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Revision b455eb48

Added by Leszek Koltunski over 7 years ago

Rename various classes; fix a bug in Around the World.

View differences:

src/main/java/org/distorted/library/DistortedObject.java
54 54
 * <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Bitmap (transparency, macroblock)
55 55
 * </ul>
56 56
 * <p>
57
 * Just like in DistortedNode and DistortedFramebuffer, we need to have a static list of all
57
 * Just like in DistortedObjectTree and DistortedFramebuffer, we need to have a static list of all
58 58
 * DistortedObjects currently created by the application so that we can implement the 'mark for
59 59
 * deletion now - actually delete on next render' thing.
60 60
 * We need to be able to quickly retrieve an Object by its ID, thus a HashMap.
......
70 70

  
71 71
  private boolean matrixCloned, vertexCloned, fragmentCloned;
72 72
  private long mID;
73
  private int mSizeX, mSizeY, mSizeZ; // in screen space
74
  private float mHalfX, mHalfY, mHalfZ; // halfs of the above
73
  private int mSizeX, mSizeY, mSizeZ;   // in screen space
74
  private float mHalfX, mHalfY, mHalfZ; // halves of the above
75 75

  
76 76
  private Bitmap[] mBmp= null; //
77 77
  int[] mTextureDataH;         // have to be shared among all the cloned Objects
......
84 84
// upper-left corner. Everywhere else the origin is in the lower-left corner. Thus we have to flip.
85 85
// The alternative solution, namely inverting the y-coordinate of the TexCoord does not really work-
86 86
// i.e. it works only in case of rendering directly to the screen, but if we render to an FBO and
87
// then take the FBO and render to screen, (DistortedNode does so!) things get inverted as textures
87
// then take the FBO and render to screen, (DistortedObjectTree does so!) things get inverted as textures
88 88
// created from FBO have their origins in the lower-left... Mindfuck!
89 89

  
90 90
  private static Bitmap flipBitmap(Bitmap src)
......
184 184
  
185 185
///////////////////////////////////////////////////////////////////////////////////////////////////
186 186
   
187
  void drawPriv(long currTime, DistortedObjectGrid grid, DistortedFramebuffer df)
187
  void drawPriv(long currTime, GridObject grid, DistortedFramebuffer df)
188 188
    {
189 189
    DistortedFramebuffer.deleteAllMarked();
190 190

  
......
204 204

  
205 205
///////////////////////////////////////////////////////////////////////////////////////////////////
206 206
   
207
  void drawNoEffectsPriv(DistortedObjectGrid grid, DistortedFramebuffer df)
207
  void drawNoEffectsPriv(GridObject grid, DistortedFramebuffer df)
208 208
    {
209 209
    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
210 210

  
......
324 324
 *        This gets passed on to Dynamics inside the Effects that are currently applied to the
325 325
 *        Object.
326 326
 */
327
  public void draw(long currTime, DistortedObjectGrid grid)
327
  public void draw(long currTime, GridObject grid)
328 328
    {
329 329
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
330 330
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
......
338 338
 * @param currTime Current time, in milliseconds.
339 339
 * @param df       Framebuffer to render this to.
340 340
 */
341
  public void draw(long currTime, DistortedObjectGrid grid, DistortedFramebuffer df)
341
  public void draw(long currTime, GridObject grid, DistortedFramebuffer df)
342 342
    {
343 343
    df.setAsOutput();
344 344
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);

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