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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 org.distorted.library.program.DistortedProgram;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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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 a float array
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* containing per-vertex attributes, and call back setData().
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*/
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public abstract class MeshBase
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{
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static final int POS_DATA_SIZE= 3;
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static final int NOR_DATA_SIZE= 3;
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static final int TEX_DATA_SIZE= 2;
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private static final int BYTES_PER_FLOAT = 4;
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private static final int OFFSET_POS = 0;
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private static final int OFFSET_NOR = (POS_DATA_SIZE )*BYTES_PER_FLOAT;
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private static final int OFFSET_TEX = (POS_DATA_SIZE+NOR_DATA_SIZE )*BYTES_PER_FLOAT;
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private static final int TFSIZE = (POS_DATA_SIZE+POS_DATA_SIZE )*BYTES_PER_FLOAT;
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private 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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private int mNumVertices;
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private FloatBuffer mVertAttribs; // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, TexS,TexT
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase(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 numVertices, float[] vertexAttribs)
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{
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mNumVertices = numVertices;
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mVertAttribs = ByteBuffer.allocateDirect(mNumVertices*VERTSIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mVertAttribs.put(vertexAttribs).position(0);
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mVBO.setData(numVertices*VERTSIZE, mVertAttribs);
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mTFO.setData(numVertices*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 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 mNumVertices;
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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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/**
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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 void bindVertexAttribs(DistortedProgram program)
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{
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mVBO.mIndex[0] );
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GLES31.glVertexAttribPointer(program.mAttribute[0], MeshBase.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshBase.VERTSIZE, MeshBase.OFFSET_POS);
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GLES31.glVertexAttribPointer(program.mAttribute[1], MeshBase.NOR_DATA_SIZE, GLES31.GL_FLOAT, false, MeshBase.VERTSIZE, MeshBase.OFFSET_NOR);
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GLES31.glVertexAttribPointer(program.mAttribute[2], MeshBase.TEX_DATA_SIZE, GLES31.GL_FLOAT, false, MeshBase.VERTSIZE, MeshBase.OFFSET_TEX);
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 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 void bindTransformAttribs(DistortedProgram program)
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{
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mTFO.mIndex[0] );
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GLES31.glVertexAttribPointer(program.mAttribute[0], MeshBase.POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, 0);
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
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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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