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Revision a4835695

Added by Leszek Koltunski almost 8 years ago

move data types, like FlatND and InterpolatorND, to a separate package.

View differences:

src/main/java/org/distorted/library/EffectQueueFragment.java
21 21

  
22 22
import android.opengl.GLES20;
23 23

  
24
import org.distorted.library.type.Float2D;
25
import org.distorted.library.type.Float3D;
26
import org.distorted.library.type.Float4D;
27
import org.distorted.library.type.Interpolator;
28
import org.distorted.library.type.Interpolator1D;
29
import org.distorted.library.type.Interpolator2D;
30

  
24 31
///////////////////////////////////////////////////////////////////////////////////////////////////
25 32

  
26 33
class EffectQueueFragment extends EffectQueue
......
168 175
      EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects); 
169 176
      mInterI[mNumEffects] = inter;
170 177
      mInterP[mNumEffects] = point;
171
      mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
172
      mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
173
   
178

  
179
      if( region==null )
180
        {
181
        mBuf[4*mNumEffects+2] = 1000*mObjHalfX;
182
        mBuf[4*mNumEffects+3] = 1000*mObjHalfY;
183
        }
184
      else
185
        {
186
        float z = region.getZ();
187
        float w = region.getW();
188

  
189
        mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z;
190
        mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w;
191
        }
192

  
174 193
      return addBase(eln); 
175 194
      }
176 195
      
......
186 205
      EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);    
187 206
      mInterI[mNumEffects] = inter;
188 207
      mInterP[mNumEffects] = null;
189
      mBuf[4*mNumEffects  ] = point.x;
190
      mBuf[4*mNumEffects+1] = point.y;
191
      mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
192
      mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
193
   
208
      mBuf[4*mNumEffects  ] = point.getX();
209
      mBuf[4*mNumEffects+1] = point.getY();
210

  
211
      if( region==null )
212
        {
213
        mBuf[4*mNumEffects+2] = 1000*mObjHalfX;
214
        mBuf[4*mNumEffects+3] = 1000*mObjHalfY;
215
        }
216
      else
217
        {
218
        float z = region.getZ();
219
        float w = region.getW();
220

  
221
        mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z;
222
        mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w;
223
        }
224

  
194 225
      return addBase(eln);
195 226
      }
196 227
      
......
205 236
      {
206 237
      mInterI[mNumEffects] = inter;
207 238
      mInterP[mNumEffects] = point;
208
      mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
209
      mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
210
   
211
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
212
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
213
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
239

  
240
      if( region==null )
241
        {
242
        mBuf[4*mNumEffects+2] = 1000*mObjHalfX;
243
        mBuf[4*mNumEffects+3] = 1000*mObjHalfY;
244
        }
245
      else
246
        {
247
        float z = region.getZ();
248
        float w = region.getW();
249

  
250
        mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z;
251
        mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w;
252
        }
253

  
254
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.getX();
255
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.getY();
256
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.getZ();
214 257
     
215 258
      return addBase(eln); 
216 259
      }
......
226 269
      {
227 270
      mInterI[mNumEffects] = inter;
228 271
      mInterP[mNumEffects] = null;
229
      mBuf[4*mNumEffects  ] = point.x;
230
      mBuf[4*mNumEffects+1] = point.y;
231
      mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
232
      mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
233
      
234
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
235
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
236
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
272
      mBuf[4*mNumEffects  ] = point.getX();
273
      mBuf[4*mNumEffects+1] = point.getY();
274

  
275
      if( region==null )
276
        {
277
        mBuf[4*mNumEffects+2] = 1000*mObjHalfX;
278
        mBuf[4*mNumEffects+3] = 1000*mObjHalfY;
279
        }
280
      else
281
        {
282
        float z = region.getZ();
283
        float w = region.getW();
284

  
285
        mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z;
286
        mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w;
287
        }
288

  
289
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.getX();
290
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.getY();
291
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.getZ();
237 292
   
238 293
      return addBase(eln);
239 294
      }
......
249 304
      {
250 305
      mInterI[mNumEffects] = null;
251 306
      mInterP[mNumEffects] = point;
252
      mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
253
      mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
254
   
307

  
308
      if( region==null )
309
        {
310
        mBuf[4*mNumEffects+2] = 1000*mObjHalfX;
311
        mBuf[4*mNumEffects+3] = 1000*mObjHalfY;
312
        }
313
      else
314
        {
315
        float z = region.getZ();
316
        float w = region.getW();
317

  
318
        mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z;
319
        mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w;
320
        }
321

  
255 322
      mUniforms[NUM_UNIFORMS*mNumEffects+0] = t;
256
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
257
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
258
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
323
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.getX();
324
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.getY();
325
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.getZ();
259 326
     
260 327
      return addBase(eln); 
261 328
      }
......
271 338
      {
272 339
      mInterI[mNumEffects] = null;
273 340
      mInterP[mNumEffects] = null;
274
      mBuf[4*mNumEffects  ] = point.x;
275
      mBuf[4*mNumEffects+1] = point.y;
276
      mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
277
      mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
278
      
341
      mBuf[4*mNumEffects  ] = point.getX();
342
      mBuf[4*mNumEffects+1] = point.getY();
343

  
344
      if( region==null )
345
        {
346
        mBuf[4*mNumEffects+2] = 1000*mObjHalfX;
347
        mBuf[4*mNumEffects+3] = 1000*mObjHalfY;
348
        }
349
      else
350
        {
351
        float z = region.getZ();
352
        float w = region.getW();
353

  
354
        mBuf[4*mNumEffects+2] = z<=0.0f ? 1000*mObjHalfX : z;
355
        mBuf[4*mNumEffects+3] = w<=0.0f ? 1000*mObjHalfY : w;
356
        }
357

  
279 358
      mUniforms[NUM_UNIFORMS*mNumEffects+0] = t;
280
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
281
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
282
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
359
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.getX();
360
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.getY();
361
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.getZ();
283 362
   
284 363
      return addBase(eln);
285 364
      }

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