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Revision 8aac2acc

Added by Leszek Koltunski over 8 years ago

minor

View differences:

src/main/java/org/distorted/library/EffectQueueMatrix.java
43 43
  private static float[] mMVPMatrix= new float[16];
44 44
  private static float[] mTmpMatrix= new float[16];
45 45
  
46
  private static int mBmpDH;      // This is a handle to half a bitmap dimensions
46
  private static int mObjDH;      // This is a handle to half a Object dimensions
47 47
  private static int mDepthH;     // Handle to the max Depth, i.e (farplane-nearplane)/2
48 48
  private static int mMVPMatrixH; // pass in the transformation matrix
49 49
  private static int mMVMatrixH;  // pass in the modelview matrix.
......
89 89

  
90 90
  static void getUniforms(int mProgramH)
91 91
    {
92
    mBmpDH     = GLES20.glGetUniformLocation(mProgramH, "u_objD");
92
    mObjDH     = GLES20.glGetUniformLocation(mProgramH, "u_objD");
93 93
    mDepthH    = GLES20.glGetUniformLocation(mProgramH, "u_Depth");
94 94
    mMVPMatrixH= GLES20.glGetUniformLocation(mProgramH, "u_MVPMatrix");
95 95
    mMVMatrixH = GLES20.glGetUniformLocation(mProgramH, "u_MVMatrix"); 
......
227 227
    Matrix.translateM(viewMatrix, 0, mObjHalfX,-mObjHalfY, -mObjHalfZ);
228 228
    Matrix.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, viewMatrix, 0);
229 229
    
230
    GLES20.glUniform3f( mBmpDH , mObjHalfX, mObjHalfY, mObjHalfZ);
230
    GLES20.glUniform3f( mObjDH , mObjHalfX, mObjHalfY, mObjHalfZ);
231 231
    GLES20.glUniform1f( mDepthH, dp.depth);   
232 232
    GLES20.glUniformMatrix4fv(mMVMatrixH , 1, false, viewMatrix, 0);
233 233
    GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0);
......
242 242
    Matrix.translateM(mTmpMatrix, 0, mObjHalfX-dp.width/2, dp.height/2-mObjHalfY, mObjHalfZ-dp.distance);
243 243
    Matrix.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, mTmpMatrix, 0);
244 244
    
245
    GLES20.glUniform3f( mBmpDH , mObjHalfX, mObjHalfY, mObjHalfZ);
245
    GLES20.glUniform3f( mObjDH , mObjHalfX, mObjHalfY, mObjHalfZ);
246 246
    GLES20.glUniform1f( mDepthH, dp.depth);  
247 247
    GLES20.glUniformMatrix4fv(mMVMatrixH , 1, false, mTmpMatrix, 0);
248 248
    GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0);

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