Progress with RubikControl - sub-stages 1 and 2 of the 'whole' stage finished.
Actually reset Node's mLastTime back to 0 each time we attach it somewhere.
Move the information when was a EffectQueue last time evaluated from the EffectQueues all the way up to the Node which contains them.The point: we need to reset this time back to 0 every time we attach the Node (and thus start evaluating the Queues inside)
Only switch on 'BuggyUBOs' on Adreno 308 driver versions 331 and 415.
Calibration of the previous workaround.
Workaround for the fact that one some devices (for example the LG K30's V@415 driver on the Adreno 308) the Glow halo wasn't visible.
MeshBase's 'MAX_NUM_COMPONENTS' is not a constant - rename!
Correct an crash when trying to run a program with no vertex effects.
Do not switch BuggyUBOs on Adreno 306, as I just saw a device - ZTE ZMax2 - which uses a 306 and driver V@100, which does not like packed UBOs...
Improve the 'buggy UBOs' detection.
- report the Graphics driver's Renderer and Version.- new Diamond, Skewb2 and Skewb3 meshes.
Always reset static variables in DistortedLibrary to default values.
Convert the first object, the Cube, to the new Cubit-creating engine.
Face cubit creation: progress: rounded corners
Face cubit creation: progress, a cube renders correctly :)
Properly solve the issue with Qualcomm driver V@331 having buggy UBO size.
Another attempt at fixing tthings on early Qualcomm OpenGL ES 3.0 drivers.
The previous version does not work on Adreno 405 driver V@100, present for example in a Asus ZenPad 8.Revert the packed 'ivec2' UBO in the vertex shader back to a 'std140' ivec4. This comes at a price if bumping into the bug on Qualcomm driver version 331 on Adreno 308 - i.e. Samsung Galaxy J4+ again....
Correct a comment for Javadoc.
Add new comments for Javadoc.
Correct comments; hide stuff from Javadoc.
Correct comments.
Make the 'Component Associations' UBO (on most devices) twice smaller -use the 'packed' layout and 'ivec2' in place of 'ivec4'.
This forces us to dynamically probe the 'Stride' - number of 4-byte entities that the UBO's 'ivec4' takes - and correct the already-constructed UniformBlockAssociation objects in case this turns out to be different than the expected 2, i.e. tightly-packed....
Add a new API DistortedEffects.exists(long id)
Make per-component centers optional, controlled by API MeshBase.setUseCenters()
Bugfixes as a result of the Samsung Galaxy J4+ investigation:
1) By default, switch off transform feedback in the main program. Create a new API 'needTransformFeedback()' to call if someone still needs TF in the main program.2) lower the default max number of vertex effects to 30....
Progress with Megaminx.
Remove UBO from the fragment shader and come back to the default of only 5 concurrent fragment effects. All because UBOs in fragment shader crash on Adreno 510 and Adreno 506.
Minor.
Properly initialize DynamicQuat.
Remove all the calls to DistortedLibrary.setMax() (except for app 'Check', which explictly checks this API)
Introduce another Uniform Block Object. Now we can have much more vertex and fragment effects - up their default number to 100.
Plug two more memory leaks. It should be fine now.
Plug a major memory leak.Still one more leak remains - a similar UniformBuffer has to be markedForDeletion in the EffectQueues.
Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.Next: convert the last part, i.e. the float effect parameters.
Cleanups
Fixes for the Rex Cube (mostly works now)
Bugfix: fix a long-standing bug where switching on normal vector drawing would interfere with transparency.
Bugfix: always normalize the normal vector after modifying it, otherwise the next effect might not work correctly (Distort!)
Bugfix: we initially need to set the maxTextureSize to MAX_INT, because otherwise early (i.e. before a call to onSurfaceCreated) calls to setTexture() will fail.
Put new things to the StackFrame.
Fix the fact that the static DistortedEffects.mAllQueues was global, shared between all Activities.Completely replace this mechanism with a non-static list of links from a VertexEffect to all VertexEffectQueues this effect is a member of.
Fix the fact that we would keep adding new InternalBuffers to the 'Done' list - split 'invalidate()' and 'recreate()' to two separate actions!
Start creating the Tutorial Activity.
More support for using the library from more than one activity. Should be working now!
More support for using the library from more than one activity
1) Beginnings of support for using the library from more than one activity2) rename DistortedLibrary.onCreate() to onSurfaceCreated()3) (rubik) add Cambodia's flag.
Improve the Skewb; set max components to 110 in MeshBase so that all of Professor Skewb's components fit.
Detect if the texture we are trying to upload is too large and return an error.
Do not crash if we try to map a texture component out of range.
New API for the library: add an empty texture component to a Mesh.Use this in thr Magic Cube to add empty texture components to some types of cubits.
Comments.
Comment.
Add an extra option to MeshPolygon: making triangles located around the vertices of the polygon smaller.
Progress with MeshPolygon.
Rename Meshes.
First attempt at new mesh - Polygon. Unfinished (normal vector!), untested
Remove the 'binding' parameter from the UBO in the vertex shader - this is not part of OpenGL ES 3.0, only introduced in 3.1, and we want to be compatible with 3.0.Now we need to dynamically detect the UBO index and form a BlockBinding ourselves.
Add component centers to dmesh version 2.
Update all the dmeshes to versions 2. Add the Dino dmesh.
Remove the 'inflate' vertex attributs from the Mesh and file format, and replace that with a per-component 'inflate centers' (which are as of yet untested)
Speedup: remember the mesh associations of VertexEffects only once, when they actually change, and not every time we compute() a VertexQueue.
Turn the vName, vEffAnd and vEffEqu integer array uniforms into a one ivec4.The point: ivec4s are always packed tightly in UBOs (which is going to be the next step)
Simplify AssociationUniformBlock
Bugfix.
Merge branch 'effects-ubo'
Bugfixes.
Introducing UBO to Effect Queues: step 1.
Move the 'effect association' part of MeshBase to a separate class.
Introduce an UBO to the vertex shader holding info about mesh effect associations.
Progress with the MeshFile app.
New effect VertexEffectDisappear
Correct an issue shown by Crashlytics: sometimes it would crash in the library in InternalOutputSurface.setAsOutput() when trying to 'read from null array' mFBOH[].
Fix normals in case of MatrixEffectScale / Shear.Fix displaying the normal vector.
Fix modifications of normals in VertexEffectScale and VertexEffectShear.
Progress with the Dino.
When blurring or glowing, we need to CLAMP_TO_EDGE the texture - otherwise part of the blur or glow could appear on the other end of the texture.
Improve the Blur App to catch the bug where a small part of the Blur (and Glow) halo gets displayed on the other edge of the surface.
Correct Inflate vectors in Triangles mesh
Improve debugging in DistortedScreen
Correct a subtle bug iin Framebuffer: in recreate(), we need to mark the FBOs as deleted on GPU; otherwise later we might delete them - and when we do, they might belong to another Framebuffer already!
Fix the fact that Distort was rotating normals outside of its region!
Fix the fact that the Normal and OIT programs would not work after a period of being paused.
1) rename DistortedTexture's setColor to setColorARGB2) fix the Wiind app to take into account paused time3) fix the Dynamic so that if a single Dynamic is used more than once (in more than one effect) than it doesn't get adjusted for paused time multiple times.
Fixes for pausing and restarting.
Improve setting text size in Spinners (forgotten part).
Fixes for the previous commit.
Only compile the Full, Normal & OIT programs when they are actually needed.
Only insert the 'Mali r12' FBO queue fix if we actually are running on a Mali GPU with driver version <22. (then FBOQueue=4 - unless we manually overide this down to 1 - else, always 1)
Library: introduce a new form of the MeshRectangular grid, where the individual rows and columns can be each of different width. This help reduce the number of vertices in objects as typically we are only interested at distorting a certain subregion.
Modify the Bean app to take advantage of this.
Reading a mesh from the .dmesh file works now.
Reading a mesh from the .dmesh file might work now. Checked on two small meshes.