Revision e0a16874
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/EffectQueueMatrix.java | ||
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237 | 237 |
GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0); |
238 | 238 |
} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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synchronized long add(EffectNames eln, Interpolator i) |
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{ |
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if( mMax[INDEX]>mNumEffects ) |
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{ |
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mInterP[mNumEffects] = null; |
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mInterI[mNumEffects] = i; |
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return addBase(eln); |
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} |
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return -1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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synchronized long add(EffectNames eln, Interpolator3D p, Interpolator i) |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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synchronized long add(EffectNames eln, float x, float y, float z, Interpolator i)
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synchronized long add(EffectNames eln, Float3D p, Interpolator i)
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{ |
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if( mMax[INDEX]>mNumEffects ) |
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{ |
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mInterP[mNumEffects] = null; |
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mInterI[mNumEffects] = i; |
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mUniforms[NUM_UNIFORMS*mNumEffects ] = x; |
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = y; |
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = z; |
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mUniforms[NUM_UNIFORMS*mNumEffects ] = p.x;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.y;
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.z;
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return addBase(eln); |
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} |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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synchronized long add(EffectNames eln, float x, float y, float z, Interpolator1D i, float aX, float aY, float aZ)
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synchronized long add(EffectNames eln, Float3D p, Interpolator1D i, float aX, float aY, float aZ)
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{ |
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if( mMax[INDEX]>mNumEffects ) |
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{ |
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mInterP[mNumEffects] = null; |
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mInterI[mNumEffects] = i; |
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mUniforms[NUM_UNIFORMS*mNumEffects ] = x; |
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = y; |
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = z; |
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mUniforms[NUM_UNIFORMS*mNumEffects ] = p.x;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.y;
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.z;
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mUniforms[NUM_UNIFORMS*mNumEffects+4] = aX; |
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mUniforms[NUM_UNIFORMS*mNumEffects+5] = aY; |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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synchronized long add(EffectNames eln, float x, float y, float z, float aA, float aX, float aY, float aZ)
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synchronized long add(EffectNames eln, Float3D p, float aA, float aX, float aY, float aZ)
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{ |
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if( mMax[INDEX]>mNumEffects ) |
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{ |
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mInterP[mNumEffects] = null; |
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mInterI[mNumEffects] = null; |
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mUniforms[NUM_UNIFORMS*mNumEffects ] = x;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = y;
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = z;
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mUniforms[NUM_UNIFORMS*mNumEffects ] = p.x;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = p.y;
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = p.z;
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = aA; |
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mUniforms[NUM_UNIFORMS*mNumEffects+4] = aX; |
330 | 345 |
mUniforms[NUM_UNIFORMS*mNumEffects+5] = aY; |
Also available in: Unified diff
cleanup in DistortedObject's methods.