Revision 0bd9f644
Added by Leszek Koltunski over 4 years ago
src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.java | ||
---|---|---|
56 | 56 |
private static DistortedProgram mPreProgram; |
57 | 57 |
private static int mPreColorH; |
58 | 58 |
private static int mPreTextureH; |
59 |
private static int mPreProgramH; |
|
59 | 60 |
|
60 | 61 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
61 | 62 |
|
... | ... | |
139 | 140 |
throw new RuntimeException(e.getMessage()); |
140 | 141 |
} |
141 | 142 |
|
142 |
int preProgramH = mPreProgram.getProgramHandle(); |
|
143 |
EffectQueueVertex.getUniforms( preProgramH,2 ); |
|
144 |
EffectQueueMatrix.getUniforms( preProgramH,2 ); |
|
145 |
MeshBase.getUniforms(preProgramH,2); |
|
146 |
mPreColorH = GLES30.glGetUniformLocation( preProgramH, "u_Color" ); |
|
147 |
mPreTextureH= GLES30.glGetUniformLocation( preProgramH, "u_Texture"); |
|
143 |
mPreProgramH = mPreProgram.getProgramHandle(); |
|
144 |
EffectQueueVertex.getUniforms( mPreProgramH,2 ); |
|
145 |
EffectQueueMatrix.getUniforms( mPreProgramH,2 ); |
|
146 |
mPreColorH = GLES30.glGetUniformLocation( mPreProgramH, "u_Color" ); |
|
147 |
mPreTextureH= GLES30.glGetUniformLocation( mPreProgramH, "u_Texture"); |
|
148 | 148 |
} |
149 | 149 |
|
150 | 150 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
181 | 181 |
mPreProgram.useProgram(); |
182 | 182 |
|
183 | 183 |
mesh.bindVertexAttribs(mPreProgram); |
184 |
mesh.send(2);
|
|
184 |
mesh.send(mPreProgramH);
|
|
185 | 185 |
|
186 | 186 |
EffectQueue[] queues = effects.getQueues(); |
187 | 187 |
EffectQueueMatrix matrix = (EffectQueueMatrix)queues[0]; |
src/main/java/org/distorted/library/main/DistortedLibrary.java | ||
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158 | 158 |
private static int mBlitDepthDepthH; |
159 | 159 |
private static int mBlitDepthTexCorrH; |
160 | 160 |
|
161 |
/// Program Handles /// |
|
162 |
private static int mMainProgramH, mFullProgramH, mMainOITProgramH; |
|
163 |
|
|
161 | 164 |
/// OIT SSBO BUFFER /// |
162 | 165 |
private static int[] mLinkedListSSBO = new int[1]; |
163 | 166 |
private static int[] mAtomicCounter; |
... | ... | |
259 | 262 |
throw new RuntimeException(e.getMessage()); |
260 | 263 |
} |
261 | 264 |
|
262 |
int mainProgramH = mMainProgram.getProgramHandle(); |
|
263 |
EffectQueue.getUniforms(mainProgramH,0); |
|
264 |
MeshBase.getUniforms(mainProgramH,0); |
|
265 |
mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture"); |
|
266 |
mTransformFeedbackH= GLES30.glGetUniformLocation( mainProgramH, "u_TransformFeedback"); |
|
265 |
mMainProgramH = mMainProgram.getProgramHandle(); |
|
266 |
EffectQueue.getUniforms(mMainProgramH,0); |
|
267 |
mMainTextureH= GLES30.glGetUniformLocation( mMainProgramH, "u_Texture"); |
|
268 |
mTransformFeedbackH= GLES30.glGetUniformLocation( mMainProgramH, "u_TransformFeedback"); |
|
267 | 269 |
|
268 | 270 |
// BLIT PROGRAM //////////////////////////////////// |
269 | 271 |
final InputStream blitVertStream = mResources.openRawResource(R.raw.blit_vertex_shader); |
... | ... | |
302 | 304 |
mBlitDepthDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture"); |
303 | 305 |
mBlitDepthDepthH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Depth"); |
304 | 306 |
mBlitDepthTexCorrH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_TexCorr"); |
307 |
|
|
308 |
int[] params = new int[1]; |
|
309 |
int index = GLES30.glGetUniformBlockIndex(mMainProgramH, "meshAssociation"); |
|
310 |
GLES30.glGetActiveUniformBlockiv( mMainProgramH, index, GLES30.GL_UNIFORM_BLOCK_DATA_SIZE, params, 0); |
|
311 |
MeshBase.setAssociationSize(params[0]); |
|
305 | 312 |
} |
306 | 313 |
|
307 | 314 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
358 | 365 |
throw new RuntimeException(e.getMessage()); |
359 | 366 |
} |
360 | 367 |
|
361 |
int fullProgramH = mFullProgram.getProgramHandle(); |
|
362 |
EffectQueue.getUniforms(fullProgramH,3); |
|
363 |
MeshBase.getUniforms(fullProgramH,3); |
|
368 |
mFullProgramH = mFullProgram.getProgramHandle(); |
|
369 |
EffectQueue.getUniforms(mFullProgramH,3); |
|
364 | 370 |
} |
365 | 371 |
|
366 | 372 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
393 | 399 |
throw new RuntimeException(e.getMessage()); |
394 | 400 |
} |
395 | 401 |
|
396 |
int mainOITProgramH = mMainOITProgram.getProgramHandle(); |
|
397 |
EffectQueue.getUniforms(mainOITProgramH,1); |
|
398 |
MeshBase.getUniforms(mainOITProgramH,1); |
|
399 |
mMainOITTextureH = GLES30.glGetUniformLocation( mainOITProgramH, "u_Texture"); |
|
400 |
mMainOITSizeH = GLES30.glGetUniformLocation( mainOITProgramH, "u_Size"); |
|
401 |
mMainOITNumRecordsH = GLES30.glGetUniformLocation( mainOITProgramH, "u_numRecords"); |
|
402 |
mMainOITProgramH = mMainOITProgram.getProgramHandle(); |
|
403 |
EffectQueue.getUniforms(mMainOITProgramH,1); |
|
404 |
mMainOITTextureH = GLES30.glGetUniformLocation( mMainOITProgramH, "u_Texture"); |
|
405 |
mMainOITSizeH = GLES30.glGetUniformLocation( mMainOITProgramH, "u_Size"); |
|
406 |
mMainOITNumRecordsH = GLES30.glGetUniformLocation( mMainOITProgramH, "u_numRecords"); |
|
402 | 407 |
|
403 | 408 |
// OIT CLEAR PROGRAM //////////////////////////////////// |
404 | 409 |
final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader); |
... | ... | |
518 | 523 |
} |
519 | 524 |
|
520 | 525 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
521 |
// execute all VertexEffects and adjust all vertices |
|
522 |
|
|
526 |
/** |
|
527 |
* Execute all VertexEffects and adjust all vertices |
|
528 |
* |
|
529 |
* @y.exclude |
|
530 |
*/ |
|
523 | 531 |
public static void adjustVertices(MeshBase mesh, EffectQueueVertex queue) |
524 | 532 |
{ |
525 | 533 |
if( mFullProgram==null ) |
... | ... | |
542 | 550 |
mesh.bindVertexAttribs(mFullProgram); |
543 | 551 |
queue.compute(1); |
544 | 552 |
queue.send(0.0f,3); |
545 |
mesh.send(3);
|
|
553 |
mesh.send(mFullProgramH);
|
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546 | 554 |
|
547 | 555 |
GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo ); |
548 | 556 |
GLES30.glBeginTransformFeedback( GLES30.GL_POINTS); |
... | ... | |
570 | 578 |
GLES30.glUniform2ui(mMainOITSizeH, surface.mWidth, surface.mHeight); |
571 | 579 |
GLES30.glUniform1ui(mMainOITNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) ); |
572 | 580 |
mesh.bindVertexAttribs(mMainOITProgram); |
573 |
mesh.send(1);
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|
581 |
mesh.send(mMainOITProgramH);
|
|
574 | 582 |
|
575 | 583 |
float inflate = mesh.getInflate(); |
576 | 584 |
float distance = surface.mDistance; |
... | ... | |
583 | 591 |
if( mesh.getShowNormals() ) |
584 | 592 |
{ |
585 | 593 |
mMainProgram.useProgram(); |
586 |
mesh.send(0);
|
|
594 |
mesh.send(mMainProgramH);
|
|
587 | 595 |
EffectQueue.send(queues, distance, mipmap, projection, inflate, 0 ); |
588 | 596 |
displayNormals(projection,mesh); |
589 | 597 |
} |
... | ... | |
604 | 612 |
mMainProgram.useProgram(); |
605 | 613 |
GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0); |
606 | 614 |
mesh.bindVertexAttribs(DistortedLibrary.mMainProgram); |
607 |
mesh.send(0);
|
|
615 |
mesh.send(mMainProgramH);
|
|
608 | 616 |
|
609 | 617 |
float inflate = mesh.getInflate(); |
610 | 618 |
float distance = surface.mDistance; |
src/main/java/org/distorted/library/main/InternalBuffer.java | ||
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20 | 20 |
package org.distorted.library.main; |
21 | 21 |
|
22 | 22 |
import android.opengl.GLES30; |
23 |
|
|
24 |
import java.nio.Buffer; |
|
23 | 25 |
import java.nio.ByteBuffer; |
24 | 26 |
import java.nio.ByteOrder; |
25 | 27 |
import java.nio.FloatBuffer; |
28 |
import java.nio.IntBuffer; |
|
26 | 29 |
|
27 | 30 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
28 | 31 |
/** |
... | ... | |
37 | 40 |
{ |
38 | 41 |
private final int[] mIndex; |
39 | 42 |
private int mTarget, mSize, mUsage; |
40 |
private FloatBuffer mBuffer;
|
|
43 |
private Buffer mBuffer; |
|
41 | 44 |
|
42 | 45 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
43 | 46 |
|
... | ... | |
57 | 60 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
58 | 61 |
// must be called from a thread holding OpenGL Context. |
59 | 62 |
|
60 |
public int createImmediately(int size, float[] buffer) |
|
63 |
public int createImmediatelyFloat(int size, float[] buffer)
|
|
61 | 64 |
{ |
62 | 65 |
if( mIndex[0]<0 ) |
63 | 66 |
{ |
... | ... | |
85 | 88 |
return mIndex[0]; |
86 | 89 |
} |
87 | 90 |
|
91 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
92 |
// must be called from a thread holding OpenGL Context. |
|
93 |
|
|
94 |
public int createImmediatelyInt(int size, int[] buffer) |
|
95 |
{ |
|
96 |
if( mIndex[0]<0 ) |
|
97 |
{ |
|
98 |
mSize= size; |
|
99 |
|
|
100 |
if( buffer!=null ) |
|
101 |
{ |
|
102 |
IntBuffer buf = ByteBuffer.allocateDirect(size).order(ByteOrder.nativeOrder()).asIntBuffer(); |
|
103 |
buf.put(buffer).position(0); |
|
104 |
mBuffer = buf; |
|
105 |
} |
|
106 |
else |
|
107 |
{ |
|
108 |
mBuffer = null; |
|
109 |
} |
|
110 |
|
|
111 |
GLES30.glGenBuffers( 1, mIndex, 0); |
|
112 |
GLES30.glBindBuffer( mTarget, mIndex[0]); |
|
113 |
GLES30.glBufferData( mTarget, mSize, mBuffer, mUsage); |
|
114 |
GLES30.glBindBuffer( mTarget, 0); |
|
115 |
|
|
116 |
markWasCreatedImmediately(); |
|
117 |
} |
|
118 |
|
|
119 |
return mIndex[0]; |
|
120 |
} |
|
121 |
|
|
122 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
123 |
// buffer non-null!! |
|
124 |
|
|
125 |
public void updateFloat(float[] buffer) |
|
126 |
{ |
|
127 |
((FloatBuffer)mBuffer).put(buffer).position(0); |
|
128 |
|
|
129 |
GLES30.glBindBuffer( mTarget, mIndex[0]); |
|
130 |
GLES30.glBufferData( mTarget, mSize, mBuffer, mUsage); |
|
131 |
GLES30.glBindBuffer( mTarget, 0); |
|
132 |
} |
|
133 |
|
|
88 | 134 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
89 | 135 |
// buffer non-null!! |
90 | 136 |
|
91 |
public void update(float[] buffer)
|
|
137 |
public void updateInt(int[] buffer)
|
|
92 | 138 |
{ |
93 |
mBuffer.put(buffer).position(0);
|
|
139 |
((IntBuffer)mBuffer).put(buffer).position(0);
|
|
94 | 140 |
|
95 | 141 |
GLES30.glBindBuffer( mTarget, mIndex[0]); |
96 | 142 |
GLES30.glBufferData( mTarget, mSize, mBuffer, mUsage); |
src/main/java/org/distorted/library/mesh/MeshBase.java | ||
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25 | 25 |
|
26 | 26 |
import org.distorted.library.effect.MatrixEffect; |
27 | 27 |
import org.distorted.library.effect.VertexEffect; |
28 |
import org.distorted.library.effectqueue.EffectQueue; |
|
29 | 28 |
import org.distorted.library.main.InternalBuffer; |
30 | 29 |
import org.distorted.library.program.DistortedProgram; |
31 | 30 |
import org.distorted.library.type.Static4D; |
... | ... | |
47 | 46 |
*/ |
48 | 47 |
public abstract class MeshBase |
49 | 48 |
{ |
49 |
private static final int UBO_BINDING = 1; |
|
50 | 50 |
private static final int MAX_EFFECT_COMPONENTS= 100; |
51 | 51 |
private static final int DEFAULT_ASSOCIATION = 0xffffffff; |
52 | 52 |
|
... | ... | |
79 | 79 |
private static final int VERT1_SIZE = VERT1_ATTRIBS*BYTES_PER_FLOAT; |
80 | 80 |
private static final int VERT2_SIZE = VERT2_ATTRIBS*BYTES_PER_FLOAT; |
81 | 81 |
|
82 |
private static int mAssociationSize = 8*MAX_EFFECT_COMPONENTS; |
|
83 |
|
|
82 | 84 |
private boolean mShowNormals; // when rendering this mesh, draw normal vectors? |
83 | 85 |
private InternalBuffer mVBO1, mVBO2, mTFO; // main vertex buffer and transform feedback buffer |
86 |
private InternalBuffer mUBO; // Uniform Buffer Object |
|
84 | 87 |
private int mNumVertices; |
85 | 88 |
private float[] mVertAttribs1; // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ |
86 | 89 |
private float[] mVertAttribs2; // packed: TexS,TexT, Component |
87 | 90 |
private float mInflate; |
88 |
private int[] mEquAssociation; |
|
89 |
private int[] mAndAssociation; |
|
91 |
private int[] mAssociations; |
|
92 |
private int mAssociationBlock; |
|
93 |
private boolean mNeedAdjustAssociation; |
|
90 | 94 |
|
91 | 95 |
DeferredJobs.JobNode[] mJobNode; |
92 | 96 |
|
93 |
private static int[] mEquAssociationH = new int[EffectQueue.MAIN_VARIANTS]; |
|
94 |
private static int[] mAndAssociationH = new int[EffectQueue.MAIN_VARIANTS]; |
|
95 |
|
|
96 | 97 |
private static final int TEX_COMP_SIZE = 5; // 5 four-bytes entities inside the component |
97 | 98 |
|
98 | 99 |
private static class TexComponent |
... | ... | |
134 | 135 |
mTexComponent = new ArrayList<>(); |
135 | 136 |
mEffComponent = new ArrayList<>(); |
136 | 137 |
|
137 |
mEquAssociation= new int[MAX_EFFECT_COMPONENTS]; |
|
138 |
mAndAssociation= new int[MAX_EFFECT_COMPONENTS]; |
|
138 |
mNeedAdjustAssociation = true; |
|
139 |
mAssociationBlock = computeAssociationBlockSize(); |
|
140 |
mAssociations= new int[mAssociationSize/4]; |
|
139 | 141 |
|
140 | 142 |
mJobNode = new DeferredJobs.JobNode[1]; |
141 | 143 |
|
142 | 144 |
for(int i=0; i<MAX_EFFECT_COMPONENTS; i++) |
143 | 145 |
{ |
144 |
mAndAssociation[i] = DEFAULT_ASSOCIATION;
|
|
145 |
mEquAssociation[i] = i;
|
|
146 |
mAssociations[getAndIndex(i)] = DEFAULT_ASSOCIATION;
|
|
147 |
mAssociations[getEquIndex(i)] = i;
|
|
146 | 148 |
} |
147 | 149 |
|
148 | 150 |
mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER , GLES30.GL_STATIC_READ); |
149 | 151 |
mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER , GLES30.GL_STATIC_READ); |
150 | 152 |
mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ); |
153 |
mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER , GLES30.GL_STATIC_READ); |
|
151 | 154 |
} |
152 | 155 |
|
153 | 156 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
159 | 162 |
mInflate = original.mInflate; |
160 | 163 |
mNumVertices= original.mNumVertices; |
161 | 164 |
|
162 |
mAndAssociation= new int[MAX_EFFECT_COMPONENTS]; |
|
163 |
System.arraycopy(original.mAndAssociation, 0, mAndAssociation, 0, MAX_EFFECT_COMPONENTS); |
|
164 |
mEquAssociation= new int[MAX_EFFECT_COMPONENTS]; |
|
165 |
System.arraycopy(original.mEquAssociation, 0, mEquAssociation, 0, MAX_EFFECT_COMPONENTS); |
|
165 |
mNeedAdjustAssociation = original.mNeedAdjustAssociation; |
|
166 |
mAssociationBlock = original.mAssociationBlock; |
|
167 |
|
|
168 |
int size = original.mAssociations.length; |
|
169 |
mAssociations= new int[size]; |
|
170 |
System.arraycopy(original.mAssociations, 0, mAssociations, 0, size); |
|
166 | 171 |
|
167 | 172 |
if( deep ) |
168 | 173 |
{ |
... | ... | |
179 | 184 |
} |
180 | 185 |
|
181 | 186 |
mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ); |
182 |
mTFO.invalidate(); |
|
187 |
mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER , GLES30.GL_STATIC_READ); |
|
188 |
} |
|
189 |
|
|
190 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
191 |
/** |
|
192 |
* @y.exclude |
|
193 |
*/ |
|
194 |
public static void setAssociationSize(int size) |
|
195 |
{ |
|
196 |
mAssociationSize = size; |
|
197 |
} |
|
198 |
|
|
199 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
200 |
|
|
201 |
private int getAndIndex(int component) |
|
202 |
{ |
|
203 |
return mAssociationBlock*component; |
|
204 |
} |
|
205 |
|
|
206 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
207 |
|
|
208 |
private int getEquIndex(int component) |
|
209 |
{ |
|
210 |
return mAssociationBlock*(MAX_EFFECT_COMPONENTS+component); |
|
211 |
} |
|
212 |
|
|
213 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
214 |
|
|
215 |
private int computeAssociationBlockSize() |
|
216 |
{ |
|
217 |
return 1 + (mAssociationSize/4 - 2*MAX_EFFECT_COMPONENTS) / (2*MAX_EFFECT_COMPONENTS-1); |
|
218 |
} |
|
219 |
|
|
220 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
221 |
// The problem here is that at MeshBase object creation time, we might not know the size of the |
|
222 |
// 'meshAssociation' Uniform Block Object in the vertex shader (the UBO is packed according to the |
|
223 |
// 'shared' layout, which means the size of the block is known only after linking the shaders). |
|
224 |
// |
|
225 |
// We thus, in the constructor, guess that the layout will be tight (so we will need 8*MAX_EFFECT_C |
|
226 |
// bytes there), allocate mAssociation already, and if later on, as a result of linking the shaders, |
|
227 |
// we get a call to setAssociationSize() which changes the size to something else, we need to reallocate. |
|
228 |
// |
|
229 |
// It can happen that even before the linking the value of mAssociationSize is already 'right' because |
|
230 |
// this is a static variable and it might persist from an earlier run. All the better then; this should |
|
231 |
// never be wrong. |
|
232 |
|
|
233 |
private void adjustAssociation() |
|
234 |
{ |
|
235 |
int oldLen = mAssociations.length; |
|
236 |
|
|
237 |
if( mAssociationSize != 4*oldLen ) |
|
238 |
{ |
|
239 |
int[] tmp = new int[oldLen]; |
|
240 |
System.arraycopy(mAssociations, 0, tmp, 0, oldLen); |
|
241 |
|
|
242 |
int newLen = mAssociationSize/4; |
|
243 |
mAssociations = new int[newLen]; |
|
244 |
mAssociationBlock = computeAssociationBlockSize(); |
|
245 |
|
|
246 |
for(int i=0; i<oldLen/2; i++) |
|
247 |
{ |
|
248 |
mAssociations[getAndIndex(i)] = tmp[i]; // oldLen must be equal to |
|
249 |
mAssociations[getEquIndex(i)] = tmp[MAX_EFFECT_COMPONENTS+i]; // 8*MAX_EFFECT_COM |
|
250 |
} |
|
251 |
} |
|
183 | 252 |
} |
184 | 253 |
|
185 | 254 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
270 | 339 |
start = end+1; |
271 | 340 |
end = mEffComponent.get(i); |
272 | 341 |
|
273 |
if( (andAssoc & mAndAssociation[i]) != 0 || (equAssoc == mEquAssociation[i]) )
|
|
342 |
if( (andAssoc & mAssociations[getAndIndex(i)]) != 0 || (equAssoc == mAssociations[getEquIndex(i)]) )
|
|
274 | 343 |
{ |
275 | 344 |
applyMatrixToComponent(matrixP, matrixV, start, end); |
276 | 345 |
} |
... | ... | |
343 | 412 |
|
344 | 413 |
void setEffectAssociationNow(int component, int andAssociation, int equAssociation) |
345 | 414 |
{ |
346 |
mAndAssociation[component] = andAssociation; |
|
347 |
mEquAssociation[component] = equAssociation; |
|
415 |
mAssociations[getAndIndex(component)] = andAssociation; |
|
416 |
mAssociations[getEquIndex(component)] = equAssociation; |
|
417 |
|
|
418 |
mUBO.invalidate(); |
|
348 | 419 |
} |
349 | 420 |
|
350 | 421 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
410 | 481 |
|
411 | 482 |
if( origEffComponents<MAX_EFFECT_COMPONENTS ) |
412 | 483 |
{ |
413 |
mAndAssociation[origEffComponents] = mesh.mAndAssociation[j];
|
|
414 |
mEquAssociation[origEffComponents] = mesh.mEquAssociation[j];
|
|
484 |
mAssociations[getAndIndex(origEffComponents)] = mesh.mAssociations[mesh.getAndIndex(j)];
|
|
485 |
mAssociations[getEquIndex(origEffComponents)] = mesh.mAssociations[mesh.getEquIndex(j)];
|
|
415 | 486 |
origEffComponents++; |
416 | 487 |
} |
417 | 488 |
} |
... | ... | |
561 | 632 |
return MAX_EFFECT_COMPONENTS; |
562 | 633 |
} |
563 | 634 |
|
564 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
565 |
|
|
566 |
public static void getUniforms(int mProgramH, int variant) |
|
567 |
{ |
|
568 |
mEquAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComEquAssoc"); |
|
569 |
mAndAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComAndAssoc"); |
|
570 |
} |
|
571 |
|
|
572 | 635 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
573 | 636 |
/** |
574 | 637 |
* Not part of public API, do not document (public only because has to be used from the main package) |
... | ... | |
583 | 646 |
{ |
584 | 647 |
FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer(); |
585 | 648 |
feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices); |
586 |
mVBO1.update(mVertAttribs1); |
|
649 |
mVBO1.updateFloat(mVertAttribs1);
|
|
587 | 650 |
} |
588 | 651 |
else |
589 | 652 |
{ |
... | ... | |
694 | 757 |
*/ |
695 | 758 |
public int getTFO() |
696 | 759 |
{ |
697 |
return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null); |
|
760 |
return mTFO.createImmediatelyFloat(mNumVertices*TRAN_SIZE, null);
|
|
698 | 761 |
} |
699 | 762 |
|
700 | 763 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
714 | 777 |
* |
715 | 778 |
* @y.exclude |
716 | 779 |
*/ |
717 |
public void send(int variant)
|
|
780 |
public void send(int programH)
|
|
718 | 781 |
{ |
719 |
GLES30.glUniform1iv( mEquAssociationH[variant], MAX_EFFECT_COMPONENTS, mEquAssociation, 0); |
|
720 |
GLES30.glUniform1iv( mAndAssociationH[variant], MAX_EFFECT_COMPONENTS, mAndAssociation, 0); |
|
782 |
if( mNeedAdjustAssociation ) |
|
783 |
{ |
|
784 |
mNeedAdjustAssociation = false; |
|
785 |
adjustAssociation(); |
|
786 |
} |
|
787 |
|
|
788 |
int index = mUBO.createImmediatelyInt( mAssociationSize, mAssociations); |
|
789 |
|
|
790 |
GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, UBO_BINDING, index); |
|
791 |
GLES30.glUniformBlockBinding(programH, UBO_BINDING, index); |
|
721 | 792 |
} |
722 | 793 |
|
723 | 794 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
746 | 817 |
*/ |
747 | 818 |
} |
748 | 819 |
|
749 |
int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1); |
|
750 |
int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2); |
|
820 |
int index1 = mVBO1.createImmediatelyFloat(mNumVertices*VERT1_SIZE, mVertAttribs1);
|
|
821 |
int index2 = mVBO2.createImmediatelyFloat(mNumVertices*VERT2_SIZE, mVertAttribs2);
|
|
751 | 822 |
|
752 | 823 |
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 ); |
753 | 824 |
GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS); |
... | ... | |
767 | 838 |
*/ |
768 | 839 |
public void bindTransformAttribs(DistortedProgram program) |
769 | 840 |
{ |
770 |
int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null); |
|
841 |
int index = mTFO.createImmediatelyFloat(mNumVertices*TRAN_SIZE, null);
|
|
771 | 842 |
|
772 | 843 |
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index ); |
773 | 844 |
GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0); |
src/main/res/raw/main_vertex_shader.glsl | ||
---|---|---|
39 | 39 |
out vec3 v_Normal; // |
40 | 40 |
out vec2 v_TexCoordinate; // |
41 | 41 |
|
42 |
uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix.
|
|
42 |
uniform mat4 u_MVPMatrix; // u_MVMatrixP * projection.
|
|
43 | 43 |
uniform mat4 u_MVMatrixP; // the combined model/view matrix. (for points) |
44 | 44 |
uniform mat4 u_MVMatrixV; // the combined model/view matrix. (for vectors) |
45 | 45 |
// which need to work differently on points and vectors |
... | ... | |
54 | 54 |
// second vec4: first float - cache, next 3: Center, the third - the Region. |
55 | 55 |
uniform int vEffAndAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component. |
56 | 56 |
uniform int vEffEquAssoc[NUM_VERTEX];// Components the vertex effects work on. Likewise used to connect an effect to a Mesh component. |
57 |
uniform int vComAndAssoc[MAX_COMPON];// 'logical AND' association of the component. |
|
58 |
uniform int vComEquAssoc[MAX_COMPON];// 'equal' association of the component. |
|
57 |
|
|
58 |
layout (std140, binding=1) uniform meshAssociation |
|
59 |
{ |
|
60 |
int vComAndAssoc[MAX_COMPON]; // 'logical AND' association of the component. |
|
61 |
int vComEquAssoc[MAX_COMPON]; // 'equal' association of the component. |
|
62 |
}; |
|
59 | 63 |
|
60 | 64 |
////////////////////////////////////////////////////////////////////////////////////////////// |
61 | 65 |
// HELPER FUNCTIONS |
Also available in: Unified diff
Introduce an UBO to the vertex shader holding info about mesh effect associations.