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Revision de77a6c5

Added by Leszek Koltunski over 3 years ago

Introduce another Uniform Block Object. Now we can have much more vertex and fragment effects - up their default number to 100.

View differences:

src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
38 38

  
39 39
  private static final int INDEX = EffectType.VERTEX.ordinal();
40 40

  
41
  private final static int[] mNumEffectsH   = new int[MAIN_VARIANTS];
42
  private final static int[] mInflateH      = new int[MAIN_VARIANTS];
43
  private final static int[] mUniformsH     = new int[MAIN_VARIANTS];
44
  private final static int[] mPropBlockIndex= new int[MAIN_VARIANTS];
41
  private final static int[] mNumEffectsH  = new int[MAIN_VARIANTS];
42
  private final static int[] mInflateH     = new int[MAIN_VARIANTS];
43
  private final static int[] mIntBlockIndex= new int[MAIN_VARIANTS];
44
  private final static int[] mFloBlockIndex= new int[MAIN_VARIANTS];
45 45

  
46 46
///////////////////////////////////////////////////////////////////////////////////////////////////
47 47
   
......
61 61

  
62 62
  static void uniforms(int mProgramH, int variant)
63 63
    {
64
    mNumEffectsH[variant]    = GLES30.glGetUniformLocation  ( mProgramH, "vNumEffects");
65
    mInflateH[variant]       = GLES30.glGetUniformLocation  ( mProgramH, "u_Inflate");
66
    mUniformsH[variant]      = GLES30.glGetUniformLocation  ( mProgramH, "vUniforms");
67
    mPropBlockIndex[variant] = GLES30.glGetUniformBlockIndex( mProgramH, "vUniformProperties");
64
    mNumEffectsH[variant]   = GLES30.glGetUniformLocation  ( mProgramH, "vNumEffects");
65
    mInflateH[variant]      = GLES30.glGetUniformLocation  ( mProgramH, "u_Inflate");
66
    mIntBlockIndex[variant] = GLES30.glGetUniformBlockIndex( mProgramH, "vUniformProperties");
67
    mFloBlockIndex[variant] = GLES30.glGetUniformBlockIndex( mProgramH, "vUniformFloats");
68 68
    }
69 69

  
70 70
///////////////////////////////////////////////////////////////////////////////////////////////////
......
77 77
    {
78 78
    if( currTime==mTime ) return;
79 79
    if( mTime==0 ) mTime = currTime;
80
    long step = (currTime-mTime);
81 80

  
82
    for(int i=0; i<mNumEffects; i++)
81
    if( mNumEffects>0 )
83 82
      {
84
      if( mEffects[i].compute(mFloatUniforms, NUM_FLOAT_UNIFORMS*i, currTime, step) )
83
      long step = (currTime-mTime);
84
      float[] array = mUBF.getBackingArray();
85

  
86
      for(int i=0; i<mNumEffects; i++)
85 87
        {
86
        EffectMessageSender.newMessage(mEffects[i]);
88
        if( mEffects[i].compute(array, NUM_FLOAT_UNIFORMS*i, currTime, step) )
89
          {
90
          EffectMessageSender.newMessage(mEffects[i]);
91
          }
87 92
        }
93

  
94
      mUBF.invalidate();
88 95
      }
89 96

  
90 97
    mTime = currTime;
......
103 110

  
104 111
    if( mNumEffects>0 )
105 112
      {
106
      int index = mUBP.getIndex();
107
      GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, PROP_VERT_UBO_BINDING, index);
108
      GLES30.glUniformBlockBinding(programH, mPropBlockIndex[variant], PROP_VERT_UBO_BINDING);
109
      GLES30.glUniform4fv( mUniformsH[variant]  ,(NUM_FLOAT_UNIFORMS/4)*mNumEffects, mFloatUniforms , 0);
113
      GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, VERT_INT_UBO_BINDING, mUBI.getIndex());
114
      GLES30.glUniformBlockBinding(programH, mIntBlockIndex[variant], VERT_INT_UBO_BINDING);
115

  
116
      GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, VERT_FLO_UBO_BINDING, mUBF.getIndex());
117
      GLES30.glUniformBlockBinding(programH, mFloBlockIndex[variant], VERT_FLO_UBO_BINDING);
110 118
      }
111 119
    }
112 120
  }

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