Revision 96e3b88a
Added by Leszek Koltunski over 3 years ago
src/main/java/org/distorted/library/effect/MatrixEffectRotate.java | ||
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*/ |
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public void apply(float[] matrixP, float[] matrixV, float[] uniforms, int index) |
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{ |
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float angle = uniforms[NUM_UNIFORMS*index ]; |
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float axisX = uniforms[NUM_UNIFORMS*index+1]; |
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float axisY = uniforms[NUM_UNIFORMS*index+2]; |
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float axisZ = uniforms[NUM_UNIFORMS*index+3]; |
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float angle = uniforms[NUM_FLOAT_UNIFORMS*index ];
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float axisX = uniforms[NUM_FLOAT_UNIFORMS*index+1];
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float axisY = uniforms[NUM_FLOAT_UNIFORMS*index+2];
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float axisZ = uniforms[NUM_FLOAT_UNIFORMS*index+3];
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float x = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET ]; |
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float y = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+1]; |
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float z = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+2]; |
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float x = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET ];
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float y = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1];
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float z = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2];
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Matrix.translateM(matrixP, 0, x, y, z); |
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Matrix.rotateM (matrixP, 0, angle, axisX, axisY, axisZ); |
Also available in: Unified diff
Introducing UBO to Effect Queues: step 1.