Revision 24804c15
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/library/effect/VertexEffect.java | ||
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34 | 34 |
*/ |
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public static final int NUM_FLOAT_UNIFORMS = 12; |
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/** |
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* 3: name, AND association, equ Association
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* 4: name, AND association, reserved, EQU Association
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*/ |
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public static final int NUM_INT_UNIFORMS = 3;
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public static final int NUM_INT_UNIFORMS = 4;
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static final int VALUES_OFFSET = 0; |
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static final int CENTER_OFFSET = 5; |
... | ... | |
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{ |
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return |
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"if( vName[i]=="+effect+" )\n" +
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"if( vProperties[i].x =="+effect+" )\n" +
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"{\n" + |
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code +"\n" + |
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"}\n" + |
src/main/java/org/distorted/library/effectqueue/EffectQueue.java | ||
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265 | 265 |
} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// this assumes 0<=effect<mNumEffects
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// this assumes 0<=effect |
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protected void remove(int effect) |
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{ |
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mNumEffects--; |
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int max = mMax[mIndex]; |
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for(int i=effect; i<mNumEffects; i++ ) |
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if( mNumEffects>effect ) |
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{ |
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mEffects[i]= mEffects[i+1]; |
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for(int j=0; j<mNumIntUniforms; j++) |
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{ |
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mIntUniforms[j*max + i] = mIntUniforms[j*max + i+1]; |
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} |
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mNumEffects--; |
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System.arraycopy(mEffects, effect+1, mEffects, effect, mNumEffects-effect); |
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System.arraycopy(mIntUniforms, mNumIntUniforms*(effect+1), mIntUniforms, mNumIntUniforms*effect, mNumIntUniforms*(mNumEffects-effect) ); |
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mEffects[mNumEffects] = null; |
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} |
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mEffects[mNumEffects] = null; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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if( position==-1 ) |
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{ |
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mEffects[mNumEffects] = job.effect; |
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mIntUniforms[mNumEffects] = job.effect.getName().ordinal(); |
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mEffects[mNumEffects] = job.effect;
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mIntUniforms[mNumIntUniforms*mNumEffects] = job.effect.getName().ordinal();
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mNumEffects++; |
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changed = true; |
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} |
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else if( position>=0 && position<=mNumEffects ) |
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{ |
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for(int j=mNumEffects; j>position; j--) |
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{ |
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mEffects[j] = mEffects[j-1]; |
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mIntUniforms[j] = mIntUniforms[j-1]; |
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} |
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mEffects[position] = job.effect; |
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mIntUniforms[position] = job.effect.getName().ordinal(); |
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System.arraycopy(mEffects , position, mEffects , position+1, mNumEffects-position); |
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System.arraycopy(mIntUniforms, mNumIntUniforms*position, mIntUniforms, mNumIntUniforms*(position+1), mNumIntUniforms*(mNumEffects-position) ); |
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mEffects[position] = job.effect; |
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mIntUniforms[mNumIntUniforms*position] = job.effect.getName().ordinal(); |
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mNumEffects++; |
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changed = true; |
src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java | ||
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private static final int INDEX = EffectType.VERTEX.ordinal(); |
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private static int[] mNumEffectsH = new int[MAIN_VARIANTS]; |
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private static int[] mNameH = new int[MAIN_VARIANTS]; |
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private static int[] mUniformsH = new int[MAIN_VARIANTS]; |
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private static int[] mAndAssociationH= new int[MAIN_VARIANTS]; |
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private static int[] mEquAssociationH= new int[MAIN_VARIANTS]; |
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private static int[] mInflateH = new int[MAIN_VARIANTS]; |
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private static int[] mNumEffectsH = new int[MAIN_VARIANTS]; |
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private static int[] mInflateH = new int[MAIN_VARIANTS]; |
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private static int[] mPropertiesH = new int[MAIN_VARIANTS]; |
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private static int[] mUniformsH = new int[MAIN_VARIANTS]; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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... | ... | |
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static void uniforms(int mProgramH, int variant) |
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{ |
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mNumEffectsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vNumEffects"); |
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mNameH[variant] = GLES30.glGetUniformLocation( mProgramH, "vName"); |
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mUniformsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vUniforms"); |
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mAndAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffAndAssoc"); |
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mEquAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffEquAssoc"); |
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mInflateH[variant] = GLES30.glGetUniformLocation( mProgramH, "u_Inflate"); |
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mNumEffectsH[variant]= GLES30.glGetUniformLocation( mProgramH, "vNumEffects"); |
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mInflateH[variant] = GLES30.glGetUniformLocation( mProgramH, "u_Inflate"); |
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mPropertiesH[variant]= GLES30.glGetUniformLocation( mProgramH, "vProperties"); |
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mUniformsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vUniforms"); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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for(int i=0; i<mNumEffects; i++) |
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{ |
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mEffects[i].writeAssociations(mIntUniforms, mMax[INDEX]+i, 2*mMax[INDEX]+i);
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mEffects[i].writeAssociations(mIntUniforms, NUM_INT_UNIFORMS*i+1, NUM_INT_UNIFORMS*i+3);
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if( mEffects[i].compute(mFloatUniforms, NUM_FLOAT_UNIFORMS*i, currTime, step) ) |
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{ |
... | ... | |
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if( mNumEffects>0 ) |
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{ |
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GLES30.glUniform1iv( mNameH[variant] , mNumEffects, mIntUniforms , 0 ); |
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GLES30.glUniform1iv( mAndAssociationH[variant], mNumEffects, mIntUniforms , mMax[INDEX]); |
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GLES30.glUniform1iv( mEquAssociationH[variant], mNumEffects, mIntUniforms , 2*mMax[INDEX]); |
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GLES30.glUniform4fv( mUniformsH[variant] ,(NUM_FLOAT_UNIFORMS/4)*mNumEffects, mFloatUniforms , 0 ); |
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GLES30.glUniform4iv( mPropertiesH[variant], mNumEffects, mIntUniforms , 0); |
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GLES30.glUniform4fv( mUniformsH[variant] ,(NUM_FLOAT_UNIFORMS/4)*mNumEffects, mFloatUniforms , 0); |
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} |
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} |
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} |
src/main/res/raw/main_vertex_shader.glsl | ||
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precision highp float; |
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precision highp int; |
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in vec3 a_Position; // Per-vertex position. |
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in vec3 a_Normal; // Per-vertex normal vector. |
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in vec3 a_Inflate; // This vector describes the direction this vertex needs to go when we 'inflate' the whole mesh. |
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// If the mesh is locally smooth, this is equal to the normal vector. Otherwise (on sharp edges) - no. |
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in vec2 a_TexCoordinate; // Per-vertex texture coordinate. |
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in float a_Component; // The component a vertex belongs to. |
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// to a vertex effect. An effect will only be active on a vertex iff (a_Association & vAssociation[effect]) != 0. |
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// ( see VertexEffect.retSection() ) |
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out vec3 v_Position; // |
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out vec3 v_endPosition; // for Transform Feedback only |
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in vec3 a_Position; // Per-vertex position.
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in vec3 a_Normal; // Per-vertex normal vector.
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in vec3 a_Inflate; // This vector describes the direction this vertex needs to go when we 'inflate' the whole mesh.
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// If the mesh is locally smooth, this is equal to the normal vector. Otherwise (on sharp edges) - no.
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in vec2 a_TexCoordinate; // Per-vertex texture coordinate.
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in float a_Component; // The component a vertex belongs to.
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// to a vertex effect. An effect will only be active on a vertex iff (a_Association & vAssociation[effect]) != 0.
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// ( see VertexEffect.retSection() )
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out vec3 v_Position; //
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out vec3 v_endPosition; // for Transform Feedback only
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#ifdef PREAPPLY |
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out vec3 v_Inflate; // Transform Feedback for preapply effects |
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out vec3 v_Inflate; // Transform Feedback for preapply effects
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#endif |
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out vec3 v_Normal; // |
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out vec2 v_TexCoordinate; // |
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out vec3 v_Normal; //
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out vec2 v_TexCoordinate; //
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uniform mat4 u_MVPMatrix; // u_MVMatrixP * projection. |
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uniform mat4 u_MVMatrixP; // the combined model/view matrix. (for points) |
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uniform mat4 u_MVMatrixV; // the combined model/view matrix. (for vectors) |
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// which need to work differently on points and vectors |
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uniform float u_Inflate; // how much should we inflate (>0.0) or deflate (<0.0) the mesh. |
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uniform int u_TransformFeedback; // are we doing the transform feedback now? |
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uniform mat4 u_MVPMatrix; // u_MVMatrixP * projection.
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uniform mat4 u_MVMatrixP; // the combined model/view matrix. (for points)
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uniform mat4 u_MVMatrixV; // the combined model/view matrix. (for vectors)
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// which need to work differently on points and vectors
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uniform float u_Inflate; // how much should we inflate (>0.0) or deflate (<0.0) the mesh.
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uniform int u_TransformFeedback; // are we doing the transform feedback now?
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#if NUM_VERTEX>0 |
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uniform int vNumEffects; // total number of vertex effects |
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uniform int vName[NUM_VERTEX]; // their names. |
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uniform int vEffAndAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component. |
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uniform int vEffEquAssoc[NUM_VERTEX];// Components the vertex effects work on. Likewise used to connect an effect to a Mesh component. |
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uniform int vNumEffects; // total number of vertex effects |
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uniform ivec4 vProperties[NUM_VERTEX];// their properties, 4 ints: |
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// 1: name of the effect |
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// 2: effect's AND association |
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// 3: reserved int (probably another AND assoc in the future) |
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// 4: effect's EQU association |
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uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2]. |
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// The first vec4 is the Interpolated values, |
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// second vec4: first float - cache, next 3: Center, the third - the Region. |
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uniform vec4 vUniforms[3*NUM_VERTEX]; // i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
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// The first vec4 is the Interpolated values,
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// second vec4: first float - cache, next 3: Center, the third - the Region.
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layout (std140, binding=3) uniform meshAssociation |
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{ |
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ivec4 vComAssoc[MAX_COMPON]; // component Associations |
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ivec4 vComAssoc[MAX_COMPON]; // component Associations, 4 ints: |
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// 1: component's AND association |
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// 2: reserved. Probably another AND assoc in the future. |
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// 3: component's EQU association |
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// 4: reserved |
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}; |
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////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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for(int i=0; i<vNumEffects; i++) |
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{ |
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if( ((vComAssoc[component].x & vEffAndAssoc[i]) != 0) || (vComAssoc[component].z == vEffEquAssoc[i]) )
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if( ((vComAssoc[component].x & vProperties[i].y) != 0) || (vComAssoc[component].z == vProperties[i].w) )
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{ |
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// ENABLED EFFECTS WILL BE INSERTED HERE |
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Also available in: Unified diff
Turn the vName, vEffAnd and vEffEqu integer array uniforms into a one ivec4.
The point: ivec4s are always packed tightly in UBOs (which is going to be the next step)