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Revision af4cc5db

Added by Leszek Koltunski about 7 years ago

Simplify yesterday's refactoring.

View differences:

src/main/java/org/distorted/library/DistortedOutputSurface.java
19 19

  
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package org.distorted.library;
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import android.opengl.Matrix;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class DistortedOutputSurface extends DistortedSurface
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{
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  private float mX, mY, mFOV;
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  int mWidth,mHeight,mDepth;
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  float mDistance;
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  float[] mProjectionMatrix;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int color)
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    {
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    super(width,height,color);
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    mProjectionMatrix = new float[16];
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    mWidth = width;
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    mHeight= height;
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    mFOV = 60.0f;
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    mX   =  0.0f;
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    mY   =  0.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float left   = (-mX-mWidth /2.0f)/mHeight;
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        float right  = (-mX+mWidth /2.0f)/mHeight;
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        float bottom = (-mY-mHeight/2.0f)/mHeight;
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        float top    = (-mY+mHeight/2.0f)/mHeight;
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        float near   = (top-bottom) / (2.0f*(float)Math.tan(mFOV*Math.PI/360));
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        mDistance    = 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   = -mX-mWidth /2.0f;
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        float right  = -mX+mWidth /2.0f;
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        float bottom = -mY-mHeight/2.0f;
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        float top    = -mY+mHeight/2.0f;
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        float near   = (mWidth+mHeight)/2;
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        mDistance    = 2*near;
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        float far    = 3*near;
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        mDepth       = (int)near;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * A Surface that we can set as Output, i.e. render to it.
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 * Draw the (texture,mesh,effects) object to the Framebuffer.
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 * <p>
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 * Must be called from a thread holding OpenGL Context.
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 *
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 * @param surface InputSurface to skin our Mesh with.
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 * @param mesh Class descendant from MeshObject
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 * @param effects The DistortedEffects to use when rendering
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 * @param time Current time, in milliseconds.
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 */
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  public void renderTo(DistortedInputSurface surface, MeshObject mesh, DistortedEffects effects, long time)
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    {
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    surface.create();  // Watch out  - this needs to be before
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    create();          // the 'setAsInput' because this has side-effects!
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public interface DistortedOutputSurface extends DistortedSurface
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{
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    if( surface.setAsInput() )
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      {
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      DistortedSurface.deleteAllMarked();
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      effects.drawPriv(surface.getWidth()/2.0f, surface.getHeight()/2.0f, mesh, this, time);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draws the Tree, and all its children, to the Framebuffer.
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 * <p>
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 * Must be called from a thread holding OpenGL Context.
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 *
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 * @param dt DistortedTree to render.
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 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the Tree.
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 */
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  public void renderTo(DistortedTree dt, long time)
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    {
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    DistortedSurface.deleteAllMarked();
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    create();
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    dt.drawRecursive(time,this);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Bind this Surface as a Framebuffer we can render to.
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 */
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 void setAsOutput();
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  public abstract void setAsOutput();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create new Projection matrix.
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 *
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 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
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 * @param x X-coordinate of the point at which our camera looks at. 0 is the center.
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 * @param y Y-coordinate of the point at which our camera looks at. 0 is the center.
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 */
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  public void setProjection(float fov, float x, float y)
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    {
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    mFOV = fov;
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    mX = x;
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    mY = y;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Return the Projection.
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 * Resize the underlying Framebuffer.
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 *
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 * @param width The new width.
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 * @param height The new height.
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 */
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 DistortedProjection getProjection();
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}
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  public void resize(int width, int height)
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    {
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    if( mWidth!=width || mHeight!=height )
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      {
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      mWidth = width;
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      mHeight= height;
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      createProjection();
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      mSizeX = width;
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      mSizeY = height;
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      if( mColorH[0]>0 ) markForDeletion();
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      }
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    }
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}

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