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Revision f046b159

Added by Leszek Koltunski almost 4 years ago

First attempt at the MeshBase.apply(VertexEffect) API.

View differences:

src/main/java/org/distorted/library/effect/VertexEffectRotate.java
30 30
 */
31 31
public class VertexEffectRotate extends VertexEffect
32 32
  {
33
  private static final EffectName NAME = EffectName.VERTEX_ROTATE;
34

  
33 35
  private Data1D mAngle;
34 36
  private Data3D mAxis, mCenter;
35 37

  
......
42 44
  public boolean compute(float[] uniforms, int index, long currentDuration, long step )
43 45
    {
44 46
    mCenter.get(uniforms,index+CENTER_OFFSET,currentDuration,step);
45
    mAxis.get(uniforms,index+1,currentDuration,step);
47
    mAxis.get(uniforms,index+VALUES_OFFSET+1,currentDuration,step);
46 48

  
47 49
    float len = uniforms[index+1]*uniforms[index+1] + uniforms[index+2]*uniforms[index+2] + uniforms[index+3]*uniforms[index+3];
48 50
    len = (float)Math.sqrt(len);
49 51

  
50 52
    if( len!=0 )
51 53
      {
52
      uniforms[index+1] /= len;
53
      uniforms[index+2] /= len;
54
      uniforms[index+3] /= len;
54
      uniforms[index+VALUES_OFFSET+1] /= len;
55
      uniforms[index+VALUES_OFFSET+2] /= len;
56
      uniforms[index+VALUES_OFFSET+3] /= len;
55 57
      }
56 58

  
57
    return mAngle.get(uniforms,index,currentDuration,step);
59
    return mAngle.get(uniforms,index+VALUES_OFFSET,currentDuration,step);
58 60
    }
59 61

  
60 62
///////////////////////////////////////////////////////////////////////////////////////////////////
61
// PUBLIC API
62
///////////////////////////////////////////////////////////////////////////////////////////////////
63
/**
64
 * Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work.
65
 */
66
  public static void enable()
63

  
64
  static String code()
67 65
    {
68
    addEffect( EffectName.VERTEX_ROTATE,
66
    return
67

  
68
      "float angle = vUniforms[effect].x*3.1415/360.0;\n"
69
    + "vec3 center = vUniforms[effect+1].yzw;         \n"
70
    + "float sinHalf = sin(angle);                    \n"
71
    + "float cosHalf = cos(angle);                    \n"
69 72

  
70
               "float angle = vUniforms[effect].x*3.1415/360.0;\n"
71
             + "vec3 center = vUniforms[effect+1].yzw;         \n"
72
             + "float sinHalf = sin(angle);                    \n"
73
             + "float cosHalf = cos(angle);                    \n"
73
    + "float qx = vUniforms[effect].y * sinHalf;      \n"
74
    + "float qy = vUniforms[effect].z * sinHalf;      \n"
75
    + "float qz = vUniforms[effect].w * sinHalf;      \n"
76
    + "float qw = cosHalf;                            \n"
74 77

  
75
             + "float qx = vUniforms[effect].y * sinHalf;      \n"
76
             + "float qy = vUniforms[effect].z * sinHalf;      \n"
77
             + "float qz = vUniforms[effect].w * sinHalf;      \n"
78
             + "float qw = cosHalf;                            \n"
78
    + "v -= center;                                   \n"
79 79

  
80
             + "v -= center;                                   \n"
80
    + "float tx = qx - v.z*qy + v.y*qz + v.x*qw;      \n"
81
    + "float ty = qy + v.z*qx + v.y*qw - v.x*qz;      \n"
82
    + "float tz = qz + v.z*qw - v.y*qx + v.x*qy;      \n"
83
    + "float tw = qw - v.z*qz - v.y*qy - v.x*qx;      \n"
81 84

  
82
             + "float tx = qx - v.z*qy + v.y*qz + v.x*qw;      \n"
83
             + "float ty = qy + v.z*qx + v.y*qw - v.x*qz;      \n"
84
             + "float tz = qz + v.z*qw - v.y*qx + v.x*qy;      \n"
85
             + "float tw = qw - v.z*qz - v.y*qy - v.x*qx;      \n"
85
    + "v.x = qw*tx + qz*ty - qy*tz - qx*tw;           \n"
86
    + "v.y = qw*ty - qz*tx - qy*tw + qx*tz;           \n"
87
    + "v.z = qw*tz - qz*tw + qy*tx - qx*ty;           \n"
86 88

  
87
             + "v.x = qw*tx + qz*ty - qy*tz - qx*tw;           \n"
88
             + "v.y = qw*ty - qz*tx - qy*tw + qx*tz;           \n"
89
             + "v.z = qw*tz - qz*tw + qy*tx - qx*ty;           \n"
89
    + "v += center;                                   \n"
90 90

  
91
             + "v += center;                                   \n"
91
    + "float nx =  - n.z*qy + n.y*qz + n.x*qw;        \n"
92
    + "float ny =  + n.z*qx + n.y*qw - n.x*qz;        \n"
93
    + "float nz =  + n.z*qw - n.y*qx + n.x*qy;        \n"
94
    + "float nw =  - n.z*qz - n.y*qy - n.x*qx;        \n"
92 95

  
93
             + "float nx =  - n.z*qy + n.y*qz + n.x*qw;        \n"
94
             + "float ny =  + n.z*qx + n.y*qw - n.x*qz;        \n"
95
             + "float nz =  + n.z*qw - n.y*qx + n.x*qy;        \n"
96
             + "float nw =  - n.z*qz - n.y*qy - n.x*qx;        \n"
96
    + "n.x = qw*nx + qz*ny - qy*nz - qx*nw;           \n"
97
    + "n.y = qw*ny - qz*nx - qy*nw + qx*nz;           \n"
98
    + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;           \n";
99
    }
97 100

  
98
             + "n.x = qw*nx + qz*ny - qy*nz - qx*nw;           \n"
99
             + "n.y = qw*ny - qz*nx - qy*nw + qx*nz;           \n"
100
             + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;           \n"
101
             );
101
///////////////////////////////////////////////////////////////////////////////////////////////////
102
// PUBLIC API
103
///////////////////////////////////////////////////////////////////////////////////////////////////
104
/**
105
 * Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work.
106
 */
107
  public static void enable()
108
    {
109
    addEffect( NAME, code() );
102 110
    }
103 111

  
104 112
///////////////////////////////////////////////////////////////////////////////////////////////////
......
111 119
 */
112 120
  public VertexEffectRotate(Data1D angle, Data3D axis, Data3D center)
113 121
    {
114
    super(EffectName.VERTEX_ROTATE);
122
    super(NAME);
115 123
    mAngle = angle;
116 124
    mAxis = axis;
117 125
    mCenter = center;

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