Revision 07206c71
Added by Leszek Koltunski almost 4 years ago
src/main/java/org/distorted/library/mesh/MeshBase.java | ||
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import org.distorted.library.effect.VertexEffect; |
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import org.distorted.library.effectqueue.EffectQueue; |
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import org.distorted.library.effectqueue.EffectQueueVertex; |
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import org.distorted.library.main.DistortedLibrary; |
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import org.distorted.library.main.InternalBuffer; |
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import org.distorted.library.program.DistortedProgram; |
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import org.distorted.library.type.Static4D; |
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import java.io.InputStream; |
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import java.io.OutputStream; |
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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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public abstract class MeshBase |
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{ |
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private static final int MAX_COMPONENTS= 100; |
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static final int DEFAULT_ASSOCIATION = 0xffffffff; |
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private static final int DEFAULT_ASSOCIATION = 0xffffffff;
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// sizes of attributes of an individual vertex. |
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private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z |
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private float[] mVertAttribs1; // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ |
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private float[] mVertAttribs2; // packed: TexS,TexT, Component |
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private float mInflate; |
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private boolean[] mNeedsAdjustment; |
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private int[] mAssociation; |
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DeferredJobs.JobNode mJobNode; |
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private static int[] mComponentAssociationH = new int[EffectQueue.MAIN_VARIANTS]; |
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private EffectQueueVertex mQueue; |
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private static class Component |
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{ |
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for(int i=0; i<MAX_COMPONENTS; i++) mAssociation[i] = DEFAULT_ASSOCIATION; |
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mNeedsAdjustment = new boolean[1]; |
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mQueue = new EffectQueueVertex(); |
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mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER , GLES30.GL_STATIC_READ); |
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mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER , GLES30.GL_STATIC_READ); |
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mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ); |
... | ... | |
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int size = original.mComponent.size(); |
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mComponent = new ArrayList<>(); |
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mQueue = new EffectQueueVertex(original.mQueue); |
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for(int i=0; i<size; i++) |
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{ |
... | ... | |
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if( deep ) |
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{ |
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mNeedsAdjustment = new boolean[1]; |
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mNeedsAdjustment[0] = original.mNeedsAdjustment[0]; |
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if( original.mJobNode!=null ) |
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{ |
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mJobNode = new DeferredJobs.JobNode(original.mJobNode); |
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} |
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mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_READ); |
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mVertAttribs1= new float[mNumVertices*VERT1_ATTRIBS]; |
... | ... | |
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} |
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else |
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{ |
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mNeedsAdjustment = original.mNeedsAdjustment;
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mJobNode = original.mJobNode;
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mVBO1 = original.mVBO1; |
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mVertAttribs1 = original.mVertAttribs1; |
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} |
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} |
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GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK); |
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mQueue.removeAll(false); |
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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 computeQueue() |
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{ |
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mQueue.compute(1); |
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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 sendQueue() |
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{ |
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mQueue.send(0.0f,3); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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*/ |
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public void bindVertexAttribs(DistortedProgram program) |
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{ |
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if( mNeedsAdjustment[0] )
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if( mJobNode!=null )
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{ |
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mNeedsAdjustment[0] = false; |
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DistortedLibrary.adjustVertices(this); |
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mJobNode.execute(); // this will set itself to null |
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} |
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int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1); |
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return mInflate; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Read this mesh from a InputStream. |
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*/ |
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void read(final InputStream stream) |
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{ |
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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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* Save the Mesh to a OutputStream. |
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*/ |
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public void save(final OutputStream stream) |
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{ |
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} |
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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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*/ |
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public void apply(VertexEffect effect) |
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{ |
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mQueue.add(effect); |
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mNeedsAdjustment[0] = true; |
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mJobNode = DeferredJobs.vertex(this,effect); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
First attempt at Deferred Mesh Jobs.
Only apply(VertexEffect) supported for now.