1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2017 Leszek Koltunski leszek@koltunski.pl //
|
3
|
// //
|
4
|
// This file is part of Distorted. //
|
5
|
// //
|
6
|
// This library is free software; you can redistribute it and/or //
|
7
|
// modify it under the terms of the GNU Lesser General Public //
|
8
|
// License as published by the Free Software Foundation; either //
|
9
|
// version 2.1 of the License, or (at your option) any later version. //
|
10
|
// //
|
11
|
// This library is distributed in the hope that it will be useful, //
|
12
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU //
|
14
|
// Lesser General Public License for more details. //
|
15
|
// //
|
16
|
// You should have received a copy of the GNU Lesser General Public //
|
17
|
// License along with this library; if not, write to the Free Software //
|
18
|
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
|
19
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
20
|
|
21
|
package org.distorted.library.effect;
|
22
|
|
23
|
import org.distorted.library.effectqueue.EffectQueue;
|
24
|
import org.distorted.library.main.DistortedLibrary;
|
25
|
import org.distorted.library.type.Static1D;
|
26
|
import org.distorted.library.type.Static3D;
|
27
|
import org.distorted.library.type.Static4D;
|
28
|
import org.distorted.library.type.Static5D;
|
29
|
|
30
|
import java.lang.reflect.Method;
|
31
|
import java.util.ArrayList;
|
32
|
|
33
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
34
|
/**
|
35
|
* Abstract class that represents an Effect that works by injecting certain code into the main Vertex shader.
|
36
|
*/
|
37
|
public abstract class VertexEffect extends Effect
|
38
|
{
|
39
|
/**
|
40
|
* 12: 5 per-effect interpolated values, 3-dimensional center, 4-dimensional Region
|
41
|
*/
|
42
|
public static final int NUM_FLOAT_UNIFORMS = 12;
|
43
|
/**
|
44
|
* 4: name, AND association, reserved, EQU Association
|
45
|
*/
|
46
|
public static final int NUM_INT_UNIFORMS = 4;
|
47
|
|
48
|
static final int VALUES_OFFSET = 0;
|
49
|
static final int CENTER_OFFSET = 5;
|
50
|
static final int REGION_OFFSET = 8;
|
51
|
private static String mGLSL = "";
|
52
|
private static int mNumEnabled = 0;
|
53
|
|
54
|
private static String mFullGLSL = "";
|
55
|
private static int mFullEnabled = 0;
|
56
|
private static boolean mFullPrepared = false;
|
57
|
|
58
|
final static Static4D MAX_REGION = new Static4D(0,0,0,1000000);
|
59
|
|
60
|
ArrayList<EffectQueue> mQueues;
|
61
|
|
62
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
63
|
|
64
|
VertexEffect(EffectName name)
|
65
|
{
|
66
|
super(name);
|
67
|
}
|
68
|
|
69
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
70
|
|
71
|
private static String retSection(int effect, String code)
|
72
|
{
|
73
|
return
|
74
|
|
75
|
"if( vProperties[i].x =="+effect+" )\n" +
|
76
|
"{\n" +
|
77
|
code +"\n" +
|
78
|
"}\n" +
|
79
|
"else\n";
|
80
|
}
|
81
|
|
82
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
83
|
// prepare the code to be injected into the Full program, i.e. code of ALL vertex effects.
|
84
|
|
85
|
private static void prepareFull()
|
86
|
{
|
87
|
Method method;
|
88
|
|
89
|
for(EffectName name: EffectName.values())
|
90
|
{
|
91
|
if( name.getType() == EffectType.VERTEX )
|
92
|
{
|
93
|
Class<? extends Effect> cls = name.getEffectClass();
|
94
|
|
95
|
try
|
96
|
{
|
97
|
method = cls.getDeclaredMethod("code");
|
98
|
}
|
99
|
catch(NoSuchMethodException ex)
|
100
|
{
|
101
|
DistortedLibrary.logMessage("VertexEffect: exception getting method: "+ex.getMessage());
|
102
|
method = null;
|
103
|
}
|
104
|
|
105
|
try
|
106
|
{
|
107
|
if( method!=null )
|
108
|
{
|
109
|
Object value = method.invoke(null);
|
110
|
String code = (String)value;
|
111
|
mFullGLSL += retSection(name.ordinal(),code);
|
112
|
mFullEnabled++;
|
113
|
}
|
114
|
}
|
115
|
catch(Exception ex)
|
116
|
{
|
117
|
DistortedLibrary.logMessage("VertexEffect: exception invoking method: "+ex.getMessage());
|
118
|
}
|
119
|
}
|
120
|
}
|
121
|
}
|
122
|
|
123
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
124
|
// prepare code to be injected into the 'main_vertex_shader' main() function.
|
125
|
|
126
|
static void addEffect(EffectName name, String code)
|
127
|
{
|
128
|
int effect = name.ordinal();
|
129
|
|
130
|
if( !mEnabled[effect] )
|
131
|
{
|
132
|
mEnabled[effect] = true;
|
133
|
mNumEnabled ++;
|
134
|
mGLSL += retSection(effect,code);
|
135
|
}
|
136
|
}
|
137
|
|
138
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
139
|
/**
|
140
|
* Only for use by the library itself.
|
141
|
*
|
142
|
* @y.exclude
|
143
|
*/
|
144
|
public static String getGLSL()
|
145
|
{
|
146
|
return mGLSL + "{}";
|
147
|
}
|
148
|
|
149
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
150
|
/**
|
151
|
* Only for use by the library itself.
|
152
|
*
|
153
|
* @y.exclude
|
154
|
*/
|
155
|
public static String getAllGLSL()
|
156
|
{
|
157
|
if( !mFullPrepared )
|
158
|
{
|
159
|
prepareFull();
|
160
|
mFullPrepared = true;
|
161
|
}
|
162
|
|
163
|
return mFullGLSL + "{}";
|
164
|
}
|
165
|
|
166
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
167
|
/**
|
168
|
* Only for use by the library itself.
|
169
|
*
|
170
|
* @y.exclude
|
171
|
*/
|
172
|
public static int getAllEnabled()
|
173
|
{
|
174
|
if( !mFullPrepared )
|
175
|
{
|
176
|
prepareFull();
|
177
|
mFullPrepared = true;
|
178
|
}
|
179
|
|
180
|
return mFullEnabled;
|
181
|
}
|
182
|
|
183
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
184
|
|
185
|
static void destroyStatics()
|
186
|
{
|
187
|
mNumEnabled = 0;
|
188
|
mGLSL = "";
|
189
|
mFullEnabled= 0;
|
190
|
mFullGLSL = "";
|
191
|
mFullPrepared = false;
|
192
|
}
|
193
|
|
194
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
195
|
// PUBLIC API
|
196
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
197
|
/**
|
198
|
* Return the number of Vertex effects enabled.
|
199
|
*/
|
200
|
public static int getNumEnabled()
|
201
|
{
|
202
|
return mNumEnabled;
|
203
|
}
|
204
|
|
205
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
206
|
/**
|
207
|
* Only for use by the library itself.
|
208
|
*
|
209
|
* @y.exclude
|
210
|
*/
|
211
|
public void addQueue(EffectQueue queue)
|
212
|
{
|
213
|
if( mQueues==null ) mQueues = new ArrayList<>();
|
214
|
|
215
|
mQueues.add(queue);
|
216
|
}
|
217
|
|
218
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
219
|
/**
|
220
|
* Only for use by the library itself.
|
221
|
*
|
222
|
* @y.exclude
|
223
|
*/
|
224
|
public void remQueue(EffectQueue queue)
|
225
|
{
|
226
|
if( mQueues==null ) mQueues = new ArrayList<>();
|
227
|
|
228
|
mQueues.remove(queue);
|
229
|
}
|
230
|
|
231
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
232
|
/**
|
233
|
* Set Mesh association.
|
234
|
* <p>
|
235
|
* This creates an association between a Component of a Mesh and this Vertex Effect.
|
236
|
* One can set two types of associations - an 'logical and' and a 'equal' associations and the Effect
|
237
|
* will only be active on vertices of Components such that
|
238
|
* <p>
|
239
|
* (effect andAssoc) & (component andAssoc) != 0 || (effect equAssoc) == (mesh equAssoc)
|
240
|
* <p>
|
241
|
* (see main_vertex_shader)
|
242
|
* <p>
|
243
|
* The point: this way we can configure the system so that each Vertex Effect acts only on a certain
|
244
|
* subset of a Mesh, thus potentially significantly reducing the number of render calls.
|
245
|
*/
|
246
|
public void setMeshAssociation(int andAssociation, int equAssociation)
|
247
|
{
|
248
|
mAndAssociation = andAssociation;
|
249
|
mEquAssociation = equAssociation;
|
250
|
|
251
|
long id = getID();
|
252
|
int numQueues = mQueues==null ? 0: mQueues.size();
|
253
|
|
254
|
for(int i=0; i<numQueues; i++)
|
255
|
{
|
256
|
EffectQueue queue = mQueues.get(i);
|
257
|
queue.setAssociation(id);
|
258
|
}
|
259
|
}
|
260
|
|
261
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
262
|
/**
|
263
|
* Return a constructed VertexEffect based on its name, the 5 variables, center & region.
|
264
|
*/
|
265
|
public static VertexEffect constructEffect(String name,float[] vars, float[] center, float[] region)
|
266
|
{
|
267
|
Static3D staCenter = new Static3D(center[0],center[1],center[2]);
|
268
|
Static4D staRegion = new Static4D(region[0],region[1],region[2],region[3]);
|
269
|
|
270
|
if( name.equals(EffectName.DISTORT.name()) )
|
271
|
{
|
272
|
Static3D staVars = new Static3D(vars[2],vars[3],vars[4]);
|
273
|
return new VertexEffectDistort(staVars,staCenter,staRegion);
|
274
|
}
|
275
|
if( name.equals(EffectName.DEFORM.name()) )
|
276
|
{
|
277
|
Static3D staVars = new Static3D(vars[1],vars[2],vars[3]);
|
278
|
Static1D staRadius = new Static1D(vars[4]);
|
279
|
return new VertexEffectDeform(staVars,staRadius,staCenter,staRegion);
|
280
|
}
|
281
|
if( name.equals(EffectName.SINK.name()) )
|
282
|
{
|
283
|
Static1D staSink = new Static1D(vars[4]);
|
284
|
return new VertexEffectSink(staSink,staCenter,staRegion);
|
285
|
}
|
286
|
if( name.equals(EffectName.PINCH.name()) )
|
287
|
{
|
288
|
Static3D staVars = new Static3D(vars[2],vars[3],vars[4]);
|
289
|
return new VertexEffectPinch(staVars,staCenter,staRegion);
|
290
|
}
|
291
|
if( name.equals(EffectName.SWIRL.name()) )
|
292
|
{
|
293
|
Static1D staSwirl = new Static1D(vars[4]);
|
294
|
return new VertexEffectSwirl(staSwirl,staCenter,staRegion);
|
295
|
}
|
296
|
if( name.equals(EffectName.WAVE.name()) )
|
297
|
{
|
298
|
Static5D staWave = new Static5D(vars[0],vars[1],vars[2],vars[3],vars[4]);
|
299
|
return new VertexEffectWave(staWave,staCenter,staRegion);
|
300
|
}
|
301
|
if( name.equals(EffectName.DISAPPEAR.name()) )
|
302
|
{
|
303
|
return new VertexEffectDisappear();
|
304
|
}
|
305
|
if( name.equals(EffectName.VERTEX_MOVE.name()) )
|
306
|
{
|
307
|
Static3D staVector = new Static3D(vars[2],vars[3],vars[4]);
|
308
|
return new VertexEffectMove(staVector);
|
309
|
}
|
310
|
if( name.equals(EffectName.VERTEX_QUATERNION.name()) )
|
311
|
{
|
312
|
Static4D staQuat = new Static4D(vars[1],vars[2],vars[3],vars[4]);
|
313
|
return new VertexEffectQuaternion(staQuat,staCenter);
|
314
|
}
|
315
|
if( name.equals(EffectName.VERTEX_ROTATE.name()) )
|
316
|
{
|
317
|
Static1D staAngle = new Static1D(vars[1]);
|
318
|
Static3D staAxis = new Static3D(vars[2],vars[3],vars[4]);
|
319
|
return new VertexEffectRotate(staAngle,staAxis,staCenter);
|
320
|
}
|
321
|
if( name.equals(EffectName.VERTEX_SCALE.name()) )
|
322
|
{
|
323
|
Static3D staScale = new Static3D(vars[2],vars[3],vars[4]);
|
324
|
return new VertexEffectScale(staScale);
|
325
|
}
|
326
|
if( name.equals(EffectName.VERTEX_SHEAR.name()) )
|
327
|
{
|
328
|
Static3D staShear = new Static3D(vars[2],vars[3],vars[4]);
|
329
|
return new VertexEffectShear(staShear,staCenter);
|
330
|
}
|
331
|
if( name.equals(EffectName.PIPE.name()) )
|
332
|
{
|
333
|
Static5D staPipe = new Static5D(vars[0],vars[1],vars[2],vars[3],vars[4]);
|
334
|
return new VertexEffectPipe(staPipe,staCenter);
|
335
|
}
|
336
|
|
337
|
return null;
|
338
|
}
|
339
|
}
|