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Revision c5b1451b

Added by Leszek Koltunski over 8 years ago

Remove the 'invert' option from DistortedProjection - this was making the DistortedNode-based apps not show the Objects, because the winding of triangles was wrong.
Now however the DistortedNode based stuff is inverted top-down :)

View differences:

src/main/java/org/distorted/library/Distorted.java
91 91
  static int mTextureCoordH;  // pass in model texture coordinate information.
92 92
  static int mProgramH;       // This is a handle to our shading program.  
93 93

  
94
  static DistortedProjection mProjection = new DistortedProjection(false);
94
  static DistortedProjection mProjection = new DistortedProjection();
95 95
  static float mFOV = 60.0f;
96 96
  
97 97
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/DistortedNode.java
248 248

  
249 249
      if( newList.size()>1 && mData.mProjection==null )
250 250
        {     
251
        mData.mProjection = new DistortedProjection(true);
251
        mData.mProjection = new DistortedProjection();
252 252
        mData.mProjection.onSurfaceChanged(mObject.getWidth(), mObject.getHeight());
253 253
        mData.mFramebufferID = 0;
254 254
        mData.mTextureID = TEXTURE_NOT_CREATED_YET;
src/main/java/org/distorted/library/DistortedProjection.java
29 29
  {
30 30
  int width,height,depth,distance;
31 31
  float[] projectionMatrix;
32
  
33
  private boolean invert;  // invert top with bottom? We don't do that for the projection to the screen,
34
                           // but we need that for the projection to FBOs. (that's because each time we
35
                           // render to FBO we invert the texture upside down because its vertex coords
36
                           // are purposefully set upside down in DistortedBackground; so each time we
37
                           // render through FBO we need to invert it once more to counter this effect)
38 32

  
39 33
///////////////////////////////////////////////////////////////////////////////////////////////////
40 34
   
41
  public DistortedProjection(boolean inv) 
35
  public DistortedProjection()
42 36
   {
43
   invert = inv;  
44 37
   projectionMatrix = new float[16];   
45 38
   }
46 39

  
......
64 57
      distance = (int)(height*near/(top-bottom));
65 58
      far = 2*distance-near;
66 59
     
67
      if( invert ) Matrix.frustumM(projectionMatrix, 0, left, right, top, bottom, near, far);
68
      else         Matrix.frustumM(projectionMatrix, 0, left, right, bottom, top, near, far);        
60
      Matrix.frustumM(projectionMatrix, 0, left, right, bottom, top, near, far);
69 61
      }
70 62
    else                      // parallel projection
71 63
      {
......
73 65
      distance = (int)(height*near/(top-bottom));
74 66
      far = 2*distance-near;
75 67
    
76
      if( invert ) Matrix.orthoM(projectionMatrix, 0, -surfaceWidth/2, surfaceWidth/2, surfaceHeight/2,-surfaceHeight/2, near, far);
77
      else         Matrix.orthoM(projectionMatrix, 0, -surfaceWidth/2, surfaceWidth/2,-surfaceHeight/2, surfaceHeight/2, near, far);
68
      Matrix.orthoM(projectionMatrix, 0, -surfaceWidth/2, surfaceWidth/2,-surfaceHeight/2, surfaceHeight/2, near, far);
78 69
      }
79 70
   
80 71
    depth = (int)((far-near)/2);
src/main/java/org/distorted/library/EffectQueueMatrix.java
227 227
        }
228 228
      }
229 229
   
230
    Matrix.translateM(viewMatrix, 0, mObjHalfX,-mObjHalfY, -mObjHalfZ);
230
    Matrix.translateM(viewMatrix, 0, mObjHalfX,-mObjHalfY, 0);
231 231
    Matrix.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, viewMatrix, 0);
232 232
    
233 233
    GLES20.glUniform3f( mObjDH , mObjHalfX, mObjHalfY, mObjHalfZ);
......
242 242
  synchronized void sendNoEffects(DistortedProjection dp) 
243 243
    {
244 244
    Matrix.setIdentityM(mTmpMatrix, 0);
245
    Matrix.translateM(mTmpMatrix, 0, mObjHalfX-dp.width/2, dp.height/2-mObjHalfY, mObjHalfZ-dp.distance);
245
    Matrix.translateM(mTmpMatrix, 0, mObjHalfX-dp.width/2, dp.height/2-mObjHalfY, -dp.distance);
246 246
    Matrix.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, mTmpMatrix, 0);
247 247
    
248 248
    GLES20.glUniform3f( mObjDH , mObjHalfX, mObjHalfY, mObjHalfZ);

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