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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.opengl.GLES20;
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import android.opengl.Matrix;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class EffectQueueMatrix extends EffectQueue
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{
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private static final int NUM_UNIFORMS = 7;
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private static final int INDEX = EffectTypes.MATRIX.ordinal();
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private static float[] mMVPMatrix= new float[16];
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private static float[] mTmpMatrix= new float[16];
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private static int mBmpDH; // This is a handle to half a bitmap dimensions
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private static int mDepthH; // Handle to the max Depth, i.e (farplane-nearplane)/2
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private static int mMVPMatrixH; // pass in the transformation matrix
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private static int mMVMatrixH; // pass in the modelview matrix.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public EffectQueueMatrix(DistortedObject obj)
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{
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super(obj,NUM_UNIFORMS, INDEX );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void multiplyByQuat(float[] matrix, float X, float Y, float Z, float W)
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{
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float xx= X * X;
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float xy= X * Y;
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float xz= X * Z;
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float xw= X * W;
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float yy= Y * Y;
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float yz= Y * Z;
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float yw= Y * W;
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float zz= Z * Z;
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float zw= Z * W;
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mTmpMatrix[0] = 1 - 2 * ( yy + zz );
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mTmpMatrix[1] = 2 * ( xy - zw );
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mTmpMatrix[2] = 2 * ( xz + yw );
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mTmpMatrix[4] = 2 * ( xy + zw );
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mTmpMatrix[5] = 1 - 2 * ( xx + zz );
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mTmpMatrix[6] = 2 * ( yz - xw );
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mTmpMatrix[8] = 2 * ( xz - yw );
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mTmpMatrix[9] = 2 * ( yz + xw );
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mTmpMatrix[10] = 1 - 2 * ( xx + yy );
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mTmpMatrix[3] = mTmpMatrix[7] = mTmpMatrix[11] = mTmpMatrix[12] = mTmpMatrix[13] = mTmpMatrix[14] = 0;
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mTmpMatrix[15] = 1;
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Matrix.multiplyMM(mMVPMatrix, 0, matrix, 0, mTmpMatrix, 0);
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for(int j=0; j<16; j++) matrix[j] = mMVPMatrix[j];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void getUniforms(int mProgramH)
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{
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mBmpDH = GLES20.glGetUniformLocation(mProgramH, "u_bmpD");
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mDepthH = GLES20.glGetUniformLocation(mProgramH, "u_Depth");
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mMVPMatrixH= GLES20.glGetUniformLocation(mProgramH, "u_MVPMatrix");
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mMVMatrixH = GLES20.glGetUniformLocation(mProgramH, "u_MVMatrix");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void compute(long currTime)
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{
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if( currTime==mTime ) return;
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if( mTime==0 ) mTime = currTime;
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long step = (currTime-mTime);
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for(int i=0; i<mNumEffects; i++)
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{
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if( mInterI[i]==null ) continue;
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if( mInterP[i]!=null )
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{
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mInterP[i].interpolateMain(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i]);
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}
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if( mInterI[i].interpolateMain(mUniforms ,NUM_UNIFORMS*i+3, mCurrentDuration[i], step) )
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{
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for(int j=0; j<mNumListeners; j++)
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EffectMessageSender.newMessage( mListeners.elementAt(j),
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EffectMessage.EFFECT_FINISHED,
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(mID[i]<<EffectTypes.LENGTH)+EffectTypes.MATRIX.type,
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mType[i],
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mBitmapID,
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null);
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if( EffectNames.isUnity(mType[i], mUniforms, NUM_UNIFORMS*i+3) )
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{
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remove(i);
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i--;
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continue;
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}
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}
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mCurrentDuration[i] += step;
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}
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mTime = currTime;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void moveEffect(int index)
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{
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mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ];
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mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1];
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mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2];
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mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3];
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mUniforms[NUM_UNIFORMS*index+4] = mUniforms[NUM_UNIFORMS*(index+1)+4];
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mUniforms[NUM_UNIFORMS*index+5] = mUniforms[NUM_UNIFORMS*(index+1)+5];
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mUniforms[NUM_UNIFORMS*index+6] = mUniforms[NUM_UNIFORMS*(index+1)+6];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// here construct the ModelView Matrix
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synchronized void send(float[] viewMatrix, DistortedProjection dp)
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{
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Matrix.setIdentityM(viewMatrix, 0);
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Matrix.translateM(viewMatrix, 0, -dp.width/2, dp.height/2, -dp.distance);
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float x,y,z, sx,sy,sz=1.0f;
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for(int i=0; i<mNumEffects; i++)
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{
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if (mType[i] == EffectNames.ROTATE.ordinal() )
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{
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x = mUniforms[NUM_UNIFORMS*i ];
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y = mUniforms[NUM_UNIFORMS*i+1];
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z = mUniforms[NUM_UNIFORMS*i+2];
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Matrix.translateM(viewMatrix, 0, x,-y, z);
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Matrix.rotateM( viewMatrix, 0, mUniforms[NUM_UNIFORMS*i+3], mUniforms[NUM_UNIFORMS*i+4], mUniforms[NUM_UNIFORMS*i+5], mUniforms[NUM_UNIFORMS*i+6]);
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Matrix.translateM(viewMatrix, 0,-x, y,-z);
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}
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else if(mType[i] == EffectNames.QUATERNION.ordinal() )
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{
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x = mUniforms[NUM_UNIFORMS*i ];
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y = mUniforms[NUM_UNIFORMS*i+1];
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z = mUniforms[NUM_UNIFORMS*i+2];
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Matrix.translateM(viewMatrix, 0, x,-y, z);
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multiplyByQuat(viewMatrix, mUniforms[NUM_UNIFORMS*i+3], mUniforms[NUM_UNIFORMS*i+4], mUniforms[NUM_UNIFORMS*i+5], mUniforms[NUM_UNIFORMS*i+6]);
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Matrix.translateM(viewMatrix, 0,-x, y,-z);
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}
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else if(mType[i] == EffectNames.MOVE.ordinal() )
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{
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sx = mUniforms[NUM_UNIFORMS*i+3];
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sy = mUniforms[NUM_UNIFORMS*i+4];
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sz = mUniforms[NUM_UNIFORMS*i+5];
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Matrix.translateM(viewMatrix, 0, sx,-sy, sz);
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}
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else if(mType[i] == EffectNames.SCALE.ordinal() )
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{
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sx = mUniforms[NUM_UNIFORMS*i+3];
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sy = mUniforms[NUM_UNIFORMS*i+4];
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sz = mUniforms[NUM_UNIFORMS*i+5];
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Matrix.scaleM(viewMatrix, 0, sx, sy, sz);
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}
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else if(mType[i] == EffectNames.SHEAR.ordinal() )
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{
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x = mUniforms[NUM_UNIFORMS*i ];
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y = mUniforms[NUM_UNIFORMS*i+1];
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z = mUniforms[NUM_UNIFORMS*i+2];
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sx = mUniforms[NUM_UNIFORMS*i+3];
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sy = mUniforms[NUM_UNIFORMS*i+4];
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sz = mUniforms[NUM_UNIFORMS*i+5];
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Matrix.translateM(viewMatrix, 0, x,-y, z);
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viewMatrix[4] += sx*viewMatrix[0]; // Multiply viewMatrix by 1 x 0 0 , i.e. X-shear. TODO: change this so it is symmetric w respect to all the axis.
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viewMatrix[5] += sx*viewMatrix[1]; // 0 1 0 0
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viewMatrix[6] += sx*viewMatrix[2]; // 0 0 1 0
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viewMatrix[7] += sx*viewMatrix[3]; // 0 0 0 1
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viewMatrix[0] += sy*viewMatrix[4]; // Multiply viewMatrix by 1 0 0 0 , i.e. Y-shear. TODO: change this so it is symmetric w respect to all the axis.
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viewMatrix[1] += sy*viewMatrix[5]; // y 1 0 0
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viewMatrix[2] += sy*viewMatrix[6]; // 0 0 1 0
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viewMatrix[3] += sy*viewMatrix[7]; // 0 0 0 1
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// TODO: implement Z-shear.
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Matrix.translateM(viewMatrix, 0,-x, y, -z);
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}
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}
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Matrix.translateM(viewMatrix, 0, mObjHalfX,-mObjHalfY, -mObjHalfZ);
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Matrix.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, viewMatrix, 0);
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GLES20.glUniform3f( mBmpDH , mObjHalfX, mObjHalfY, mObjHalfZ);
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GLES20.glUniform1f( mDepthH, dp.depth);
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GLES20.glUniformMatrix4fv(mMVMatrixH , 1, false, viewMatrix, 0);
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GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// here construct the ModelView Matrix, but without any effects
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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.multiplyMM(mMVPMatrix, 0, dp.projectionMatrix, 0, mTmpMatrix, 0);
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GLES20.glUniform3f( mBmpDH , mObjHalfX, mObjHalfY, mObjHalfZ);
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GLES20.glUniform1f( mDepthH, dp.depth);
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GLES20.glUniformMatrix4fv(mMVMatrixH , 1, false, mTmpMatrix, 0);
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GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0);
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}
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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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if( mMax[INDEX]>mNumEffects )
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{
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mInterP[mNumEffects] = p;
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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, 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 ] = 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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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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 ] = 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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mUniforms[NUM_UNIFORMS*mNumEffects+6] = aZ;
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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, 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] = p;
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mInterI[mNumEffects] = i;
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mUniforms[NUM_UNIFORMS*mNumEffects+4] = aX;
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mUniforms[NUM_UNIFORMS*mNumEffects+5] = aY;
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mUniforms[NUM_UNIFORMS*mNumEffects+6] = aZ;
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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, 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 ] = 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;
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mUniforms[NUM_UNIFORMS*mNumEffects+5] = aY;
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mUniforms[NUM_UNIFORMS*mNumEffects+6] = aZ;
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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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}
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