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Revision f0d1f003

Added by Leszek Koltunski over 3 years ago

New effect VertexEffectDisappear

View differences:

src/main/java/org/distorted/library/effect/EffectName.java
55 55
  PINCH            ( EffectType.VERTEX  ,   new float[] {1.0f}           , 3, 4,     3    , VertexEffectPinch.class        ),
56 56
  SWIRL            ( EffectType.VERTEX  ,   new float[] {0.0f}           , 1, 4,     3    , VertexEffectSwirl.class        ),
57 57
  WAVE             ( EffectType.VERTEX  ,   new float[] {0.0f}           , 5, 4,     3    , VertexEffectWave.class         ),
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  DISAPPEAR        ( EffectType.VERTEX  ,   new float[] {}               , 0, 0,     0    , VertexEffectDisappear.class    ),
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58 60
  VERTEX_MOVE      ( EffectType.VERTEX  ,   new float[] {0.0f,0.0f,0.0f} , 3, 0,     0    , VertexEffectMove.class         ),
59 61
  VERTEX_QUATERNION( EffectType.VERTEX  ,   new float[] {0.0f,0.0f,0.0f} , 4, 0,     3    , VertexEffectQuaternion.class   ),
60 62
  VERTEX_ROTATE    ( EffectType.VERTEX  ,   new float[] {0.0f}           , 4, 0,     3    , VertexEffectRotate.class       ),
src/main/java/org/distorted/library/effect/VertexEffectDisappear.java
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 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.effect;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Distort the Mesh by applying a 3D vector of force.
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 */
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public class VertexEffectDisappear extends VertexEffect
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  {
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  private static final EffectName NAME = EffectName.DISAPPEAR;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Only for use by the library itself.
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 *
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 * @y.exclude
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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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    return false;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static String code()
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    {
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    return "v = vec3(0.0, 0.0, 0.0);";
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    }
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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( NAME, code() );
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Disappear the whole (component of the) Mesh.
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 */
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  public VertexEffectDisappear()
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    {
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    super(NAME);
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    }
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  }
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