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Revision cbcf2374

Added by Leszek Koltunski 9 months ago

minor

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src/main/java/org/distorted/library/effect/FragmentEffect.java
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   */
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  public static final int NUM_INT_UNIFORMS = 4;
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  static final int VALUES_OFFSET = 0;
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  static final int CENTER_OFFSET = 5;
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  static final int REGION_OFFSET = 8;
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  private static String mGLSL = "";
src/main/java/org/distorted/library/effect/MatrixEffectRotate.java
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  {
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  private final Data1D mAngle;
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  private final Data3D mAxis, mCenter;
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  private float[] mTmp1 = new float[16];
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  private float[] mTmp2 = new float[16];
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  private final float[] mTmp1 = new float[16];
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  private final float[] mTmp2 = new float[16];
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
src/main/java/org/distorted/library/effect/MatrixEffectScale.java
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 * <p>
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 * Here and in Shear we have the whole reason why there are two separate 'P' and 'V' (Point and
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 * Vector) matrices - Scale and Shear have to manipulate Points and Normal Vectors differently.
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 *
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 * <p>
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 * Points get multiplied by (sx,sy,sz) - and vectors by (1/sx,1/sy,1/sz) (think about it!) - or
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 * better by sx*sy*sz*(1/sx,1/sy,1/sz) to avoid dividing my zero (vectors are normalized after)
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 *
src/main/java/org/distorted/library/effect/PostprocessEffect.java
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 * At this moment the 'buffer' contains a) preprocessed object b) real object rendered 'on top' of
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 * the preprocessed one.
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 * Postprocess buffer. What this means exactly depends on the effect -
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 *
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 * <p>
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 * Only for use by the library itself.
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 *
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 * @y.exclude
......
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   * Do we render the object directly to the final surface, and only postprocess and then blit its
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   * 'halo', or do we render the object along with its halo to the intermediate framebuffer and
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   * postprocess it as well?
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   *
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   * <p>
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   * Only for use by the library itself.
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   *
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   * @y.exclude
src/main/java/org/distorted/library/effect/PostprocessEffectBlurred.java
84 84

  
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    if( weightsCache[offset]==0.0f )
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      {
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      float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3);
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      float z, x= 0.0f, P= (float)NUM_GAUSSIAN / Math.max(radius,3);
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      mWeights[0] = GAUSSIAN[0];
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      float sum   = GAUSSIAN[0];
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      int j;
src/main/java/org/distorted/library/effect/VertexEffect.java
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Set Mesh association.
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 *
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 * <p>
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 * This creates an association between a Component of a Mesh and this Vertex Effect.
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 * One can set two types of associations - an 'logical and' and a 'equal' associations and the Effect
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 * will only be active on vertices of Components such that
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 *
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 * <p>
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 * (effect andAssoc) & (component andAssoc) != 0 || (effect equAssoc) == (mesh equAssoc)
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 *
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 * <p>
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 * (see main_vertex_shader)
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 *
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 * <p>
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 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
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 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
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 */
src/main/java/org/distorted/library/effect/VertexEffectPinch.java
27 27
/**
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 * Pull all points around the center of the Effect towards a line passing through the center
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 * (that's if degree>=1) or push them away from the line (degree<=1).
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 *
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 * <p>
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 * Note: this is not a fully 3D effect - the pinching is always within the XY plane; z coordinates
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 * of all vertices remain unaffected. If someone wants a fully 3D Pinch effect, we'd probably need
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 * to write another VertexEffectPinch3D with 2 more arguments (latitude and longitude angles defining
src/main/java/org/distorted/library/effect/VertexEffectPipe.java
26 26
///////////////////////////////////////////////////////////////////////////////////////////////////
27 27

  
28 28
/**
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 * Pull all points around the center of the Effect towards the center point (if degree>=1) or push them
30
 * away from it (degree<=1).
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 * Pull (degree>1) or push away from (degree<1) all points of an infinite 'pipe' shaped region.
31 30
 */
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public class VertexEffectPipe extends VertexEffect
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  {
src/main/java/org/distorted/library/effect/VertexEffectSwirl.java
27 27
///////////////////////////////////////////////////////////////////////////////////////////////////
28 28
/**
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 * 'Swirl' part of the Mesh, i.e rotate part of it around a point.
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 *
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 * <p>
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 * Note: this is not a fully 3D effect as the swirling happens entirely within the XY plane - z
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 * coordinates of all vertices remain unaffected. If someone wants a fully 3D swirling, we'd
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 * probably need to write another VertixEffectSwirl3D with two additional parameters: latitude and
src/main/java/org/distorted/library/effect/VertexEffectWave.java
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Directional, sinusoidal wave effect.
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 *
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 * <p>
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 * Not a fully 3D effect. To achieve a fully 3D one we'd need another parameter making the whole thing
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 * a 6D effect but there's no room in the Vertex Uniforms which assign only 5 floats for interpolated
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 * effect values. Rethink this. ATM fully enough for 2.5D meshes like the MeshCubes.

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