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Revision e0a16874

Added by Leszek Koltunski almost 8 years ago

cleanup in DistortedObject's methods.

View differences:

src/main/java/org/distorted/library/EffectQueueMatrix.java
237 237
    GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0);
238 238
    }
239 239

  
240
///////////////////////////////////////////////////////////////////////////////////////////////////
241

  
242
  synchronized long add(EffectNames eln, Interpolator i)
243
    {
244
    if( mMax[INDEX]>mNumEffects )
245
      {
246
      mInterP[mNumEffects] = null;
247
      mInterI[mNumEffects] = i;
248

  
249
      return addBase(eln);
250
      }
251

  
252
    return -1;
253
    }
254

  
240 255
///////////////////////////////////////////////////////////////////////////////////////////////////
241 256
  
242 257
  synchronized long add(EffectNames eln, Interpolator3D p, Interpolator i)
......
254 269

  
255 270
///////////////////////////////////////////////////////////////////////////////////////////////////
256 271
  
257
  synchronized long add(EffectNames eln, float x, float y, float z, Interpolator i)
272
  synchronized long add(EffectNames eln, Float3D p, Interpolator i)
258 273
    {
259 274
    if( mMax[INDEX]>mNumEffects )
260 275
      {
261 276
      mInterP[mNumEffects] = null;
262 277
      mInterI[mNumEffects] = i;
263 278
      
264
      mUniforms[NUM_UNIFORMS*mNumEffects  ] = x;
265
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = y;
266
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = z;
279
      mUniforms[NUM_UNIFORMS*mNumEffects  ] = p.x;
280
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.y;
281
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.z;
267 282
            
268 283
      return addBase(eln);
269 284
      }
......
273 288

  
274 289
///////////////////////////////////////////////////////////////////////////////////////////////////
275 290
  
276
  synchronized long add(EffectNames eln, float x, float y, float z, Interpolator1D i, float aX, float aY, float aZ)
291
  synchronized long add(EffectNames eln, Float3D p, Interpolator1D i, float aX, float aY, float aZ)
277 292
    {
278 293
    if( mMax[INDEX]>mNumEffects )
279 294
      {
280 295
      mInterP[mNumEffects] = null;
281 296
      mInterI[mNumEffects] = i;
282 297
      
283
      mUniforms[NUM_UNIFORMS*mNumEffects  ] = x;
284
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = y;
285
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = z;
298
      mUniforms[NUM_UNIFORMS*mNumEffects  ] = p.x;
299
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.y;
300
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.z;
286 301
      
287 302
      mUniforms[NUM_UNIFORMS*mNumEffects+4] = aX;
288 303
      mUniforms[NUM_UNIFORMS*mNumEffects+5] = aY;  
......
315 330
  
316 331
///////////////////////////////////////////////////////////////////////////////////////////////////
317 332
  
318
  synchronized long add(EffectNames eln, float x, float y, float z, float aA, float aX, float aY, float aZ)
333
  synchronized long add(EffectNames eln, Float3D p, float aA, float aX, float aY, float aZ)
319 334
    {
320 335
    if( mMax[INDEX]>mNumEffects )
321 336
      {
322 337
      mInterP[mNumEffects] = null; 
323 338
      mInterI[mNumEffects] = null;
324 339
      
325
      mUniforms[NUM_UNIFORMS*mNumEffects  ] =  x;
326
      mUniforms[NUM_UNIFORMS*mNumEffects+1] =  y;  
327
      mUniforms[NUM_UNIFORMS*mNumEffects+2] =  z;  
340
      mUniforms[NUM_UNIFORMS*mNumEffects  ] = p.x;
341
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.y;
342
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.z;
328 343
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = aA;  
329 344
      mUniforms[NUM_UNIFORMS*mNumEffects+4] = aX;
330 345
      mUniforms[NUM_UNIFORMS*mNumEffects+5] = aY;  

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