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Revision b73dcaa7

Added by Leszek Koltunski over 7 years ago

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src/main/java/org/distorted/library/DistortedBitmap.java
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Wrapper around the standard Android Bitmap class to which one can apply graphical effects.
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 * <p>
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 * General idea is as follows:
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 * <ul>
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 * <li> Create an instance of DistortedBitmap
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 * <li> Paint something onto the Bitmap that's backing it up
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 * <li> Apply some effects
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 * <li> Draw it!
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 * </ul>
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 * <p>
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 * The effects we can apply fall into three general categories:
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 * <ul>
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 * <li> Matrix Effects, i.e. ones that change the Bitmap's ModelView Matrix (moves, scales, rotations)
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 * <li> Vertex Effects, i.e. effects that are implemented in the Vertex Shader. Those typically change
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 *      the shape of (some sub-Region of) the Bitmap in some way (deforms, distortions, sinks)
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 * <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Bitmap (transparency, macroblock)
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 * </ul>
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 * <p>
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 * 
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 * DistortedObject descendant - with a Grid of flat rectangles.
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 */
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public class DistortedBitmap extends DistortedObject
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   {
src/main/java/org/distorted/library/DistortedCubes.java
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Instance of this class represents a flat set of cubes optionally textured as a whole.
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 * DistortedObject descendant - with a Grid composed of a set of cubes, centers of which all have equal Z-coords.
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 * (a subset of a NxMx1 cuboid build with 1x1x1 cubes, i.e. the MxNx1 cuboid with arbitrary cubes missing)
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 * <p>
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 * General idea is as follows:
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 * <ul>
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 * <li> Create an instance of this class
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 * <li> Optionally texture it
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 * <li> Apply some effects
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 * <li> Draw it!
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 * </ul>
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 * <p>
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 * The effects we can apply fall into three general categories:
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 * <ul>
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 * <li> Matrix Effects, i.e. ones that change the Cuboid's ModelView Matrix (moves, scales, rotations)
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 * <li> Vertex Effects, i.e. effects that are implemented in the Vertex Shader. Those typically change
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 *      the shape of (some sub-Region of) the Cuboid in some way (deforms, distortions, sinks)
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 * <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Texture (transparency, macroblock)
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 * </ul>
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 * <p>
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 * 
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 */
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public class DistortedCubes extends DistortedObject
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   {
src/main/java/org/distorted/library/DistortedObject.java
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * All Objects to which Distorted Graphics effects can be applied need to be extended from here.
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 *
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 * <p>
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 * General idea is as follows:
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 * <ul>
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 * <li> Create an instance of (some class descended from) DistortedObject
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 * <li> Paint something onto the Bitmap that's backing it up
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 * <li> Apply some effects
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 * <li> Draw it!
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 * </ul>
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 * <p>
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 * The effects we can apply fall into three general categories:
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 * <ul>
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 * <li> Matrix Effects, i.e. ones that change the Bitmap's ModelView Matrix (moves, scales, rotations)
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 * <li> Vertex Effects, i.e. effects that are implemented in the Vertex Shader. Those typically change
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 *      the shape of (some sub-Region of) the Bitmap in some way (deforms, distortions, sinks)
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 * <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Bitmap (transparency, macroblock)
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 * </ul>
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 * <p>
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 * Just like in DistortedNode and DistortedFramebuffer, we need to have a static list of all
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 * DistortedObjects currently created by the application so that we can implement the 'mark for
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 * deletion now - actually delete on next render' thing.

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