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library / src / main / java / org / distorted / library / effectqueue / EffectQueueMatrix.java @ b7074bc6

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.effectqueue;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectType;
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import org.distorted.library.effect.MatrixEffect;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.message.EffectMessageSender;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class EffectQueueMatrix extends EffectQueue
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  {   
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  private static final int NUM_UNIFORMS = MatrixEffect.NUM_UNIFORMS;
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  private static final int INDEX = EffectType.MATRIX.ordinal();
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  private static float[] mMVPMatrix       = new float[16];
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  private static float[] mModelViewMatrix = new float[16];
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  private static int[] mBoundingH  = new int[MAIN_VARIANTS];
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  private static int[] mStretchH   = new int[MAIN_VARIANTS];
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  private static int[] mMVPMatrixH = new int[MAIN_VARIANTS];
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  private static int[] mMVMatrixH  = new int[MAIN_VARIANTS];
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  private static float[] mTmpMatrix = new float[16];
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  private static float[] mTmpResult = new float[4];
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  private static float[] mTmpPoint  = new float[4];
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  private static float mMinX,mMaxX,mMinY,mMaxY;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  EffectQueueMatrix()
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    { 
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    super(NUM_UNIFORMS,INDEX );
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void uniforms(int mProgramH, int variant)
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    {
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    mBoundingH[variant] = GLES30.glGetUniformLocation(mProgramH, "u_Bounding");
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    mStretchH[variant]  = GLES30.glGetUniformLocation(mProgramH, "u_Stretch");
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    mMVPMatrixH[variant]= GLES30.glGetUniformLocation(mProgramH, "u_MVPMatrix");
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    mMVMatrixH[variant] = GLES30.glGetUniformLocation(mProgramH, "u_MVMatrix");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void magnifyDir()
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    {
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    Matrix.multiplyMV(mTmpResult,0,mTmpMatrix,0,mTmpPoint,0);
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    float nx = mTmpResult[0]/mTmpResult[3];
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    float ny = mTmpResult[1]/mTmpResult[3];
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    if( nx<mMinX ) mMinX = nx;
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    if( nx>mMaxX ) mMaxX = nx;
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    if( ny<mMinY ) mMinY = ny;
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    if( ny>mMaxY ) mMaxY = ny;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return a float which describes how much larger an object must be so that it appears to be (about)
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// 'marginInPixels' pixels larger in each direction. Used in Postprocessing.
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  float magnify(float[] projection, int width, int height, float mipmap, MeshBase mesh, float marginInPixels)
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    {
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    mMinX = Integer.MAX_VALUE;
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    mMaxX = Integer.MIN_VALUE;
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    mMinY = Integer.MAX_VALUE;
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    mMaxY = Integer.MIN_VALUE;
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    mTmpPoint[3] = 1.0f;
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    Matrix.multiplyMM(mTmpMatrix, 0, projection, 0, mModelViewMatrix, 0);
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    float halfX = mesh.getBoundingX();
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    float halfY = mesh.getBoundingY();
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    float halfZ = mesh.getBoundingZ();
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    mTmpPoint[0] = +halfX; mTmpPoint[1] = +halfY; mTmpPoint[2] = +halfZ; magnifyDir();
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    mTmpPoint[0] = +halfX; mTmpPoint[1] = +halfY; mTmpPoint[2] = -halfZ; magnifyDir();
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    mTmpPoint[0] = +halfX; mTmpPoint[1] = -halfY; mTmpPoint[2] = +halfZ; magnifyDir();
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    mTmpPoint[0] = +halfX; mTmpPoint[1] = -halfY; mTmpPoint[2] = -halfZ; magnifyDir();
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    mTmpPoint[0] = -halfX; mTmpPoint[1] = +halfY; mTmpPoint[2] = +halfZ; magnifyDir();
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    mTmpPoint[0] = -halfX; mTmpPoint[1] = +halfY; mTmpPoint[2] = -halfZ; magnifyDir();
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    mTmpPoint[0] = -halfX; mTmpPoint[1] = -halfY; mTmpPoint[2] = +halfZ; magnifyDir();
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    mTmpPoint[0] = -halfX; mTmpPoint[1] = -halfY; mTmpPoint[2] = -halfZ; magnifyDir();
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    float xLenInPixels = width *(mMaxX-mMinX)/2;
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    float yLenInPixels = height*(mMaxY-mMinY)/2;
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    // already margin / avg(xLen,yLen) is the size of the halo.
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    // Here we need a bit more because we are marking not only the halo, but a little bit around
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    // it as well so that the (blur for example) will be smooth on the edges. Thus the 2.0f.
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    // ( 4.0 because there is an extra 2.0 from the avg(xLen,yLen) )
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    //
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    // mMipmap ( 1.0, 0.5, 0.25, 0.125 ) - we need to make the size of the halo independent
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    // of postprocessing effect quality.
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    return mipmap*4.0f*marginInPixels/( xLenInPixels+yLenInPixels );
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void compute(long currTime)
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    {
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    if( currTime==mTime ) return;
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    if( mTime==0 ) mTime = currTime;
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    long step = (currTime-mTime);
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    for(int i=0; i<mNumEffects; i++)
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      {
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      mCurrentDuration[i] += step;
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      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) )
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        {
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        EffectMessageSender.newMessage(mEffects[i]);
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        }
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      }
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    mTime = currTime;  
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    }  
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float[] getMVP()
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    {
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    return mMVPMatrix;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void send(float distance, float mipmap, float[] projection, MeshBase mesh, int variant)
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    {
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    Matrix.setIdentityM(mModelViewMatrix, 0);
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    // The 'View' part of the MV matrix
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    Matrix.translateM(mModelViewMatrix, 0, 0,0, -distance);
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    if( mipmap!=1 ) Matrix.scaleM(mModelViewMatrix, 0, mipmap, mipmap, mipmap);
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    // the 'Model' part of the MV matrix
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    for(int i=mNumEffects-1; i>=0; i--) ((MatrixEffect)mEffects[i]).apply(mModelViewMatrix,mUniforms,i);
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    // combined Model-View-Projection matrix
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    Matrix.multiplyMM(mMVPMatrix, 0, projection, 0, mModelViewMatrix, 0);
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    GLES30.glUniform3f( mBoundingH[variant] , mesh.getBoundingX(), mesh.getBoundingY(), mesh.getBoundingZ());
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    GLES30.glUniform3f( mStretchH[variant]  , mesh.getStretchX() , mesh.getStretchY() , mesh.getStretchZ() );
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    GLES30.glUniformMatrix4fv(mMVMatrixH[variant] , 1, false, mModelViewMatrix, 0);
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    GLES30.glUniformMatrix4fv(mMVPMatrixH[variant], 1, false, mMVPMatrix      , 0);
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    }
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  }
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