Revision c5b1451b
Added by Leszek Koltunski over 8 years ago
src/main/java/org/distorted/library/Distorted.java | ||
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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 |
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static DistortedProjection mProjection = new DistortedProjection(false);
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static DistortedProjection mProjection = new DistortedProjection(); |
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95 | 95 |
static float mFOV = 60.0f; |
96 | 96 |
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97 | 97 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/DistortedNode.java | ||
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248 | 248 |
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249 | 249 |
if( newList.size()>1 && mData.mProjection==null ) |
250 | 250 |
{ |
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mData.mProjection = new DistortedProjection(true);
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mData.mProjection = new DistortedProjection(); |
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252 | 252 |
mData.mProjection.onSurfaceChanged(mObject.getWidth(), mObject.getHeight()); |
253 | 253 |
mData.mFramebufferID = 0; |
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mData.mTextureID = TEXTURE_NOT_CREATED_YET; |
src/main/java/org/distorted/library/DistortedProjection.java | ||
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29 | 29 |
{ |
30 | 30 |
int width,height,depth,distance; |
31 | 31 |
float[] projectionMatrix; |
32 |
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private boolean invert; // invert top with bottom? We don't do that for the projection to the screen, |
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// but we need that for the projection to FBOs. (that's because each time we |
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// render to FBO we invert the texture upside down because its vertex coords |
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// are purposefully set upside down in DistortedBackground; so each time we |
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// render through FBO we need to invert it once more to counter this effect) |
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38 | 32 |
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39 | 33 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
40 | 34 |
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public DistortedProjection(boolean inv)
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public DistortedProjection()
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{ |
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invert = inv; |
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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 |
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if( invert ) Matrix.frustumM(projectionMatrix, 0, left, right, top, bottom, near, far); |
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else Matrix.frustumM(projectionMatrix, 0, left, right, bottom, top, near, far); |
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Matrix.frustumM(projectionMatrix, 0, left, right, bottom, top, near, far); |
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69 | 61 |
} |
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else // parallel projection |
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{ |
... | ... | |
73 | 65 |
distance = (int)(height*near/(top-bottom)); |
74 | 66 |
far = 2*distance-near; |
75 | 67 |
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if( invert ) Matrix.orthoM(projectionMatrix, 0, -surfaceWidth/2, surfaceWidth/2, surfaceHeight/2,-surfaceHeight/2, near, far); |
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else Matrix.orthoM(projectionMatrix, 0, -surfaceWidth/2, surfaceWidth/2,-surfaceHeight/2, surfaceHeight/2, near, far); |
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Matrix.orthoM(projectionMatrix, 0, -surfaceWidth/2, surfaceWidth/2,-surfaceHeight/2, surfaceHeight/2, near, far); |
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78 | 69 |
} |
79 | 70 |
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depth = (int)((far-near)/2); |
src/main/java/org/distorted/library/EffectQueueMatrix.java | ||
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227 | 227 |
} |
228 | 228 |
} |
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Matrix.translateM(viewMatrix, 0, mObjHalfX,-mObjHalfY, -mObjHalfZ);
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Matrix.translateM(viewMatrix, 0, mObjHalfX,-mObjHalfY, 0);
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Matrix.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, viewMatrix, 0); |
232 | 232 |
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233 | 233 |
GLES20.glUniform3f( mObjDH , mObjHalfX, mObjHalfY, mObjHalfZ); |
... | ... | |
242 | 242 |
synchronized void sendNoEffects(DistortedProjection dp) |
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{ |
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Matrix.setIdentityM(mTmpMatrix, 0); |
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Matrix.translateM(mTmpMatrix, 0, mObjHalfX-dp.width/2, dp.height/2-mObjHalfY, mObjHalfZ-dp.distance);
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Matrix.translateM(mTmpMatrix, 0, mObjHalfX-dp.width/2, dp.height/2-mObjHalfY, -dp.distance); |
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Matrix.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, mTmpMatrix, 0); |
247 | 247 |
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248 | 248 |
GLES20.glUniform3f( mObjDH , mObjHalfX, mObjHalfY, mObjHalfZ); |
Also available in: Unified diff
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 :)