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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.mesh;
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import android.opengl.GLES31;
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import org.distorted.library.main.Distorted;
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import org.distorted.library.main.DistortedBuffer;
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import java.nio.FloatBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Abstract class which represents a Mesh, ie 3 arrays of Vertex attributes: 1) positions
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* 2) normals 3) texture coordinates.
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* <p>
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* If you want to render to a particular shape, extend from here, construct the attrib FloatBuffer
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* and provide correct numVertices.
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*/
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public abstract class MeshObject
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{
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private static final int BYTES_PER_FLOAT = 4;
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public static final int POS_DATA_SIZE= 3;
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public static final int NOR_DATA_SIZE= 3;
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public static final int TEX_DATA_SIZE= 2;
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public static final int OFFSET0 = 0;
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public static final int OFFSET1 = (POS_DATA_SIZE )*BYTES_PER_FLOAT;
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public static final int OFFSET2 = (POS_DATA_SIZE+NOR_DATA_SIZE )*BYTES_PER_FLOAT;
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public static final int TFSIZE = (POS_DATA_SIZE+POS_DATA_SIZE )*BYTES_PER_FLOAT;
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public static final int VERTSIZE= (POS_DATA_SIZE+NOR_DATA_SIZE+TEX_DATA_SIZE)*BYTES_PER_FLOAT;
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private boolean mShowNormals; // when rendering this mesh, draw normal vectors?
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private DistortedBuffer mVBO, mTFO; // main vertex buffer and transform feedback buffer
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private final float zFactor; // strange workaround for the fact that we need to somehow store the 'depth'
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// of the Mesh. Used in DistortedEffects. See DistortedTexture.getDepth().
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////////////////////////////////////////////////////////////////////////////////
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// derived classes need to compute and fill up those 2 variables with data
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// describing a particular shape. Having done so, call setData()
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int numVertices;
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FloatBuffer mVertAttribs; // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, TexS,TexT
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////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshObject(float factor)
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{
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zFactor = factor;
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mShowNormals = false;
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mVBO = new DistortedBuffer(GLES31.GL_ARRAY_BUFFER , GLES31.GL_STATIC_READ);
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mTFO = new DistortedBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, GLES31.GL_STATIC_READ);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// when a derived class is done computing its mesh, it has to call this method.
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void setData(int size, FloatBuffer buffer)
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{
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mVBO.setData(size*VERTSIZE, buffer);
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mTFO.setData(size*TFSIZE , null );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Not part of public API, do not document (public only because has to be used from the main package)
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*
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* @y.exclude
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*/
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public int getVBO()
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{
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return mVBO.mIndex[0];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Not part of public API, do not document (public only because has to be used from the main package)
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*
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* @y.exclude
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*/
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public int getTFO()
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{
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return mTFO.mIndex[0];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Not part of public API, do not document (public only because has to be used from the main package)
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*
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* @y.exclude
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*/
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public int getNumVertices()
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{
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return numVertices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Not part of public API, do not document (public only because has to be used from the main package)
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*
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* @y.exclude
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*/
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public float getZFactor()
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{
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return zFactor;
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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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* When rendering this Mesh, do we want to render the Normal vectors as well?
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* <p>
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* Will work only on OpenGL ES >= 3.0 devices.
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*
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* @param show Controls if we render the Normal vectors or not.
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*/
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public void setShowNormals(boolean show)
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{
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mShowNormals = (Distorted.GLSL >= 300 && show);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* When rendering this mesh, should we also draw the normal vectors?
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*
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* @return <i>true</i> if we do render normal vectors
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*/
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public boolean getShowNormals()
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{
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return mShowNormals;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Release all internal resources.
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*/
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public void markForDeletion()
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{
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mVertAttribs.clear();
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mVBO.markForDeletion();
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mTFO.markForDeletion();
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}
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}
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