Revision 7a5e538a
Added by Leszek Koltunski over 5 years ago
src/main/java/org/distorted/library/main/EffectQueueVertex.java | ||
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36 | 36 |
private static int[] mNumEffectsH = new int[Distorted.MAIN_VARIANTS]; |
37 | 37 |
private static int[] mNameH = new int[Distorted.MAIN_VARIANTS]; |
38 | 38 |
private static int[] mUniformsH = new int[Distorted.MAIN_VARIANTS]; |
39 |
private static int[] mInflateH = new int[Distorted.MAIN_VARIANTS]; |
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39 | 40 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
41 | 42 |
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... | ... | |
51 | 52 |
mNumEffectsH[variant]= GLES31.glGetUniformLocation( mProgramH, "vNumEffects"); |
52 | 53 |
mNameH[variant] = GLES31.glGetUniformLocation( mProgramH, "vName"); |
53 | 54 |
mUniformsH[variant] = GLES31.glGetUniformLocation( mProgramH, "vUniforms"); |
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mInflateH[variant] = GLES31.glGetUniformLocation( mProgramH, "u_Inflate"); |
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54 | 56 |
} |
55 | 57 |
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56 | 58 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
88 | 90 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
90 | 92 |
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void send(int variant) |
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void send(float inflate, int variant)
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{ |
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GLES31.glUniform1i( mNumEffectsH[variant], mNumEffects); |
94 |
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GLES31.glUniform1f( mInflateH[variant] , inflate ); |
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if( mNumEffects>0 ) |
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{ |
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GLES31.glUniform1iv( mNameH[variant] , mNumEffects, mName ,0); |
Also available in: Unified diff
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.