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Revision 7490d738

Added by Leszek Koltunski over 4 years ago

Fixes for the Projection matrix, FOV.

There was a confusion between the Projection of the Node onto the Screen, and the Projection of the Cubits on the Node.

View differences:

src/main/java/org/distorted/library/effectqueue/EffectQueueMatrix.java
34 34
  private static final int NUM_UNIFORMS = MatrixEffect.NUM_UNIFORMS;
35 35
  private static final int INDEX = EffectType.MATRIX.ordinal();
36 36

  
37
  private static float[] mMVPMatrix = new float[16];
38
  private static float[] mViewMatrix= new float[16];
37
  private static float[] mMVPMatrix       = new float[16];
38
  private static float[] mModelViewMatrix = new float[16];
39 39

  
40 40
  private static int[] mBoundingH  = new int[MAIN_VARIANTS];
41 41
  private static int[] mStretchH   = new int[MAIN_VARIANTS];
......
91 91

  
92 92
    mTmpPoint[3] = 1.0f;
93 93

  
94
    Matrix.multiplyMM(mTmpMatrix, 0, projection, 0, mViewMatrix, 0);
94
    Matrix.multiplyMM(mTmpMatrix, 0, projection, 0, mModelViewMatrix, 0);
95 95

  
96 96
    float halfX = mesh.getBoundingX();
97 97
    float halfY = mesh.getBoundingY();
......
152 152

  
153 153
  void send(float distance, float mipmap, float[] projection, MeshBase mesh, int variant)
154 154
    {
155
    Matrix.setIdentityM(mViewMatrix, 0);
156
    Matrix.translateM(mViewMatrix, 0, 0,0, -distance);
155
    Matrix.setIdentityM(mModelViewMatrix, 0);
157 156

  
158
    if( mipmap!=1 ) Matrix.scaleM(mViewMatrix, 0, mipmap, mipmap, mipmap);
157
    // The 'View' part of the MV matrix
158
    Matrix.translateM(mModelViewMatrix, 0, 0,0, -distance);
159
    if( mipmap!=1 ) Matrix.scaleM(mModelViewMatrix, 0, mipmap, mipmap, mipmap);
159 160

  
160
    for(int i=mNumEffects-1; i>=0; i--) ((MatrixEffect)mEffects[i]).apply(mViewMatrix,mUniforms,i);
161
    Matrix.multiplyMM(mMVPMatrix, 0, projection, 0, mViewMatrix, 0);
161
    // the 'Model' part of the MV matrix
162
    for(int i=mNumEffects-1; i>=0; i--) ((MatrixEffect)mEffects[i]).apply(mModelViewMatrix,mUniforms,i);
163

  
164
    // combined Model-View-Projection matrix
165
    Matrix.multiplyMM(mMVPMatrix, 0, projection, 0, mModelViewMatrix, 0);
162 166

  
163 167
    GLES31.glUniform3f( mBoundingH[variant] , mesh.getBoundingX(), mesh.getBoundingY(), mesh.getBoundingZ());
164 168
    GLES31.glUniform3f( mStretchH[variant]  , mesh.getStretchX() , mesh.getStretchY() , mesh.getStretchZ() );
165
    GLES31.glUniformMatrix4fv(mMVMatrixH[variant] , 1, false, mViewMatrix, 0);
166
    GLES31.glUniformMatrix4fv(mMVPMatrixH[variant], 1, false, mMVPMatrix , 0);
169
    GLES31.glUniformMatrix4fv(mMVMatrixH[variant] , 1, false, mModelViewMatrix, 0);
170
    GLES31.glUniformMatrix4fv(mMVPMatrixH[variant], 1, false, mMVPMatrix      , 0);
167 171
    }
168 172
  }

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