Revision 98455aa2
Added by Leszek Koltunski about 8 years ago
src/main/java/org/distorted/library/Distorted.java | ||
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static int mTextureCoordH; // pass in model texture coordinate information. |
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static int mProgramH; // This is a handle to our shading program. |
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static DistortedFramebuffer mFramebuffer = new DistortedFramebuffer(0); |
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static DistortedFramebuffer mFramebuffer = new DistortedFramebuffer(0); // output to the screen
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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... | ... | |
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// Public API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Sets Vertical Field of View angle. This changes the Projection Matrix.
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* Sets Vertical Field of View angle and the point the camera is looking at. This changes the Projection Matrix.
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* |
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* @param fov Vertical Field Of View angle, in degrees. If T is the middle of the top edge of the |
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* screen, E is the eye point, and B is the middle of the bottom edge of the screen, then |
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* fov = angle(TEB) |
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* @param x X-coordinate of the point the camera is looking at. -scrWidth/2 < x < scrWidth/2 |
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* @param y Y-coordinate of the point the camera is looking at. -scrHeight/2 < y < scrHeight/2 |
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*/ |
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public static void setFov(float fov)
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public static void setProjection(float fov, float x, float y)
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{ |
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mFramebuffer.setProjection(fov,0.0f,0.0f);
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mFramebuffer.setProjection(fov,x,y);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/DistortedFramebuffer.java | ||
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private void createProjection() |
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{ |
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if( mFOV>0.0f ) // perspective projection
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if( mWidth>0 && mHeight>0 )
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{ |
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float ratio = (float) mWidth / mHeight; |
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float left =-ratio; |
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float right = ratio; |
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float bottom = -1.0f; |
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float top = 1.0f; |
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float near= (float)(top / Math.tan(mFOV*Math.PI/360)); |
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mDistance = (int)(mHeight*near/(top-bottom)); |
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float far = 2*mDistance-near; |
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mDepth = (int)((far-near)/2); |
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if( far<=0 ) |
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if( mFOV>0.0f ) // perspective projection |
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{ |
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android.util.Log.e("FBO", "error: far<=0. width="+mWidth+" height="+mHeight+ |
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" mFOV="+mFOV+" mDistance="+mDistance+" far="+far+" near="+near); |
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} |
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else |
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float left =(-mX-mWidth )/mHeight; |
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float right =(-mX+mWidth )/mHeight; |
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float bottom =(-mY-mHeight)/mHeight; |
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float top =(-mY+mHeight)/mHeight; |
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float near= (float)( (top-bottom) / (2*Math.tan(mFOV*Math.PI/360)) ); |
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mDistance = (int)(mHeight*near/(top-bottom)); |
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float far = 2*mDistance-near; |
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mDepth = (int)((far-near)/2); |
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Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far); |
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} |
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else // parallel projection |
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{ |
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float left =-mWidth/2; |
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float right = mWidth/2; |
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float bottom =-mHeight/2; |
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float top = mHeight/2; |
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float near= (float)(top / Math.tan(Math.PI/360)); |
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mDistance = (int)(mHeight*near/(top-bottom)); |
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float far = 2*mDistance-near; |
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mDepth = (int)((far-near)/2); |
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Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far); |
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} |
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else // parallel projection |
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{ |
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float left =-mX-mWidth/2; |
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float right =-mX+mWidth/2; |
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float bottom =-mY-mHeight/2; |
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float top =-mY+mHeight/2; |
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float near= (float)( (top-bottom) / (2*Math.tan(Math.PI/360)) ); |
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mDistance = (int)(mHeight*near/(top-bottom)); |
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float far = 2*mDistance-near; |
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mDepth = (int)((far-near)/2); |
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Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far); |
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} |
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} |
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} |
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src/main/java/org/distorted/library/EffectTypes.java | ||
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// EffectQueueMatrix.setMax(int) |
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maxtable[1] = 5; // Max 5 VERTEX Effects |
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maxtable[2] = 3; // Max 3 FRAGMENT Effects
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maxtable[2] = 5; // Max 3 FRAGMENT Effects
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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} |
Also available in: Unified diff
Turn the former 'FOV' app into 'Projection' app that also checks the (x,y) the camera looks at.