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Revision 7a5e538a

Added by Leszek Koltunski over 5 years ago

Progress with Inflate (building block of postprocessing effects: the proper way of marking a halo around a Mesh)
'Inflate' app testing the machanism. MeshFlat appears to be working, now we only need to fill up the per-vertex Inflate vector in the MeshCubes.

View differences:

src/main/java/org/distorted/library/main/DistortedEffects.java
445 445

  
446 446
///////////////////////////////////////////////////////////////////////////////////////////////////
447 447

  
448
  void send(float halfW, float halfH, float halfZ, float margin, DistortedOutputSurface surface, int variant)
448
  void send(float halfW, float halfH, float halfZ, float inflate, DistortedOutputSurface surface, int variant)
449 449
    {
450
    mM.send(surface,halfW,halfH,halfZ,margin,variant);
451
    mV.send(variant);
450
    mM.send(surface,halfW,halfH,halfZ,variant);
451
    mV.send(inflate,variant);
452 452
    }
453 453

  
454 454
///////////////////////////////////////////////////////////////////////////////////////////////////
......
471 471

  
472 472
    mesh.bindVertexAttribs(mMainOITProgram);
473 473

  
474
    mM.send(surface,halfW,halfH,halfZ,0,1);
475
    mV.send(1);
474
    float inflate = mesh.getInflate();
475

  
476
    mM.send(surface,halfW,halfH,halfZ,1);
477
    mV.send(inflate,1);
476 478
    mF.send(1);
477 479

  
478 480
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
......
480 482
    if( mesh.getShowNormals() )
481 483
      {
482 484
      mMainProgram.useProgram();
483
      mM.send(surface,halfW,halfH,halfZ,0,0);
484
      mV.send(0);
485
      mM.send(surface,halfW,halfH,halfZ,0);
486
      mV.send(inflate,0);
485 487
      mF.send(0);
486 488
      displayNormals(mesh);
487 489
      }
......
505 507

  
506 508
    mesh.bindVertexAttribs(mMainProgram);
507 509

  
508
    mM.send(surface,halfW,halfH,halfZ,0,0);
509
    mV.send(0);
510
    mM.send(surface,halfW,halfH,halfZ,0);
511
    mV.send( mesh.getInflate(),0);
510 512
    mF.send(0);
511 513

  
512 514
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );

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