Revision 8298e6af
Added by Leszek Koltunski about 8 years ago
src/main/java/org/distorted/library/DistortedBitmap.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* {@see DistortedObject#DistortedObject(DistortedObject,int)} |
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* Copy constructor. |
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* |
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* @param db Object to copy |
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* @param flags {@see DistortedObject#DistortedObject(DistortedObject,int)} |
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*/ |
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public DistortedBitmap(DistortedBitmap db, int flags) |
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{ |
src/main/java/org/distorted/library/DistortedCubes.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* {@see DistortedObject#DistortedObject(DistortedObject,int)} |
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* Copy constructor. |
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* |
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* @param dc Object to copy |
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* @param flags {@see DistortedObject#DistortedObject(DistortedObject,int)} |
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*/ |
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public DistortedCubes(DistortedCubes dc, int flags) |
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{ |
src/main/java/org/distorted/library/EffectNames.java | ||
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* Effect's 'Type' is one of the constants defined in {@see EffectTypes}. |
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* </p> |
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* <p> |
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* Effect's 'Uniforms' are a vector of 7 (matrix effects) 9 (vertex) or 8 (fragment) floats, which
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* Effect's 'Uniforms' are a vector of 7 (matrix effects) 12 (vertex) or 8 (fragment) floats, which
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* together form full information how to compute a given effect. |
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* Typically, some of those values will be Interpolated in CPU (by one of the 'EffectQueueX.compute()' |
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* methods) and the effect of such Interpolation sent to the Shaders. |
... | ... | |
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///////////////////////////////////////////////////////////////////////////////// |
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// VERTEX EFFECTS |
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// Always 12 Uniforms: 4 per-effect interpolated values, 2 caches, 2-dimensional
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// center of the effect, 4-dimensional Region
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// Always 12 Uniforms: 6 per-effect interpolated values, 2-dimensional center of
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// the effect, 4-dimensional Region |
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/** |
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* Apply a 3D vector of force to area around a point on the surface of the Object. |
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* <p> |
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SWIRL ( EffectTypes.VERTEX , new float[] {0.0f} ), |
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/** |
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* Directional sinusoidal wave effect. The direction of the wave is given by the 'angle' |
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* parameter, which is the angle (in degrees) the direction forms with the X-axis.
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* parameters. Details: {@see DistortedObject#wave(Data4D,Data2D)}
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* <p> |
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* Uniforms: (amplitude,length,angleAlpha,angleBeta, |
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* UNUSED, UNUSED,centerX,centerY, |
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