1
|
package org.distorted.library;
|
2
|
|
3
|
import android.opengl.Matrix;
|
4
|
|
5
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
6
|
|
7
|
public class DistortedProjection
|
8
|
{
|
9
|
int width,height,depth,distance;
|
10
|
float[] projectionMatrix;
|
11
|
|
12
|
private boolean invert; // invert top with bottom? We don't do that for the projection to the screen,
|
13
|
// but we need that for the projection to FBOs. (that's because each time we
|
14
|
// render to FBO we invert the texture upside down because its vertex coords
|
15
|
// are purposefully set upside down in DistortedBackground; so each time we
|
16
|
// render through FBO we need to invert it once more to counter this effect)
|
17
|
|
18
|
|
19
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
20
|
|
21
|
public DistortedProjection(boolean inv)
|
22
|
{
|
23
|
invert = inv;
|
24
|
projectionMatrix = new float[16];
|
25
|
}
|
26
|
|
27
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
28
|
|
29
|
void onSurfaceChanged(int surfaceWidth, int surfaceHeight)
|
30
|
{
|
31
|
width = surfaceWidth;
|
32
|
height= surfaceHeight;
|
33
|
|
34
|
float ratio = (float) surfaceWidth / surfaceHeight;
|
35
|
float left =-ratio; //
|
36
|
float right = ratio; // Create a new perspective projection matrix.
|
37
|
float bottom = -1.0f; //
|
38
|
float top = 1.0f; // any change to those values will have serious consequences!
|
39
|
float near, far;
|
40
|
|
41
|
if( Distorted.mFOV>0.0f ) // perspective projection
|
42
|
{
|
43
|
near= (float)(top / Math.tan(Distorted.mFOV*Math.PI/360));
|
44
|
distance = (int)(height*near/(top-bottom));
|
45
|
far = 2*distance-near;
|
46
|
|
47
|
if( invert ) Matrix.frustumM(projectionMatrix, 0, left, right, top, bottom, near, far);
|
48
|
else Matrix.frustumM(projectionMatrix, 0, left, right, bottom, top, near, far);
|
49
|
}
|
50
|
else // parallel projection
|
51
|
{
|
52
|
near= (float)(top / Math.tan(Math.PI/360));
|
53
|
distance = (int)(height*near/(top-bottom));
|
54
|
far = 2*distance-near;
|
55
|
|
56
|
if( invert ) Matrix.orthoM(projectionMatrix, 0, -surfaceWidth/2, surfaceWidth/2, surfaceHeight/2,-surfaceHeight/2, near, far);
|
57
|
else Matrix.orthoM(projectionMatrix, 0, -surfaceWidth/2, surfaceWidth/2,-surfaceHeight/2, surfaceHeight/2, near, far);
|
58
|
}
|
59
|
|
60
|
depth = (int)((far-near)/2);
|
61
|
}
|
62
|
}
|
63
|
|
64
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
65
|
//
|