, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_SHORT, null);
64
      GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_SHORT, null);
65 65

  
66 66
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
67 67
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthH[0], 0);
src/main/java/org/distorted/library/DistortedOutputSurface.java
55 55

  
56 56
  private long mTime;
57 57
  private float mFOV;
58
  int mWidth,mHeight,mDepth;
59 58
  float mDistance, mNear;
60 59
  float[] mProjectionMatrix;
61 60

  
......
118 117

  
119 118
        mDistance    = mHeight/a;
120 119
        float far    = 2*mDistance-near;
121
        mDepth       = (int)((far-near)/2);
122 120

  
123 121
        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
124 122
        }
......
131 129
        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
132 130
        mDistance    = mWidth+mHeight;
133 131
        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
134
        mDepth       = (int)((far-near)/2);
135 132

  
136 133
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
137 134
        }
......
365 362
      {
366 363
      mWidth = width;
367 364
      mHeight= height;
368
      mSizeX = width;
369
      mSizeY = height;
370 365

  
371 366
      createProjection();
372 367

  
src/main/java/org/distorted/library/DistortedSurface.java
20 20
package org.distorted.library;
21 21

  
22 22
import java.util.HashMap;
23
import java.util.Iterator;
24 23
import java.util.LinkedList;
25
import java.util.Map;
26 24

  
27 25
///////////////////////////////////////////////////////////////////////////////////////////////////
28 26
/**
......
68 66
  private int mType;
69 67
  int mColorCreated;
70 68
  int[] mColorH = new int[1];
71
  int mSizeX, mSizeY;  // in screen space
69
  int mWidth, mHeight;
72 70

  
73 71
///////////////////////////////////////////////////////////////////////////////////////////////////
74 72

  
......
193 191

  
194 192
  DistortedSurface(int width, int height, int create, int type)
195 193
    {
196
    mSizeX        = width ;
197
    mSizeY        = height;
194
    mWidth        = width ;
195
    mHeight       = height;
198 196
    mColorCreated = create;
199 197
    mColorH[0]    = 0;
200 198
    mID           = type==TYPE_SYST ? --mNextSystemID : ++mNextClientID;
......
247 245
 */
248 246
  public int getWidth()
249 247
    {
250
    return mSizeX;
248
    return mWidth;
251 249
    }
252 250

  
253 251
///////////////////////////////////////////////////////////////////////////////////////////////////
......
258 256
 */
259 257
  public int getHeight()
260 258
    {
261
    return mSizeY;
259
    return mHeight;
262 260
    }
263 261

  
264 262
///////////////////////////////////////////////////////////////////////////////////////////////////
......
273 271
 */
274 272
  public int getDepth(MeshObject mesh)
275 273
    {
276
    return mesh==null ? 0 : (int)(mSizeX*mesh.zFactor);
274
    return mesh==null ? 0 : (int)(mWidth*mesh.zFactor);
277 275
    }
278 276
  }
src/main/java/org/distorted/library/EffectQueueMatrix.java
47 47
  private static float[] mViewMatrix= new float[16];
48 48

  
49 49
  private static int mObjDH;      // This is a handle to half a Object dimensions
50
  private static int mDepthH;     // Handle to the max Depth, i.e (farplane-nearplane)/2
51 50
  private static int mMVPMatrixH; // pass in the transformation matrix
52 51
  private static int mMVMatrixH;  // pass in the modelview matrix.
53 52
  
......
192 191
  static void getUniforms(int mProgramH)
193 192
    {
194 193
    mObjDH     = GLES30.glGetUniformLocation(mProgramH, "u_objD");
195
    mDepthH    = GLES30.glGetUniformLocation(mProgramH, "u_Depth");
196 194
    mMVPMatrixH= GLES30.glGetUniformLocation(mProgramH, "u_MVPMatrix");
197 195
    mMVMatrixH = GLES30.glGetUniformLocation(mProgramH, "u_MVMatrix"); 
198 196
    }
......
256 254
    constructMatrices(projection,halfX,halfY);
257 255

  
258 256
    GLES30.glUniform3f( mObjDH , halfX, halfY, halfZ);
259
    GLES30.glUniform1f( mDepthH, projection.mDepth);
260 257
    GLES30.glUniformMatrix4fv(mMVMatrixH , 1, false, mViewMatrix, 0);
261 258
    GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
262 259
    }
src/main/res/raw/main_vertex_shader.glsl
38 38
uniform vec3 u_objD;                 // half of object width x half of object height X half the depth;
39 39
                                     // point (0,0,0) is the center of the object
40 40

  
41
uniform float u_Depth;               // max absolute value of v.z ; beyond that the vertex would be culled by the near or far planes.
42
                                     // I read OpenGL ES has a built-in uniform variable gl_DepthRange.near = n,
43
                                     // .far = f, .diff = f-n so maybe u_Depth is redundant
44
                                     // Update: this struct is only available in fragment shaders
45

  
46 41
uniform mat4 u_MVPMatrix;            // the combined model/view/projection matrix.
47 42
uniform mat4 u_MVMatrix;             // the combined model/view matrix.
48 43

  
......
147 142
  return min(1.0/(1.0 + 1.0/(sqrt(DOT*DOT+D*one_over_ps_sq)-DOT)),E);
148 143
  }
149 144

  
150
//////////////////////////////////////////////////////////////////////////////////////////////
151
// Clamp v.z to (-u_Depth,u_Depth) with the following function:
152
// define h to be, say, 0.7; let H=u_Depth
153
//      if v.z < -hH then v.z = (-(1-h)^2 * H^2)/(v.z+(2h-1)H) -H   (function satisfying f(-hH)=-hH, f'(-hH)=1, lim f(x) = -H)
154
// else if v.z >  hH then v.z = (-(1-h)^2 * H^2)/(v.z-(2h-1)H) +H   (function satisfying f(+hH)=+hH, f'(+hH)=1, lim f(x) = +H)
155
// else v.z = v.z
156

  
157
void restrictZ(inout float v)
158
  {
159
  const float h = 0.7;
160
  float signV = 2.0*max(0.0,sign(v))-1.0;
161
  float c = ((1.0-h)*(h-1.0)*u_Depth*u_Depth)/(v-signV*(2.0*h-1.0)*u_Depth) +signV*u_Depth;
162
  float b = max(0.0,sign(abs(v)-h*u_Depth));
163

  
164
  v = b*c+(1.0-b)*v; // Avoid branching: if abs(v)>h*u_Depth, then v=c; otherwise v=v.
165
  }
166

  
167 145
//////////////////////////////////////////////////////////////////////////////////////////////
168 146
// DEFORM EFFECT
169 147
//
......
575 553

  
576 554
    j+=3;
577 555
    }
578

  
579
  restrictZ(v.z);
580 556
#endif
581 557
   
582 558
  v_Position      = v;

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