Revision 0bd9f644
Added by Leszek Koltunski over 3 years ago
src/main/java/org/distorted/library/mesh/MeshBase.java | ||
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import org.distorted.library.effect.MatrixEffect; |
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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.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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*/ |
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public abstract class MeshBase |
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{ |
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private static final int UBO_BINDING = 1; |
|
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private static final int MAX_EFFECT_COMPONENTS= 100; |
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private static final int DEFAULT_ASSOCIATION = 0xffffffff; |
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|
... | ... | |
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private static final int VERT1_SIZE = VERT1_ATTRIBS*BYTES_PER_FLOAT; |
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private static final int VERT2_SIZE = VERT2_ATTRIBS*BYTES_PER_FLOAT; |
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private static int mAssociationSize = 8*MAX_EFFECT_COMPONENTS; |
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private boolean mShowNormals; // when rendering this mesh, draw normal vectors? |
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private InternalBuffer mVBO1, mVBO2, mTFO; // main vertex buffer and transform feedback buffer |
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private InternalBuffer mUBO; // Uniform Buffer Object |
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private int mNumVertices; |
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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 int[] mEquAssociation; |
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private int[] mAndAssociation; |
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private int[] mAssociations; |
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private int mAssociationBlock; |
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private boolean mNeedAdjustAssociation; |
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DeferredJobs.JobNode[] mJobNode; |
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private static int[] mEquAssociationH = new int[EffectQueue.MAIN_VARIANTS]; |
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private static int[] mAndAssociationH = new int[EffectQueue.MAIN_VARIANTS]; |
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private static final int TEX_COMP_SIZE = 5; // 5 four-bytes entities inside the component |
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private static class TexComponent |
... | ... | |
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mTexComponent = new ArrayList<>(); |
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mEffComponent = new ArrayList<>(); |
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mEquAssociation= new int[MAX_EFFECT_COMPONENTS]; |
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mAndAssociation= new int[MAX_EFFECT_COMPONENTS]; |
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mNeedAdjustAssociation = true; |
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mAssociationBlock = computeAssociationBlockSize(); |
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mAssociations= new int[mAssociationSize/4]; |
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mJobNode = new DeferredJobs.JobNode[1]; |
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for(int i=0; i<MAX_EFFECT_COMPONENTS; i++) |
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{ |
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mAndAssociation[i] = DEFAULT_ASSOCIATION;
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mEquAssociation[i] = i;
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mAssociations[getAndIndex(i)] = DEFAULT_ASSOCIATION;
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mAssociations[getEquIndex(i)] = i;
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} |
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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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mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER , GLES30.GL_STATIC_READ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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mInflate = original.mInflate; |
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mNumVertices= original.mNumVertices; |
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mAndAssociation= new int[MAX_EFFECT_COMPONENTS]; |
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System.arraycopy(original.mAndAssociation, 0, mAndAssociation, 0, MAX_EFFECT_COMPONENTS); |
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mEquAssociation= new int[MAX_EFFECT_COMPONENTS]; |
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System.arraycopy(original.mEquAssociation, 0, mEquAssociation, 0, MAX_EFFECT_COMPONENTS); |
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mNeedAdjustAssociation = original.mNeedAdjustAssociation; |
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mAssociationBlock = original.mAssociationBlock; |
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int size = original.mAssociations.length; |
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mAssociations= new int[size]; |
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System.arraycopy(original.mAssociations, 0, mAssociations, 0, size); |
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if( deep ) |
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{ |
... | ... | |
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} |
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mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ); |
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mTFO.invalidate(); |
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mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER , GLES30.GL_STATIC_READ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* @y.exclude |
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*/ |
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public static void setAssociationSize(int size) |
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{ |
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mAssociationSize = size; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int getAndIndex(int component) |
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{ |
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return mAssociationBlock*component; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int getEquIndex(int component) |
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{ |
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return mAssociationBlock*(MAX_EFFECT_COMPONENTS+component); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int computeAssociationBlockSize() |
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{ |
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return 1 + (mAssociationSize/4 - 2*MAX_EFFECT_COMPONENTS) / (2*MAX_EFFECT_COMPONENTS-1); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// The problem here is that at MeshBase object creation time, we might not know the size of the |
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// 'meshAssociation' Uniform Block Object in the vertex shader (the UBO is packed according to the |
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// 'shared' layout, which means the size of the block is known only after linking the shaders). |
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// |
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// We thus, in the constructor, guess that the layout will be tight (so we will need 8*MAX_EFFECT_C |
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// bytes there), allocate mAssociation already, and if later on, as a result of linking the shaders, |
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// we get a call to setAssociationSize() which changes the size to something else, we need to reallocate. |
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// |
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// It can happen that even before the linking the value of mAssociationSize is already 'right' because |
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// this is a static variable and it might persist from an earlier run. All the better then; this should |
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// never be wrong. |
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private void adjustAssociation() |
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{ |
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int oldLen = mAssociations.length; |
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if( mAssociationSize != 4*oldLen ) |
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{ |
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int[] tmp = new int[oldLen]; |
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System.arraycopy(mAssociations, 0, tmp, 0, oldLen); |
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int newLen = mAssociationSize/4; |
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mAssociations = new int[newLen]; |
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mAssociationBlock = computeAssociationBlockSize(); |
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for(int i=0; i<oldLen/2; i++) |
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{ |
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mAssociations[getAndIndex(i)] = tmp[i]; // oldLen must be equal to |
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mAssociations[getEquIndex(i)] = tmp[MAX_EFFECT_COMPONENTS+i]; // 8*MAX_EFFECT_COM |
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} |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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start = end+1; |
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end = mEffComponent.get(i); |
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if( (andAssoc & mAndAssociation[i]) != 0 || (equAssoc == mEquAssociation[i]) )
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if( (andAssoc & mAssociations[getAndIndex(i)]) != 0 || (equAssoc == mAssociations[getEquIndex(i)]) )
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{ |
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applyMatrixToComponent(matrixP, matrixV, start, end); |
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} |
... | ... | |
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void setEffectAssociationNow(int component, int andAssociation, int equAssociation) |
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{ |
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mAndAssociation[component] = andAssociation; |
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mEquAssociation[component] = equAssociation; |
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mAssociations[getAndIndex(component)] = andAssociation; |
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mAssociations[getEquIndex(component)] = equAssociation; |
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mUBO.invalidate(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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if( origEffComponents<MAX_EFFECT_COMPONENTS ) |
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{ |
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mAndAssociation[origEffComponents] = mesh.mAndAssociation[j];
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mEquAssociation[origEffComponents] = mesh.mEquAssociation[j];
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mAssociations[getAndIndex(origEffComponents)] = mesh.mAssociations[mesh.getAndIndex(j)];
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mAssociations[getEquIndex(origEffComponents)] = mesh.mAssociations[mesh.getEquIndex(j)];
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origEffComponents++; |
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} |
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} |
... | ... | |
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return MAX_EFFECT_COMPONENTS; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public static void getUniforms(int mProgramH, int variant) |
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{ |
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mEquAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComEquAssoc"); |
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mAndAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComAndAssoc"); |
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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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FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer(); |
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feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices); |
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mVBO1.update(mVertAttribs1); |
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mVBO1.updateFloat(mVertAttribs1);
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} |
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else |
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{ |
... | ... | |
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*/ |
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public int getTFO() |
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{ |
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return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null); |
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return mTFO.createImmediatelyFloat(mNumVertices*TRAN_SIZE, null);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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* |
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* @y.exclude |
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*/ |
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public void send(int variant)
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public void send(int programH)
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{ |
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GLES30.glUniform1iv( mEquAssociationH[variant], MAX_EFFECT_COMPONENTS, mEquAssociation, 0); |
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GLES30.glUniform1iv( mAndAssociationH[variant], MAX_EFFECT_COMPONENTS, mAndAssociation, 0); |
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if( mNeedAdjustAssociation ) |
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{ |
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mNeedAdjustAssociation = false; |
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adjustAssociation(); |
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} |
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int index = mUBO.createImmediatelyInt( mAssociationSize, mAssociations); |
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GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, UBO_BINDING, index); |
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GLES30.glUniformBlockBinding(programH, UBO_BINDING, index); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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*/ |
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} |
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int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1); |
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int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2); |
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int index1 = mVBO1.createImmediatelyFloat(mNumVertices*VERT1_SIZE, mVertAttribs1);
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int index2 = mVBO2.createImmediatelyFloat(mNumVertices*VERT2_SIZE, mVertAttribs2);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 ); |
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GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS); |
... | ... | |
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*/ |
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public void bindTransformAttribs(DistortedProgram program) |
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{ |
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int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null); |
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int index = mTFO.createImmediatelyFloat(mNumVertices*TRAN_SIZE, null);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index ); |
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GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0); |
Also available in: Unified diff
Introduce an UBO to the vertex shader holding info about mesh effect associations.