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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ 1fad573e

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.mesh;
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import android.opengl.GLES30;
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import android.util.Log;
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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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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abstract class which represents a Mesh, ie an array of vertices (rendered as a TRIANGLE_STRIP).
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 * <p>
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 * If you want to render to a particular shape, extend from here, construct a float array
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 * containing per-vertex attributes, and call back setAttribs().
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 */
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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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   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 static final int NOR_DATA_SIZE= 3; // normal vector: x,y,z
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   private static final int INF_DATA_SIZE= 3; // 'inflate' vector: x,y,z
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   private static final int TEX_DATA_SIZE= 2; // texture coordinates: s,t
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   private static final int COM_DATA_SIZE= 1; // component number, a single float
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   static final int POS_ATTRIB   = 0;
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   static final int NOR_ATTRIB   = POS_DATA_SIZE;
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   static final int INF_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE;
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   static final int TEX_ATTRIB   = 0;
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   static final int COM_ATTRIB   = TEX_DATA_SIZE;
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   static final int VERT1_ATTRIBS= POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a vertex (the part changed by preapply)
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   static final int VERT2_ATTRIBS= TEX_DATA_SIZE + COM_DATA_SIZE;                  // number of attributes of a vertex (the 'preapply invariant' part)
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   static final int TRAN_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a transform feedback vertex
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   private static final int BYTES_PER_FLOAT = 4;
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   private static final int OFFSET_POS = POS_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_NOR = NOR_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_INF = INF_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_COM = COM_ATTRIB*BYTES_PER_FLOAT;
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   private static final int TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
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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 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 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[] 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 static class Component
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     {
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     private int mEndIndex;
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     private Static4D mTextureMap;
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     Component(int end)
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       {
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       mEndIndex  = end;
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       mTextureMap= new Static4D(0,0,1,1);
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       }
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     Component(Component original)
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       {
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       mEndIndex = original.mEndIndex;
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       float x = original.mTextureMap.get0();
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       float y = original.mTextureMap.get1();
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       float z = original.mTextureMap.get2();
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       float w = original.mTextureMap.get3();
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       mTextureMap = new Static4D(x,y,z,w);
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       }
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     void setMap(Static4D map)
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       {
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       mTextureMap.set(map.get0(),map.get1(),map.get2(),map.get3());
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       }
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     }
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   private ArrayList<Component> mComponent;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   MeshBase()
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     {
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     mShowNormals= false;
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     mInflate    = 0.0f;
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     mComponent  = new ArrayList<>();
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     mAssociation= new int[MAX_COMPONENTS];
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     mJobNode = new DeferredJobs.JobNode[1];
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     for(int i=0; i<MAX_COMPONENTS; i++) mAssociation[i] = DEFAULT_ASSOCIATION;
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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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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// copy constructor
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   MeshBase(MeshBase original, boolean deep)
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     {
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     mShowNormals= original.mShowNormals;
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     mInflate    = original.mInflate;
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     mNumVertices= original.mNumVertices;
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     mAssociation= new int[MAX_COMPONENTS];
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     System.arraycopy(original.mAssociation, 0, mAssociation, 0, MAX_COMPONENTS);
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     if( deep )
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       {
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       mJobNode = new DeferredJobs.JobNode[1];
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       if( original.mJobNode[0]==null ) copy(original);
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       else mJobNode[0] = DeferredJobs.copy(this,original);
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       }
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     else
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       {
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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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       shallowCopy(original);
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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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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void copy(MeshBase original)
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     {
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     shallowCopy(original);
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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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     System.arraycopy(original.mVertAttribs1,0,mVertAttribs1,0,mNumVertices*VERT1_ATTRIBS);
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     mVBO1.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   private void shallowCopy(MeshBase original)
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     {
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     int size = original.mComponent.size();
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     mComponent = new ArrayList<>();
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     for(int i=0; i<size; i++)
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       {
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       Component comp = new Component(original.mComponent.get(i));
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       mComponent.add(comp);
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       }
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     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_READ);
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     mVertAttribs2= new float[mNumVertices*VERT2_ATTRIBS];
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     System.arraycopy(original.mVertAttribs2,0,mVertAttribs2,0,mNumVertices*VERT2_ATTRIBS);
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     mVBO2.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void merge()
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     {
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     int num = mComponent.size();
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     if( num>1 )
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       {
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       mComponent.clear();
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       mComponent.add(new Component(mNumVertices-1));
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       for(int index=0; index<mNumVertices; index++)
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         {
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         mVertAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = 0;
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         }
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       mVBO2.invalidate();
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   int numComponents()
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     {
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     return mComponent.size();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// when a derived class is done computing its mesh, it has to call this method.
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   void setAttribs(float[] vert1Attribs, float[] vert2Attribs)
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     {
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     mNumVertices = vert1Attribs.length/VERT1_ATTRIBS;
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     mVertAttribs1= vert1Attribs;
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     mVertAttribs2= vert2Attribs;
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     mComponent.add(new Component(mNumVertices-1));
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     mVBO1.invalidate();
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     mVBO2.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void joinAttribs(MeshBase[] meshes)
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     {
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     MeshBase mesh;
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     Component comp;
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     int numMeshes = meshes.length;
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     int origVertices = mNumVertices;
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     int origComponents=0,numComponents,numVertices;
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     if( origVertices>0 )
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       {
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       origComponents = mComponent.size();
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       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
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       mComponent.get(origComponents-1).mEndIndex = mNumVertices-1;
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       }
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     for(int i=0; i<numMeshes; i++)
257
       {
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       mesh = meshes[i];
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       numComponents = mesh.mComponent.size();
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       numVertices = mesh.mNumVertices;
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       int extraVerticesBefore = mNumVertices==0 ? 0:1;
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       int extraVerticesAfter  = (i==numMeshes-1) ? 0 : (numVertices%2==1 ? 2:1);
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       for(int j=0; j<numComponents; j++)
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         {
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         comp = new Component(mesh.mComponent.get(j));
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         comp.mEndIndex += (extraVerticesBefore+mNumVertices+extraVerticesAfter);
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         mComponent.add(comp);
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         if( origComponents<MAX_COMPONENTS )
272
           {
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           mAssociation[origComponents] = mesh.mAssociation[j];
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           origComponents++;
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           }
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         }
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       mNumVertices += (extraVerticesBefore+numVertices+extraVerticesAfter);
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       }
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     float[] newAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
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     float[] newAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
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     numVertices = origVertices;
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     if( origVertices>0 )
286
       {
287
       System.arraycopy(mVertAttribs1,                              0, newAttribs1,                         0, VERT1_ATTRIBS*numVertices);
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       System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS    );
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       System.arraycopy(mVertAttribs2,                              0, newAttribs2,                         0, VERT2_ATTRIBS*numVertices);
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       System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS    );
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       origVertices++;
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       if( numVertices%2==1 )
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         {
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         System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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         System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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         origVertices++;
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         }
299
       }
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     for(int i=0; i<numMeshes; i++)
302
       {
303
       mesh = meshes[i];
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       numVertices = mesh.mNumVertices;
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       if( origVertices>0 )
307
         {
308
         System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS    );
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         System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS    );
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         origVertices++;
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         }
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       System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
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       System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
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       origVertices+=numVertices;
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       if( i<numMeshes-1 )
317
         {
318
         System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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         System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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         origVertices++;
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         if( numVertices%2==1 )
323
           {
324
           System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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           System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
326
           origVertices++;
327
           }
328
         }
329
       }
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331
     if( origVertices!=mNumVertices )
332
       {
333
       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
334
       }
335

    
336
     int endIndex, index=0, numComp = mComponent.size();
337

    
338
     for(int component=0; component<numComp; component++)
339
       {
340
       endIndex = mComponent.get(component).mEndIndex;
341

    
342
       for( ; index<=endIndex; index++) newAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = component;
343
       }
344

    
345
     mVertAttribs1 = newAttribs1;
346
     mVertAttribs2 = newAttribs2;
347
     mVBO1.invalidate();
348
     mVBO2.invalidate();
349
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// called from MeshJoined
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354
   void join(MeshBase[] meshes)
355
     {
356
     boolean immediateJoin = true;
357

    
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     for (MeshBase mesh : meshes)
359
       {
360
       if (mesh.mJobNode[0] != null)
361
         {
362
         immediateJoin = false;
363
         break;
364
         }
365
       }
366

    
367
     if( immediateJoin ) joinAttribs(meshes);
368
     else                mJobNode[0] = DeferredJobs.join(this,meshes);
369
     }
370

    
371
///////////////////////////////////////////////////////////////////////////////////////////////////
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373
   void textureMap(Static4D[] maps)
374
     {
375
     int num_comp = mComponent.size();
376
     int num_maps = maps.length;
377
     int min = Math.min(num_comp, num_maps);
378
     int vertex = 0;
379
     Static4D newMap, oldMap;
380
     Component comp;
381
     float newW, newH, ratW, ratH, movX, movY;
382

    
383
     for(int i=0; i<min; i++)
384
       {
385
       newMap = maps[i];
386
       comp = mComponent.get(i);
387

    
388
       if( newMap!=null )
389
         {
390
         newW = newMap.get2();
391
         newH = newMap.get3();
392

    
393
         if( newW!=0.0f && newH!=0.0f )
394
           {
395
           oldMap = comp.mTextureMap;
396
           ratW = newW/oldMap.get2();
397
           ratH = newH/oldMap.get3();
398
           movX = newMap.get0() - ratW*oldMap.get0();
399
           movY = newMap.get1() - ratH*oldMap.get1();
400

    
401
           for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
402
             {
403
             mVertAttribs2[index  ] = ratW*mVertAttribs2[index  ] + movX;
404
             mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
405
             }
406
           comp.setMap(newMap);
407
           }
408
         }
409

    
410
       vertex= comp.mEndIndex+1;
411
       }
412

    
413
     mVBO2.invalidate();
414
     }
415

    
416
///////////////////////////////////////////////////////////////////////////////////////////////////
417

    
418
   public static int getMaxComponents()
419
     {
420
     return MAX_COMPONENTS;
421
     }
422

    
423
///////////////////////////////////////////////////////////////////////////////////////////////////
424

    
425
   public static void getUniforms(int mProgramH, int variant)
426
     {
427
     mComponentAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComponAssoc");
428
     }
429

    
430
///////////////////////////////////////////////////////////////////////////////////////////////////
431
/**
432
 * Not part of public API, do not document (public only because has to be used from the main package)
433
 *
434
 * @y.exclude
435
 */
436
   public void copyTransformToVertex()
437
     {
438
     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
439
                                                              TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
440
     if( buffer!=null )
441
       {
442
       FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
443
       feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
444
       mVBO1.update(mVertAttribs1);
445
       }
446
     else
447
       {
448
       int error = GLES30.glGetError();
449
       Log.e("mesh", "failed to map tf buffer, error="+error);
450
       }
451

    
452
     GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
453
     }
454

    
455
///////////////////////////////////////////////////////////////////////////////////////////////////
456
/**
457
 * Not part of public API, do not document (public only because has to be used from the main package)
458
 *
459
 * @y.exclude
460
 */
461
   public void debug()
462
     {
463
     if( mJobNode[0]!=null )
464
       {
465
       mJobNode[0].print(0);
466
       }
467
     else
468
       {
469
       android.util.Log.e("mesh", "JobNode null");
470
       }
471
     }
472

    
473
///////////////////////////////////////////////////////////////////////////////////////////////////
474
/**
475
 * Not part of public API, do not document (public only because has to be used from the main package)
476
 *
477
 * @y.exclude
478
 */
479
   public void print()
480
     {
481
     StringBuffer sb = new StringBuffer();
482

    
483
     for(int i=0; i<mNumVertices; i++)
484
       {
485
       sb.append('(');
486
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB  ]);
487
       sb.append(',');
488
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+1]);
489
       sb.append(',');
490
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+2]);
491
       sb.append(") ");
492
       }
493

    
494
     StringBuffer sb2 = new StringBuffer();
495

    
496
     for(int i=0; i<mNumVertices; i++)
497
       {
498
       sb2.append(mVertAttribs2[VERT2_ATTRIBS*i+COM_ATTRIB]);
499
       sb2.append(' ');
500
       }
501

    
502
     Log.d("mesh", sb.toString()+"\n"+sb2.toString());
503
     }
504

    
505
///////////////////////////////////////////////////////////////////////////////////////////////////
506
/**
507
 * Not part of public API, do not document (public only because has to be used from the main package)
508
 *
509
 * @y.exclude
510
 */
511
   public int getTFO()
512
     {
513
     return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
514
     }
515

    
516
///////////////////////////////////////////////////////////////////////////////////////////////////
517
/**
518
 * Not part of public API, do not document (public only because has to be used from the main package)
519
 *
520
 * @y.exclude
521
 */
522
   public int getNumVertices()
523
     {
524
     return mNumVertices;
525
     }
526

    
527
///////////////////////////////////////////////////////////////////////////////////////////////////
528
/**
529
 * Not part of public API, do not document (public only because has to be used from the main package)
530
 *
531
 * @y.exclude
532
 */
533
   public void send(int variant)
534
     {
535
     GLES30.glUniform1iv( mComponentAssociationH[variant], MAX_COMPONENTS, mAssociation, 0);
536
     }
537

    
538
///////////////////////////////////////////////////////////////////////////////////////////////////
539
/**
540
 * Not part of public API, do not document (public only because has to be used from the main package)
541
 *
542
 * @y.exclude
543
 */
544
   public void bindVertexAttribs(DistortedProgram program)
545
     {
546
     if( mJobNode[0]!=null )
547
       {
548
       mJobNode[0].execute();  // this will set itself to null
549
       }
550

    
551
     int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1);
552
     int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2);
553

    
554
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
555
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
556
     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
557
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
558
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
559
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
560
     GLES30.glVertexAttribPointer(program.mAttribute[4], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
561
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
562
     }
563

    
564
///////////////////////////////////////////////////////////////////////////////////////////////////
565
/**
566
 * Not part of public API, do not document (public only because has to be used from the main package)
567
 *
568
 * @y.exclude
569
 */
570
   public void bindTransformAttribs(DistortedProgram program)
571
     {
572
     int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
573

    
574
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
575
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
576
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
577
     }
578

    
579
///////////////////////////////////////////////////////////////////////////////////////////////////
580
/**
581
 * Not part of public API, do not document (public only because has to be used from the main package)
582
 *
583
 * @y.exclude
584
 */
585
   public void setInflate(float inflate)
586
     {
587
     mInflate = inflate;
588
     }
589

    
590
///////////////////////////////////////////////////////////////////////////////////////////////////
591
/**
592
 * Not part of public API, do not document (public only because has to be used from the main package)
593
 *
594
 * @y.exclude
595
 */
596
   public float getInflate()
597
     {
598
     return mInflate;
599
     }
600

    
601
///////////////////////////////////////////////////////////////////////////////////////////////////
602
// PUBLIC API
603
///////////////////////////////////////////////////////////////////////////////////////////////////
604
/**
605
 * When rendering this Mesh, do we want to render the Normal vectors as well?
606
 * <p>
607
 * Will work only on OpenGL ES >= 3.0 devices.
608
 *
609
 * @param show Controls if we render the Normal vectors or not.
610
 */
611
   public void setShowNormals(boolean show)
612
     {
613
     mShowNormals = show;
614
     }
615

    
616
///////////////////////////////////////////////////////////////////////////////////////////////////
617
/**
618
 * When rendering this mesh, should we also draw the normal vectors?
619
 *
620
 * @return <i>true</i> if we do render normal vectors
621
 */
622
   public boolean getShowNormals()
623
     {
624
     return mShowNormals;
625
     }
626

    
627
///////////////////////////////////////////////////////////////////////////////////////////////////
628
/**
629
 * Merge all components of this Mesh into a single one.
630
 */
631
   public void mergeComponents()
632
     {
633
     if( mJobNode[0]==null )
634
       {
635
       merge();
636
       }
637
     else
638
       {
639
       mJobNode[0] = DeferredJobs.merge(this);
640
       }
641
     }
642

    
643
///////////////////////////////////////////////////////////////////////////////////////////////////
644
/**
645
 * Release all internal resources.
646
 */
647
   public void markForDeletion()
648
     {
649
     mVertAttribs1 = null;
650
     mVertAttribs2 = null;
651

    
652
     mVBO1.markForDeletion();
653
     mVBO2.markForDeletion();
654
     mTFO.markForDeletion();
655
     }
656

    
657
///////////////////////////////////////////////////////////////////////////////////////////////////
658
/**
659
 * Apply a Vertex Effect to the vertex mesh.
660
 * <p>
661
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
662
 * contain any Dynamics, the Dynamics will be evaluated at 0.
663
 *
664
 * We would call this several times building up a list of Effects to do. This list of effects gets
665
 * lazily executed only when the Mesh is used for rendering for the first time.
666
 *
667
 * @param effect Vertex Effect to apply to the Mesh.
668
 */
669
   public void apply(VertexEffect effect)
670
     {
671
     mJobNode[0] = DeferredJobs.vertex(this,effect);
672
     }
673

    
674
///////////////////////////////////////////////////////////////////////////////////////////////////
675
/**
676
 * Sets texture maps for (some of) the components of this mesh.
677
 * <p>
678
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
679
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
680
 * upper-left quadrant of the texture.
681
 * <p>
682
 * Probably the most common user case would be sending as many maps as there are components in this
683
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
684
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
685
 * of the 2nd and 4rd one, call this with
686
 * maps = new Static4D[4]
687
 * maps[0] = null
688
 * maps[1] = the map for the 2nd component
689
 * maps[2] = null
690
 * maps[3] = the map for the 4th component
691
 *
692
 * A map's width and height have to be non-zero (but can be negative!)
693
 *
694
 * @param maps List of texture maps to apply to the texture's components.
695
 */
696
   public void setTextureMap(Static4D[] maps)
697
     {
698
     if( mJobNode[0]==null )
699
       {
700
       textureMap(maps);
701
       }
702
     else
703
       {
704
       mJobNode[0] = DeferredJobs.textureMap(this,maps);
705
       }
706
     }
707

    
708
///////////////////////////////////////////////////////////////////////////////////////////////////
709
/**
710
 * Return the texture map of one of the components.
711
 *
712
 * @param component The component number whose texture map we want to retrieve.
713
 */
714
   public Static4D getTextureMap(int component)
715
     {
716
     return (component>=0 && component<mComponent.size()) ? mComponent.get(component).mTextureMap : null;
717
     }
718

    
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720
/**
721
 * Set Effect association.
722
 *
723
 * This creates an association between a Component of this Mesh and a Vertex Effect.
724
 * One can set the association of an Effect and of a Component, and the Effect will only be active on
725
 * vertices of Components such that
726
 *
727
 * (effect assoc) & (component assoc) != 0 || (effect component) == (mesh component)
728
 *
729
 * (see main_vertex_shader)
730
 *
731
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
732
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
733
 */
734
  public void setEffectAssociation(int component, int association)
735
    {
736
    if( component>=0 && component<MAX_COMPONENTS )
737
      {
738
      mAssociation[component] = association;
739
      }
740
    }
741

    
742
///////////////////////////////////////////////////////////////////////////////////////////////////
743
/**
744
 * Copy the Mesh.
745
 *
746
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
747
 *             normals and inflates (the rest, in particular the mVertAttribs2 containing texture
748
 *             coordinates and effect associations, is always deep copied)
749
 */
750
   public abstract MeshBase copy(boolean deep);
751
   }
(2-2/8)