Revision 8aac2acc
Added by Leszek Koltunski over 8 years ago
src/main/java/org/distorted/library/EffectQueueMatrix.java | ||
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43 | 43 |
private static float[] mMVPMatrix= new float[16]; |
44 | 44 |
private static float[] mTmpMatrix= new float[16]; |
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private static int mBmpDH; // This is a handle to half a bitmap dimensions
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private static int mObjDH; // This is a handle to half a Object dimensions
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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 |
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static void getUniforms(int mProgramH) |
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{ |
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mBmpDH = GLES20.glGetUniformLocation(mProgramH, "u_objD");
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mObjDH = GLES20.glGetUniformLocation(mProgramH, "u_objD");
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mDepthH = GLES20.glGetUniformLocation(mProgramH, "u_Depth"); |
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mMVPMatrixH= GLES20.glGetUniformLocation(mProgramH, "u_MVPMatrix"); |
95 | 95 |
mMVMatrixH = GLES20.glGetUniformLocation(mProgramH, "u_MVMatrix"); |
... | ... | |
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Matrix.translateM(viewMatrix, 0, mObjHalfX,-mObjHalfY, -mObjHalfZ); |
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Matrix.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, viewMatrix, 0); |
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GLES20.glUniform3f( mBmpDH , mObjHalfX, mObjHalfY, mObjHalfZ);
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GLES20.glUniform3f( mObjDH , mObjHalfX, mObjHalfY, mObjHalfZ);
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GLES20.glUniform1f( mDepthH, dp.depth); |
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GLES20.glUniformMatrix4fv(mMVMatrixH , 1, false, viewMatrix, 0); |
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GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0); |
... | ... | |
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Matrix.translateM(mTmpMatrix, 0, mObjHalfX-dp.width/2, dp.height/2-mObjHalfY, mObjHalfZ-dp.distance); |
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Matrix.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, mTmpMatrix, 0); |
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GLES20.glUniform3f( mBmpDH , mObjHalfX, mObjHalfY, mObjHalfZ);
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GLES20.glUniform3f( mObjDH , mObjHalfX, mObjHalfY, mObjHalfZ);
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GLES20.glUniform1f( mDepthH, dp.depth); |
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GLES20.glUniformMatrix4fv(mMVMatrixH , 1, false, mTmpMatrix, 0); |
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GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0); |
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