Revision f046b159
Added by Leszek Koltunski almost 4 years ago
src/main/java/org/distorted/library/effect/VertexEffectShear.java | ||
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*/ |
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public class VertexEffectShear extends VertexEffect |
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{ |
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private Data3D mShear, mCenter; |
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private static final EffectName NAME = EffectName.VERTEX_SHEAR; |
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private Data3D mShear; |
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private Data3D mCenter; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
... | ... | |
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public boolean compute(float[] uniforms, int index, long currentDuration, long step ) |
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{ |
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mCenter.get(uniforms,index+CENTER_OFFSET,currentDuration,step); |
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return mShear.get(uniforms,index,currentDuration,step); |
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return mShear.get(uniforms,index+VALUES_OFFSET,currentDuration,step);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/* |
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float sx = uniforms[NUM_UNIFORMS*index ]; |
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float sy = uniforms[NUM_UNIFORMS*index+1]; |
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float sz = uniforms[NUM_UNIFORMS*index+2]; |
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float x = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET ]; |
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float y = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+1]; |
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float z = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+2]; |
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static String code() |
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{ |
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return |
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"float sx = vUniforms[effect].x; \n" |
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+ "float sy = vUniforms[effect].y; \n" |
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+ "float sz = vUniforms[effect].z; \n" |
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+ "vec3 center = vUniforms[effect+1].yzw; \n" |
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Matrix.translateM(matrix, 0, x, y, z);
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+ "v -= center; \n"
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matrix[4] += sx*matrix[0]; // Multiply viewMatrix by 1 x 0 0 , i.e. X-shear. |
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matrix[5] += sx*matrix[1]; // 0 1 0 0 |
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matrix[6] += sx*matrix[2]; // 0 0 1 0 |
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matrix[7] += sx*matrix[3]; // 0 0 0 1 |
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+ "float new_vx = (1.0+sx*sy)*v.x + sx*v.y; \n" |
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+ "float new_vy = sy*v.x + v.y; \n" |
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+ "float new_vz = sz*v.y + v.z; \n" |
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matrix[0] += sy*matrix[4]; // Multiply viewMatrix by 1 0 0 0 , i.e. Y-shear. |
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matrix[1] += sy*matrix[5]; // y 1 0 0 |
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matrix[2] += sy*matrix[6]; // 0 0 1 0 |
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matrix[3] += sy*matrix[7]; // 0 0 0 1 |
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+ "v.x = new_vx; \n" |
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+ "v.y = new_vy; \n" |
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+ "v.z = new_vz; \n" |
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matrix[4] += sz*matrix[8]; // Multiply viewMatrix by 1 0 0 0 , i.e. Z-shear. |
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matrix[5] += sz*matrix[9]; // 0 1 0 0 |
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matrix[6] += sz*matrix[10];// 0 z 1 0 |
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matrix[7] += sz*matrix[11];// 0 0 0 1 |
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+ "v += center; \n" |
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Matrix.translateM(matrix, 0,-x,-y,-z); |
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*/ |
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+ "float new_nx = (1.0+sx*sy)*n.x + sx*n.y; \n" |
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+ "float new_ny = sy*n.x + n.y; \n" |
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+ "float new_nz = sz*n.y + n.z; \n" |
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+ "n.x = new_nx; \n" |
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+ "n.y = new_ny; \n" |
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+ "n.z = new_nz; \n"; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work. |
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*/ |
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public static void enable() |
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{ |
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addEffect( EffectName.VERTEX_SHEAR, |
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"float sx = vUniforms[effect].x; \n" |
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+ "float sy = vUniforms[effect].y; \n" |
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+ "float sz = vUniforms[effect].z; \n" |
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+ "vec3 center = vUniforms[effect+1].yzw; \n" |
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+ "v -= center; \n" |
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+ "float new_vx = (1.0+sx*sy)*v.x + sx*v.y; \n" |
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+ "float new_vy = sy*v.x + v.y; \n" |
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+ "float new_vz = sz*v.y + v.z; \n" |
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+ "v.x = new_vx; \n" |
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+ "v.y = new_vy; \n" |
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+ "v.z = new_vz; \n" |
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+ "v += center; \n" |
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+ "float new_nx = (1.0+sx*sy)*n.x + sx*n.y; \n" |
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+ "float new_ny = sy*n.x + n.y; \n" |
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+ "float new_nz = sz*n.y + n.z; \n" |
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+ "n.x = new_nx; \n" |
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+ "n.y = new_ny; \n" |
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+ "n.z = new_nz; \n" |
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); |
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addEffect( NAME, code() ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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*/ |
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public VertexEffectShear(Data3D shear, Data3D center) |
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{ |
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super(EffectName.VERTEX_SHEAR);
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super(NAME);
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mShear = shear; |
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mCenter = center; |
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} |
Also available in: Unified diff
First attempt at the MeshBase.apply(VertexEffect) API.