Package org.spout.vanilla.render

Source Code of org.spout.vanilla.render.LiquidRenderEffect

/*
* This file is part of Vanilla.
*
* Copyright (c) 2011 Spout LLC <http://www.spout.org/>
* Vanilla is licensed under the Spout License Version 1.
*
* Vanilla is free software: you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* In addition, 180 days after any changes are published, you can use the
* software, incorporating those changes, under the terms of the MIT license,
* as described in the Spout License Version 1.
*
* Vanilla is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for
* more details.
*
* You should have received a copy of the GNU Lesser General Public License,
* the MIT license and the Spout License Version 1 along with this program.
* If not, see <http://www.gnu.org/licenses/> for the GNU Lesser General Public
* License and see <http://spout.in/licensev1> for the full license, including
* the MIT license.
*/
package org.spout.vanilla.render;

import org.spout.api.render.effect.RenderEffect;
import org.spout.api.render.effect.SnapshotRender;

import org.spout.math.GenericMath;
import org.spout.math.TrigMath;
import org.spout.math.vector.Vector2f;

public class LiquidRenderEffect implements RenderEffect {
  private static final float size = 1.0f / 16.0f;
  private static final float freqX = 0.05f;
  private static final float amplX = 0.3f;
  private static final float freqY = 0.31f;
  private static final float amplY = 0.3f;

  @Override
  public void preRender(SnapshotRender snapshotRender) {
    float x = (float) (GenericMath.mod(TrigMath.TWO_PI * freqX / 1000.0 * System.currentTimeMillis(), TrigMath.TWO_PI) - TrigMath.PI);
    x = amplX * (TrigMath.sin(x) + 1.0f);
    float y = (float) (GenericMath.mod(TrigMath.TWO_PI * freqY / 1000.0 * System.currentTimeMillis(), TrigMath.TWO_PI) - TrigMath.PI);
    y = amplY * (TrigMath.sin(y) + 1.0f);
    snapshotRender.getMaterial().getShader().setUniform("animation", new Vector2f(x * size, y * size));
  }

  @Override
  public void postRender(SnapshotRender snapshotRender) {
  }
}
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