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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ 26671ef8

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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.opengl.Matrix;
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import android.util.Log;
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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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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_EFFECT_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[] mEquAssociation;
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   private int[] mAndAssociation;
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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 class TexComponent
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     {
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     private int mEndIndex;
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     private Static4D mTextureMap;
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     TexComponent(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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     TexComponent(TexComponent 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<TexComponent> mTexComponent;
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   private ArrayList<Integer> mEffComponent;
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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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     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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     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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       }
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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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     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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     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 texComSize = original.mTexComponent.size();
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     mTexComponent = new ArrayList<>();
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     for(int i=0; i<texComSize; i++)
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       {
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       TexComponent comp = new TexComponent(original.mTexComponent.get(i));
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       mTexComponent.add(comp);
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       }
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     mEffComponent = new ArrayList<>();
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     mEffComponent.addAll(original.mEffComponent);
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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 mergeTexComponentsNow()
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     {
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     int num = mTexComponent.size();
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     if( num>1 )
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       {
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       mTexComponent.clear();
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       mTexComponent.add(new TexComponent(mNumVertices-1));
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       mVBO2.invalidate();
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void mergeEffComponentsNow()
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     {
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     int num = mEffComponent.size();
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     if( num>1 )
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       {
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       mEffComponent.clear();
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       mEffComponent.add(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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   void applyMatrix(MatrixEffect effect, int andAssoc, int equAssoc)
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     {
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     float[] matrix   = new float[16];
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     float[] uniforms = new float[7];
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     int start, end=-1, numComp = mEffComponent.size();
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     Matrix.setIdentityM(matrix,0);
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     effect.compute(uniforms,0,0,0);
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     effect.apply(matrix, uniforms, 0);
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     for(int i=0; i<numComp; i++)
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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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         {
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         applyMatrixToComponent(matrix,start,end);
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         }
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       }
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     mVBO1.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   private void applyMatrixToComponent(float[] matrix, int start, int end)
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     {
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     float x,y,z;
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     for(int index=start*VERT1_ATTRIBS; index<=end*VERT1_ATTRIBS; index+=VERT1_ATTRIBS )
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       {
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       x = mVertAttribs1[index+POS_ATTRIB  ];
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       y = mVertAttribs1[index+POS_ATTRIB+1];
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       z = mVertAttribs1[index+POS_ATTRIB+2];
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       mVertAttribs1[index+POS_ATTRIB  ] = matrix[0]*x + matrix[4]*y + matrix[ 8]*z + matrix[12];
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       mVertAttribs1[index+POS_ATTRIB+1] = matrix[1]*x + matrix[5]*y + matrix[ 9]*z + matrix[13];
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       mVertAttribs1[index+POS_ATTRIB+2] = matrix[2]*x + matrix[6]*y + matrix[10]*z + matrix[14];
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       x = mVertAttribs1[index+NOR_ATTRIB  ];
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       y = mVertAttribs1[index+NOR_ATTRIB+1];
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       z = mVertAttribs1[index+NOR_ATTRIB+2];
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       mVertAttribs1[index+NOR_ATTRIB  ] = matrix[0]*x + matrix[4]*y + matrix[ 8]*z;
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       mVertAttribs1[index+NOR_ATTRIB+1] = matrix[1]*x + matrix[5]*y + matrix[ 9]*z;
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       mVertAttribs1[index+NOR_ATTRIB+2] = matrix[2]*x + matrix[6]*y + matrix[10]*z;
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       x = mVertAttribs1[index+INF_ATTRIB  ];
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       y = mVertAttribs1[index+INF_ATTRIB+1];
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       z = mVertAttribs1[index+INF_ATTRIB+2];
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       mVertAttribs1[index+INF_ATTRIB  ] = matrix[0]*x + matrix[4]*y + matrix[ 8]*z;
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       mVertAttribs1[index+INF_ATTRIB+1] = matrix[1]*x + matrix[5]*y + matrix[ 9]*z;
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       mVertAttribs1[index+INF_ATTRIB+2] = matrix[2]*x + matrix[6]*y + matrix[10]*z;
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void setEffectAssociationNow(int component, int andAssociation, int equAssociation)
312
     {
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     mAndAssociation[component] = andAssociation;
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     mEquAssociation[component] = equAssociation;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   int numTexComponents()
320
     {
321
     return mTexComponent.size();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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326
   int numEffComponents()
327
     {
328
     return mEffComponent.size();
329
     }
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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)
335
     {
336
     mNumVertices = vert1Attribs.length/VERT1_ATTRIBS;
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     mVertAttribs1= vert1Attribs;
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     mVertAttribs2= vert2Attribs;
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     mTexComponent.add(new TexComponent(mNumVertices-1));
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     mEffComponent.add(mNumVertices-1);
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     mVBO1.invalidate();
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     mVBO2.invalidate();
345
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void joinAttribs(MeshBase[] meshes)
350
     {
351
     MeshBase mesh;
352
     TexComponent comp;
353
     int numMeshes = meshes.length;
354
     int numVertices,origVertices = mNumVertices;
355
     int origTexComponents,numTexComponents;
356
     int origEffComponents=0,numEffComponents;
357

    
358
     if( origVertices>0 )
359
       {
360
       origTexComponents = mTexComponent.size();
361
       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
362
       mTexComponent.get(origTexComponents-1).mEndIndex = mNumVertices-1;
363
       origEffComponents = mEffComponent.size();
364
       mEffComponent.set(origEffComponents-1,mNumVertices-1);
365
       }
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367
     for(int i=0; i<numMeshes; i++)
368
       {
369
       mesh = meshes[i];
370
       numTexComponents = mesh.mTexComponent.size();
371
       numEffComponents = mesh.mEffComponent.size();
372
       numVertices = mesh.mNumVertices;
373

    
374
       int extraVerticesBefore = mNumVertices==0 ? 0:1;
375
       int extraVerticesAfter  = (i==numMeshes-1) ? 0 : (numVertices%2==1 ? 2:1);
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       for(int j=0; j<numTexComponents; j++)
378
         {
379
         comp = new TexComponent(mesh.mTexComponent.get(j));
380
         comp.mEndIndex += (extraVerticesBefore+mNumVertices+extraVerticesAfter);
381
         mTexComponent.add(comp);
382
         }
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384
       for(int j=0; j<numEffComponents; j++)
385
         {
386
         int index = mesh.mEffComponent.get(j);
387
         index += (extraVerticesBefore+mNumVertices+extraVerticesAfter);
388
         mEffComponent.add(index);
389

    
390
         if( origEffComponents<MAX_EFFECT_COMPONENTS )
391
           {
392
           mAndAssociation[origEffComponents] = mesh.mAndAssociation[j];
393
           mEquAssociation[origEffComponents] = mesh.mEquAssociation[j];
394
           origEffComponents++;
395
           }
396
         }
397

    
398
       mNumVertices += (extraVerticesBefore+numVertices+extraVerticesAfter);
399
       }
400

    
401
     float[] newAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
402
     float[] newAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
403
     numVertices = origVertices;
404

    
405
     if( origVertices>0 )
406
       {
407
       System.arraycopy(mVertAttribs1,                              0, newAttribs1,                          0, VERT1_ATTRIBS*numVertices);
408
       System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS            );
409
       System.arraycopy(mVertAttribs2,                              0, newAttribs2,                          0, VERT2_ATTRIBS*numVertices);
410
       System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS            );
411
       origVertices++;
412

    
413
       if( numVertices%2==1 )
414
         {
415
         System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
416
         System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
417
         origVertices++;
418
         }
419
       }
420

    
421
     for(int i=0; i<numMeshes; i++)
422
       {
423
       mesh = meshes[i];
424
       numVertices = mesh.mNumVertices;
425

    
426
       if( origVertices>0 )
427
         {
428
         System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
429
         System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
430
         origVertices++;
431
         }
432
       System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
433
       System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
434
       origVertices+=numVertices;
435

    
436
       if( i<numMeshes-1 )
437
         {
438
         System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
439
         System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
440
         origVertices++;
441

    
442
         if( numVertices%2==1 )
443
           {
444
           System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
445
           System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
446
           origVertices++;
447
           }
448
         }
449
       }
450

    
451
     if( origVertices!=mNumVertices )
452
       {
453
       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
454
       }
455

    
456
     int endIndex, index=0, numEffComp = mEffComponent.size();
457

    
458
     for(int component=0; component<numEffComp; component++)
459
       {
460
       endIndex = mEffComponent.get(component);
461

    
462
       for( ; index<=endIndex; index++) newAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = component;
463
       }
464

    
465
     mVertAttribs1 = newAttribs1;
466
     mVertAttribs2 = newAttribs2;
467
     mVBO1.invalidate();
468
     mVBO2.invalidate();
469
     }
470

    
471
///////////////////////////////////////////////////////////////////////////////////////////////////
472
// called from MeshJoined
473

    
474
   void join(MeshBase[] meshes)
475
     {
476
     boolean immediateJoin = true;
477

    
478
     for (MeshBase mesh : meshes)
479
       {
480
       if (mesh.mJobNode[0] != null)
481
         {
482
         immediateJoin = false;
483
         break;
484
         }
485
       }
486

    
487
     if( immediateJoin ) joinAttribs(meshes);
488
     else                mJobNode[0] = DeferredJobs.join(this,meshes);
489
     }
490

    
491
///////////////////////////////////////////////////////////////////////////////////////////////////
492

    
493
   void textureMap(Static4D[] maps)
494
     {
495
     int num_comp = mTexComponent.size();
496
     int num_maps = maps.length;
497
     int min = Math.min(num_comp, num_maps);
498
     int vertex = 0;
499
     Static4D newMap, oldMap;
500
     TexComponent comp;
501
     float newW, newH, ratW, ratH, movX, movY;
502

    
503
     for(int i=0; i<min; i++)
504
       {
505
       newMap = maps[i];
506
       comp = mTexComponent.get(i);
507

    
508
       if( newMap!=null )
509
         {
510
         newW = newMap.get2();
511
         newH = newMap.get3();
512

    
513
         if( newW!=0.0f && newH!=0.0f )
514
           {
515
           oldMap = comp.mTextureMap;
516
           ratW = newW/oldMap.get2();
517
           ratH = newH/oldMap.get3();
518
           movX = newMap.get0() - ratW*oldMap.get0();
519
           movY = newMap.get1() - ratH*oldMap.get1();
520

    
521
           for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
522
             {
523
             mVertAttribs2[index  ] = ratW*mVertAttribs2[index  ] + movX;
524
             mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
525
             }
526
           comp.setMap(newMap);
527
           }
528
         }
529

    
530
       vertex= comp.mEndIndex+1;
531
       }
532

    
533
     mVBO2.invalidate();
534
     }
535

    
536
///////////////////////////////////////////////////////////////////////////////////////////////////
537

    
538
   public static int getMaxEffComponents()
539
     {
540
     return MAX_EFFECT_COMPONENTS;
541
     }
542

    
543
///////////////////////////////////////////////////////////////////////////////////////////////////
544

    
545
   public static void getUniforms(int mProgramH, int variant)
546
     {
547
     mEquAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComEquAssoc");
548
     mAndAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComAndAssoc");
549
     }
550

    
551
///////////////////////////////////////////////////////////////////////////////////////////////////
552
/**
553
 * Not part of public API, do not document (public only because has to be used from the main package)
554
 *
555
 * @y.exclude
556
 */
557
   public void copyTransformToVertex()
558
     {
559
     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
560
                                                              TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
561
     if( buffer!=null )
562
       {
563
       FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
564
       feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
565
       mVBO1.update(mVertAttribs1);
566
       }
567
     else
568
       {
569
       int error = GLES30.glGetError();
570
       Log.e("mesh", "failed to map tf buffer, error="+error);
571
       }
572

    
573
     GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
574
     }
575

    
576
///////////////////////////////////////////////////////////////////////////////////////////////////
577
/**
578
 * Not part of public API, do not document (public only because has to be used from the main package)
579
 *
580
 * @y.exclude
581
 */
582
   public void debug()
583
     {
584
     if( mJobNode[0]!=null )
585
       {
586
       mJobNode[0].print(0);
587
       }
588
     else
589
       {
590
       android.util.Log.e("mesh", "JobNode null");
591
       }
592
     }
593

    
594
///////////////////////////////////////////////////////////////////////////////////////////////////
595
/**
596
 * Not part of public API, do not document (public only because has to be used from the main package)
597
 *
598
 * @y.exclude
599
 */
600
   public void print()
601
     {
602
     StringBuilder sb = new StringBuilder();
603

    
604
     for(int i=0; i<mNumVertices; i++)
605
       {
606
       sb.append('(');
607
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB  ]);
608
       sb.append(',');
609
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+1]);
610
       sb.append(',');
611
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+2]);
612
       sb.append(") ");
613
       }
614

    
615
     StringBuilder sb2 = new StringBuilder();
616

    
617
     for(int i=0; i<mNumVertices; i++)
618
       {
619
       sb2.append(mVertAttribs2[VERT2_ATTRIBS*i+COM_ATTRIB]);
620
       sb2.append(' ');
621
       }
622

    
623
     Log.d("mesh", sb.toString()+"\n"+sb2.toString());
624
     }
625

    
626
///////////////////////////////////////////////////////////////////////////////////////////////////
627
/**
628
 * Not part of public API, do not document (public only because has to be used from the main package)
629
 *
630
 * @y.exclude
631
 */
632
   public int getTFO()
633
     {
634
     return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
635
     }
636

    
637
///////////////////////////////////////////////////////////////////////////////////////////////////
638
/**
639
 * Not part of public API, do not document (public only because has to be used from the main package)
640
 *
641
 * @y.exclude
642
 */
643
   public int getNumVertices()
644
     {
645
     return mNumVertices;
646
     }
647

    
648
///////////////////////////////////////////////////////////////////////////////////////////////////
649
/**
650
 * Not part of public API, do not document (public only because has to be used from the main package)
651
 *
652
 * @y.exclude
653
 */
654
   public void send(int variant)
655
     {
656
     GLES30.glUniform1iv( mEquAssociationH[variant], MAX_EFFECT_COMPONENTS, mEquAssociation, 0);
657
     GLES30.glUniform1iv( mAndAssociationH[variant], MAX_EFFECT_COMPONENTS, mAndAssociation, 0);
658
     }
659

    
660
///////////////////////////////////////////////////////////////////////////////////////////////////
661
/**
662
 * Not part of public API, do not document (public only because has to be used from the main package)
663
 *
664
 * @y.exclude
665
 */
666
   public void bindVertexAttribs(DistortedProgram program)
667
     {
668
     if( mJobNode[0]!=null )
669
       {
670
       mJobNode[0].execute();  // this will set itself to null
671
       }
672

    
673
     int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1);
674
     int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2);
675

    
676
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
677
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
678
     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
679
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
680
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
681
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
682
     GLES30.glVertexAttribPointer(program.mAttribute[4], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
683
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
684
     }
685

    
686
///////////////////////////////////////////////////////////////////////////////////////////////////
687
/**
688
 * Not part of public API, do not document (public only because has to be used from the main package)
689
 *
690
 * @y.exclude
691
 */
692
   public void bindTransformAttribs(DistortedProgram program)
693
     {
694
     int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
695

    
696
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
697
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
698
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
699
     }
700

    
701
///////////////////////////////////////////////////////////////////////////////////////////////////
702
/**
703
 * Not part of public API, do not document (public only because has to be used from the main package)
704
 *
705
 * @y.exclude
706
 */
707
   public void setInflate(float inflate)
708
     {
709
     mInflate = inflate;
710
     }
711

    
712
///////////////////////////////////////////////////////////////////////////////////////////////////
713
/**
714
 * Not part of public API, do not document (public only because has to be used from the main package)
715
 *
716
 * @y.exclude
717
 */
718
   public float getInflate()
719
     {
720
     return mInflate;
721
     }
722

    
723
///////////////////////////////////////////////////////////////////////////////////////////////////
724
// PUBLIC API
725
///////////////////////////////////////////////////////////////////////////////////////////////////
726
/**
727
 * When rendering this Mesh, do we want to render the Normal vectors as well?
728
 * <p>
729
 * Will work only on OpenGL ES >= 3.0 devices.
730
 *
731
 * @param show Controls if we render the Normal vectors or not.
732
 */
733
   public void setShowNormals(boolean show)
734
     {
735
     mShowNormals = show;
736
     }
737

    
738
///////////////////////////////////////////////////////////////////////////////////////////////////
739
/**
740
 * When rendering this mesh, should we also draw the normal vectors?
741
 *
742
 * @return <i>true</i> if we do render normal vectors
743
 */
744
   public boolean getShowNormals()
745
     {
746
     return mShowNormals;
747
     }
748

    
749
///////////////////////////////////////////////////////////////////////////////////////////////////
750
/**
751
 * Merge all texture components of this Mesh into a single one.
752
 */
753
   public void mergeTexComponents()
754
     {
755
     if( mJobNode[0]==null )
756
       {
757
       mergeTexComponentsNow();
758
       }
759
     else
760
       {
761
       mJobNode[0] = DeferredJobs.mergeTex(this);
762
       }
763
     }
764

    
765
///////////////////////////////////////////////////////////////////////////////////////////////////
766
/**
767
 * Merge all effect components of this Mesh into a single one.
768
 */
769
   public void mergeEffComponents()
770
     {
771
     if( mJobNode[0]==null )
772
       {
773
       mergeEffComponentsNow();
774
       }
775
     else
776
       {
777
       mJobNode[0] = DeferredJobs.mergeEff(this);
778
       }
779
     }
780

    
781
///////////////////////////////////////////////////////////////////////////////////////////////////
782
/**
783
 * Release all internal resources.
784
 */
785
   public void markForDeletion()
786
     {
787
     mVertAttribs1 = null;
788
     mVertAttribs2 = null;
789

    
790
     mVBO1.markForDeletion();
791
     mVBO2.markForDeletion();
792
     mTFO.markForDeletion();
793
     }
794

    
795
///////////////////////////////////////////////////////////////////////////////////////////////////
796
/**
797
 * Apply a Matrix Effect to the components which match the (addAssoc,equAssoc) association.
798
 * <p>
799
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effect
800
 * contains any Dynamics, they will be evaluated at 0.
801
 *
802
 * @param effect List of Matrix Effects to apply to the Mesh.
803
 * @param andAssoc 'Logical AND' association which defines which components will be affected.
804
 * @param equAssoc 'equality' association which defines which components will be affected.
805
 */
806
   public void apply(MatrixEffect effect, int andAssoc, int equAssoc)
807
     {
808
     if( mJobNode[0]==null )
809
       {
810
       applyMatrix(effect,andAssoc,equAssoc);
811
       }
812
     else
813
       {
814
       mJobNode[0] = DeferredJobs.matrix(this,effect,andAssoc,equAssoc);
815
       }
816
     }
817

    
818
///////////////////////////////////////////////////////////////////////////////////////////////////
819
/**
820
 * Apply a Vertex Effect to the vertex mesh.
821
 * <p>
822
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
823
 * contain any Dynamics, the Dynamics will be evaluated at 0.
824
 *
825
 * We would call this several times building up a list of Effects to do. This list of effects gets
826
 * lazily executed only when the Mesh is used for rendering for the first time.
827
 *
828
 * @param effect Vertex Effect to apply to the Mesh.
829
 */
830
   public void apply(VertexEffect effect)
831
     {
832
     mJobNode[0] = DeferredJobs.vertex(this,effect);
833
     }
834

    
835
///////////////////////////////////////////////////////////////////////////////////////////////////
836
/**
837
 * Sets texture maps for (some of) the components of this mesh.
838
 * <p>
839
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
840
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
841
 * upper-left quadrant of the texture.
842
 * <p>
843
 * Probably the most common user case would be sending as many maps as there are components in this
844
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
845
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
846
 * of the 2nd and 4rd one, call this with
847
 * maps = new Static4D[4]
848
 * maps[0] = null
849
 * maps[1] = the map for the 2nd component
850
 * maps[2] = null
851
 * maps[3] = the map for the 4th component
852
 *
853
 * A map's width and height have to be non-zero (but can be negative!)
854
 *
855
 * @param maps List of texture maps to apply to the texture's components.
856
 */
857
   public void setTextureMap(Static4D[] maps)
858
     {
859
     if( mJobNode[0]==null )
860
       {
861
       textureMap(maps);
862
       }
863
     else
864
       {
865
       mJobNode[0] = DeferredJobs.textureMap(this,maps);
866
       }
867
     }
868

    
869
///////////////////////////////////////////////////////////////////////////////////////////////////
870
/**
871
 * Return the texture map of one of the components.
872
 *
873
 * @param component The component number whose texture map we want to retrieve.
874
 */
875
   public Static4D getTextureMap(int component)
876
     {
877
     return (component>=0 && component<mTexComponent.size()) ? mTexComponent.get(component).mTextureMap : null;
878
     }
879

    
880
///////////////////////////////////////////////////////////////////////////////////////////////////
881
/**
882
 * Set Effect association.
883
 *
884
 * This creates an association between a Component of this Mesh and a Vertex Effect.
885
 * One can set two types of associations - an 'logical and' and a 'equal' associations and the Effect
886
 * will only be active on vertices of Components such that
887
 *
888
 * (effect andAssoc) & (component andAssoc) != 0 || (effect equAssoc) == (mesh equAssoc)
889
 *
890
 * (see main_vertex_shader)
891
 *
892
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
893
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
894
 */
895
   public void setEffectAssociation(int component, int andAssociation, int equAssociation)
896
     {
897
     if( component>=0 && component<MAX_EFFECT_COMPONENTS )
898
       {
899
       if( mJobNode[0]==null )
900
         {
901
         setEffectAssociationNow(component, andAssociation, equAssociation);
902
         }
903
       else
904
         {
905
         mJobNode[0] = DeferredJobs.effectAssoc(this,component,andAssociation,equAssociation);
906
         }
907
       }
908
     }
909

    
910
///////////////////////////////////////////////////////////////////////////////////////////////////
911
/**
912
 * Copy the Mesh.
913
 *
914
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
915
 *             normals and inflates (the rest, in particular the mVertAttribs2 containing texture
916
 *             coordinates and effect associations, is always deep copied)
917
 */
918
   public abstract MeshBase copy(boolean deep);
919
   }
(2-2/8)