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Revision 26df012c

Added by Leszek Koltunski almost 8 years ago

Rename Grid to Mesh

View differences:

src/main/java/org/distorted/library/DistortedEffects.java
33 33
/**
34 34
 * Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
35 35
 * <p>
36
 * The queues hold actual effects to be applied to a given (DistortedTexture,GridObject) combo.
36
 * The queues hold actual effects to be applied to a given (DistortedTexture,MeshObject) combo.
37 37
 */
38 38
public class DistortedEffects
39 39
  {
......
86 86

  
87 87
///////////////////////////////////////////////////////////////////////////////////////////////////
88 88
   
89
  void drawPriv(float halfInputW, float halfInputH, GridObject grid, DistortedFramebuffer df, long currTime)
89
  void drawPriv(float halfInputW, float halfInputH, MeshObject grid, DistortedFramebuffer df, long currTime)
90 90
    {
91 91
    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
92 92

  
......
106 106

  
107 107
///////////////////////////////////////////////////////////////////////////////////////////////////
108 108
   
109
  void drawNoEffectsPriv(float halfInputW, float halfInputH, GridObject grid, DistortedFramebuffer df)
109
  void drawNoEffectsPriv(float halfInputW, float halfInputH, MeshObject grid, DistortedFramebuffer df)
110 110
    {
111 111
    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
112 112

  
src/main/java/org/distorted/library/DistortedFramebuffer.java
266 266
 * Must be called from a thread holding OpenGL Context.
267 267
 *
268 268
 * @param tex input Texture to use.
269
 * @param grid Class descendant from GridObject
269
 * @param grid Class descendant from MeshObject
270 270
 * @param effects The DistortedEffects to use when rendering
271 271
 * @param time Current time, in milliseconds.
272 272
 */
273
  public void renderTo(DistortedTexture tex, GridObject grid, DistortedEffects effects, long time)
273
  public void renderTo(DistortedTexture tex, MeshObject grid, DistortedEffects effects, long time)
274 274
    {
275 275
    tex.createTexture();
276 276
    tex.setAsInput();
......
290 290
 * @param fbo The Framebuffer (previously created with the first constructor, drawing FROM the screen
291 291
 *            is unsupported!) whose COLOR attachment 0 will be used as input texture.
292 292
 *            Please note that rendering from an FBO to itself is unsupported by OpenGL!
293
 * @param grid Class descendant from GridObject
293
 * @param grid Class descendant from MeshObject
294 294
 * @param effects The DistortedEffects to use when rendering
295 295
 * @param time Current time, in milliseconds.
296 296
 */
297
  public void renderTo(DistortedFramebuffer fbo, GridObject grid, DistortedEffects effects, long time)
297
  public void renderTo(DistortedFramebuffer fbo, MeshObject grid, DistortedEffects effects, long time)
298 298
    {
299 299
    fbo.createFBO();
300 300

  
src/main/java/org/distorted/library/DistortedTexture.java
260 260
 *
261 261
 * @return depth of the Object, in pixels.
262 262
 */
263
  public int getDepth(GridObject grid)
263
  public int getDepth(MeshObject grid)
264 264
    {
265 265
    return grid==null ? 0 : (int)(mSizeX*grid.zFactor);
266 266
    }
src/main/java/org/distorted/library/DistortedTree.java
36 36
  private static HashMap<ArrayList<Long>,NodeData> mMapNodeID = new HashMap<>();
37 37
  private static long mNextNodeID =0;
38 38

  
39
  private GridObject mGrid;
39
  private MeshObject mGrid;
40 40
  private DistortedEffects mEffects;
41 41
  private DistortedTexture mTexture;
42 42
  private NodeData mData;
......
251 251
 *     
252 252
 * @param texture DistortedTexture to put into the new Node.
253 253
 * @param effects DistortedEffects to put into the new Node.
254
 * @param grid GridObject to put into the new Node.
254
 * @param grid MeshObject to put into the new Node.
255 255
 */
256
  public DistortedTree(DistortedTexture texture, DistortedEffects effects, GridObject grid)
256
  public DistortedTree(DistortedTexture texture, DistortedEffects effects, MeshObject grid)
257 257
    {
258 258
    mTexture= texture;
259 259
    mEffects= effects;
......
355 355
 * 
356 356
 * @param texture DistortedTexture to initialize our child Node with.
357 357
 * @param effects DistortedEffects to initialize our child Node with.
358
 * @param grid GridObject to initialize our child Node with.
358
 * @param grid MeshObject to initialize our child Node with.
359 359
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
360 360
 */
361
  public synchronized DistortedTree attach(DistortedTexture texture, DistortedEffects effects, GridObject grid)
361
  public synchronized DistortedTree attach(DistortedTexture texture, DistortedEffects effects, MeshObject grid)
362 362
    {
363 363
    ArrayList<Long> prev = generateIDList(); 
364 364
      
src/main/java/org/distorted/library/GridCubes.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.library;
21

  
22
import java.nio.ByteBuffer;
23
import java.nio.ByteOrder;
24
import java.util.ArrayList;
25

  
26
///////////////////////////////////////////////////////////////////////////////////////////////////
27
/**
28
 * Create a 3D grid composed of Cubes.
29
 * <p>
30
 * Any subset of a MxNx1 cuboid is possible.
31
 */
32
public class GridCubes extends GridObject
33
   {
34
   private static final float R = 0.0f;//0.2f;
35
   private static final float FRONTZ = 0.5f;
36
   private static final float BACKZ  =-0.5f;
37
   
38
   private static final int NORTH = 0;
39
   private static final int WEST  = 1;
40
   private static final int EAST  = 2;
41
   private static final int SOUTH = 3;
42

  
43
   private static final boolean BACK  = true;
44
   private static final boolean FRONT = false;
45
   private static final boolean UPPER = false;
46
   private static final boolean LOWER = true;
47
   
48
   private static final float[] mNormalX = new float[4];
49
   private static final float[] mNormalY = new float[4];
50
   private static final float[] mNormalZ = new float[4];
51

  
52
   private class Edge
53
     {
54
     final int side; 
55
     final int row;
56
     final int col;
57
     
58
     Edge(int s, int r, int c)
59
       {
60
       side= s; 
61
       row = r;
62
       col = c;
63
       }
64
     }
65
   
66
   private int mCols, mRows;
67
   private short[][] mCubes;
68
   private ArrayList<Edge> mEdges = new ArrayList<>();
69

  
70
   private int remainingVert;
71
   private int mSideBends;
72
   private int mEdgeNum;
73
   private int mSideWalls;
74

  
75
///////////////////////////////////////////////////////////////////////////////////////////////////
76
// a Block is split into two triangles along the NE-SW line iff it is in the top-right
77
// or bottom-left quadrant of the grid.
78

  
79
   private boolean isNE(int row,int col)
80
     {
81
     return ( (2*row<mRows)^(2*col<mCols) );
82
     }
83

  
84
///////////////////////////////////////////////////////////////////////////////////////////////////
85
// return the number of vertices our grid will contain
86

  
87
   private int computeDataLength(boolean frontOnly)
88
      {
89
      int frontWalls=0, frontSegments=0, triangleShifts=0, windingShifts=0;
90
      int shiftCol = (mCols-1)/2;
91

  
92
      boolean lastBlockIsNE=false;
93
      boolean thisBlockIsNE;        // the block we are currently looking at is split into
94
                                    // two triangles along the NE-SW line (rather than NW-SE)
95
      for(int row=0; row<mRows; row++)
96
        {
97
        if( mCols>=2 && (mCubes[row][shiftCol]%2 == 1) && (mCubes[row][shiftCol+1]%2 == 1) ) triangleShifts++;
98

  
99
        for(int col=0; col<mCols; col++)
100
          {
101
          if( mCubes[row][col]%2 == 1 )  // land
102
            {
103
            thisBlockIsNE = isNE(row,col);
104
            if( thisBlockIsNE^lastBlockIsNE ) windingShifts++;
105
            lastBlockIsNE = thisBlockIsNE;
106
            frontWalls++;
107
            if( col==mCols-1 || mCubes[row][col+1]%2 == 0 ) frontSegments++;
108
            }
109
          }
110
        }
111

  
112
      int frontVert = 2*( frontWalls + 2*frontSegments - 1) +2*triangleShifts + windingShifts;
113
      int sideVert  = 2*( mSideWalls + mSideBends + mEdgeNum -1);
114
      int firstWinding= (!frontOnly && (frontVert+1)%2==1 ) ? 1:0;
115
      int dataL = frontOnly ? frontVert : (frontVert+1) +firstWinding+ (1+sideVert+1) + (1+frontVert);
116
/*
117
      android.util.Log.e("CUBES","triangleShifts="+triangleShifts+" windingShifts="+windingShifts+" winding1="+firstWinding+" frontVert="+frontVert+" sideVert="+sideVert);
118
      android.util.Log.e("CUBES", "frontW="+frontWalls+" fSegments="+frontSegments+" sWalls="+mSideWalls+" sSegments="+mEdgeNum+" sideBends="+mSideBends+" dataLen="+dataL );
119
*/
120
      return dataL<0 ? 0:dataL;
121
      }
122

  
123
///////////////////////////////////////////////////////////////////////////////////////////////////
124
/*
125
   private static String debug(short[] val)
126
     {
127
     String ret="";j
128
     
129
     for(int i=0; i<val.length; i++) ret+=(" "+val[i]); 
130
     
131
     return ret;
132
     }
133
*/
134
///////////////////////////////////////////////////////////////////////////////////////////////////
135
/*
136
   private static String debug(float[] val, int stop)
137
     {
138
     String ret="";
139

  
140
     for(int i=0; i<val.length; i++) 
141
        {
142
        if( i%stop==0 ) ret+="\n";
143
        ret+=(" "+val[i]);
144
        }
145

  
146
     return ret;
147
     }
148
*/  
149
///////////////////////////////////////////////////////////////////////////////////////////////////
150
/*
151
   private static String debug(Edge e)
152
     {
153
     String d = "";
154
     
155
     switch(e.side)
156
       {
157
       case NORTH: d+="NORTH "; break;
158
       case SOUTH: d+="SOUTH "; break;
159
       case WEST : d+="WEST  "; break;
160
       case EAST : d+="EAST  "; break;
161
       }
162
     
163
     d+=("("+e.row+","+e.col+")");
164
     
165
     return d;
166
     }   
167
*/
168
///////////////////////////////////////////////////////////////////////////////////////////////////
169

  
170
   private void prepareDataStructures(int cols, String desc, boolean frontOnly)
171
     {
172
     mRows     =0;
173
     mCols     =0;
174
     dataLength=0;
175
     
176
     if( cols>0 && desc.contains("1") )
177
       {
178
       mCols = cols;
179
       mRows = desc.length()/cols;
180

  
181
       mCubes = new short[mRows][mCols];
182
       
183
       for(int j=0; j<mCols; j++)
184
         for(int i=0; i<mRows; i++)
185
           mCubes[i][j] = (short)(desc.charAt(i*mCols+j) == '1' ? 1:0);
186
       
187
       markRegions();
188
       dataLength = computeDataLength(frontOnly);
189

  
190
       remainingVert = dataLength;
191
       }
192
     }
193

  
194
///////////////////////////////////////////////////////////////////////////////////////////////////
195
// full grid
196

  
197
   private void prepareDataStructures(int cols, int rows, boolean frontOnly)
198
     {
199
     mRows     =rows;
200
     mCols     =cols;
201
     dataLength=   0;
202

  
203
     if( cols>0 && rows>0 )
204
       {
205
       mCubes = new short[mRows][mCols];
206

  
207
       for(int j=0; j<mCols; j++)
208
         for(int i=0; i<mRows; i++)
209
           mCubes[i][j] = (short)1;
210

  
211
       markRegions();
212
       dataLength = computeDataLength(frontOnly);
213

  
214
       remainingVert = dataLength;
215
       }
216
     }
217

  
218
///////////////////////////////////////////////////////////////////////////////////////////////////
219
// Mark all the 'regions' of our grid  - i.e. separate pieces of 'land' (connected blocks that will 
220
// be rendered) and 'water' (connected holes in between) with integers. Each connected block of land
221
// gets a unique odd integer, each connected block of water a unique even integer.
222
//
223
// Water on the edges of the grid is also considered connected to itself!   
224
//   
225
// This function also creates a list of 'Edges'. Each Edge is a data structure from which later on we
226
// will start building the side walls of each connected block of land (and sides of holes of water
227
// inside). Each Edge needs to point from Land to Water (thus the '(SOUTH,i-1,j)' below) - otherwise
228
// later on setting up normal vectors wouldn't work.
229
   
230
   private void markRegions()
231
     {
232
     int i, j, numWater=1, numLand=0;
233
     
234
     for(i=0; i<mRows;i++) if( mCubes[      i][      0]==0 ) markRegion((short)2,      i,       0);
235
     for(i=0; i<mRows;i++) if( mCubes[      i][mCols-1]==0 ) markRegion((short)2,      i, mCols-1);
236
     for(i=0; i<mCols;i++) if( mCubes[0      ][      i]==0 ) markRegion((short)2,      0,       i);
237
     for(i=0; i<mCols;i++) if( mCubes[mRows-1][      i]==0 ) markRegion((short)2,mRows-1,       i);
238
           
239
     for(i=0; i<mRows; i++)
240
        for(j=0; j<mCols; j++)
241
           {
242
           if( mCubes[i][j] == 0 ) { numWater++; markRegion( (short)(2*numWater ),i,j); mEdges.add(new Edge(SOUTH,i-1,j)); }
243
           if( mCubes[i][j] == 1 ) { numLand ++; markRegion( (short)(2*numLand+1),i,j); mEdges.add(new Edge(NORTH,i  ,j)); }
244
           }
245
     
246
     // now we potentially need to kick out some Edges . Otherwise the following does not work:
247
     //
248
     // 0 1 0
249
     // 1 0 1
250
     // 0 1 0
251
     
252
     mEdgeNum= mEdges.size();
253
     int initCol, initRow, initSide, lastSide;
254
     Edge e1,e2;
255
     
256
     for(i=0; i<mEdgeNum; i++)
257
       {
258
       e1 = mEdges.get(i);
259
       initRow= e1.row;
260
       initCol= e1.col;
261
       initSide=e1.side;
262

  
263
       do
264
         {
265
         //android.util.Log.d("CUBES", "checking edge "+debug(e1));
266

  
267
         mSideWalls++;
268

  
269
         if( e1.side==NORTH || e1.side==SOUTH )
270
           {
271
           for(j=i+1;j<mEdgeNum;j++)
272
             {
273
             e2 = mEdges.get(j);
274

  
275
             if( e2.side==e1.side && e2.row==e1.row && e2.col==e1.col )
276
               {
277
               mEdges.remove(j);
278
               mEdgeNum--;
279
               j--;
280

  
281
               //android.util.Log.e("CUBES", "removing edge "+debug(e2));
282
               }
283
             }
284
           }
285

  
286
         lastSide = e1.side;
287
         e1 = getNextEdge(e1);
288
         if( e1.side!=lastSide ) mSideBends++;
289
         }
290
       while( e1.col!=initCol || e1.row!=initRow || e1.side!=initSide );
291
       }
292
     }
293

  
294
///////////////////////////////////////////////////////////////////////////////////////////////////
295
// when calling, make sure that newVal != val
296
   
297
   private void markRegion(short newVal, int row, int col)
298
     {
299
     short val = mCubes[row][col];
300
     mCubes[row][col] = newVal;
301
     
302
     if( row>0       && mCubes[row-1][col  ]==val ) markRegion(newVal, row-1, col  );
303
     if( row<mRows-1 && mCubes[row+1][col  ]==val ) markRegion(newVal, row+1, col  );
304
     if( col>0       && mCubes[row  ][col-1]==val ) markRegion(newVal, row  , col-1);
305
     if( col<mCols-1 && mCubes[row  ][col+1]==val ) markRegion(newVal, row  , col+1);
306
     }
307
   
308
///////////////////////////////////////////////////////////////////////////////////////////////////
309
   
310
   private void createNormals(boolean front, int row, int col)
311
     {
312
     int td,lr; 
313
      
314
     int nw = (col>0       && row>0      ) ? (mCubes[row-1][col-1]%2) : 0;
315
     int w  = (col>0                     ) ? (mCubes[row  ][col-1]%2) : 0;
316
     int n  = (               row>0      ) ? (mCubes[row-1][col  ]%2) : 0;
317
     int c  =                                (mCubes[row  ][col  ]%2);
318
     int sw = (col>0       && row<mRows-1) ? (mCubes[row+1][col-1]%2) : 0;
319
     int s  = (               row<mRows-1) ? (mCubes[row+1][col  ]%2) : 0;
320
     int ne = (col<mCols-1 && row>0      ) ? (mCubes[row-1][col+1]%2) : 0;
321
     int e  = (col<mCols-1               ) ? (mCubes[row  ][col+1]%2) : 0;
322
     int se = (col<mCols-1 && row<mRows-1) ? (mCubes[row+1][col+1]%2) : 0;
323

  
324
     if(front)
325
       {
326
       mNormalZ[0] = 1.0f;
327
       mNormalZ[1] = 1.0f;
328
       mNormalZ[2] = 1.0f;
329
       mNormalZ[3] = 1.0f;
330
       }
331
     else
332
       {
333
       mNormalZ[0] =-1.0f;
334
       mNormalZ[1] =-1.0f;
335
       mNormalZ[2] =-1.0f;
336
       mNormalZ[3] =-1.0f;
337
       }
338

  
339
     td = nw+n-w-c;
340
     lr = c+n-w-nw;
341
     if( td<0 ) td=-1;
342
     if( td>0 ) td= 1;
343
     if( lr<0 ) lr=-1;
344
     if( lr>0 ) lr= 1;
345
     mNormalX[0] = lr*R;
346
     mNormalY[0] = td*R;
347
     
348
     td = w+c-sw-s;
349
     lr = c+s-w-sw;
350
     if( td<0 ) td=-1;
351
     if( td>0 ) td= 1;
352
     if( lr<0 ) lr=-1;
353
     if( lr>0 ) lr= 1;
354
     mNormalX[1] = lr*R;
355
     mNormalY[1] = td*R;
356
     
357
     td = n+ne-c-e;
358
     lr = e+ne-c-n;
359
     if( td<0 ) td=-1;
360
     if( td>0 ) td= 1;
361
     if( lr<0 ) lr=-1;
362
     if( lr>0 ) lr= 1;
363
     mNormalX[2] = lr*R;
364
     mNormalY[2] = td*R;
365
     
366
     td = c+e-s-se;
367
     lr = e+se-c-s;
368
     if( td<0 ) td=-1;
369
     if( td>0 ) td= 1;
370
     if( lr<0 ) lr=-1;
371
     if( lr>0 ) lr= 1;
372
     mNormalX[3] = lr*R;
373
     mNormalY[3] = td*R;
374
     /*
375
     android.util.Log.d("CUBES", "row="+row+" col="+col);
376
     android.util.Log.d("CUBES", mNormalX[0]+" "+mNormalY[0]);
377
     android.util.Log.d("CUBES", mNormalX[1]+" "+mNormalY[1]);
378
     android.util.Log.d("CUBES", mNormalX[2]+" "+mNormalY[2]);
379
     android.util.Log.d("CUBES", mNormalX[3]+" "+mNormalY[3]);
380
     */
381
     }
382
   
383
///////////////////////////////////////////////////////////////////////////////////////////////////
384

  
385
   private int addFrontVertex(int vertex, int index, float vectZ, int col, int row, float[] position, float[] normal, float[] texture)
386
     {
387
     remainingVert--;
388

  
389
     float x = (float)col/mCols;
390
     float y = (float)row/mRows;
391

  
392
     position[3*vertex  ] = x-0.5f;
393
     position[3*vertex+1] = 0.5f-y;
394
     position[3*vertex+2] = vectZ;
395
     normal[3*vertex  ]   = mNormalX[index];
396
     normal[3*vertex+1]   = mNormalY[index];
397
     normal[3*vertex+2]   = mNormalZ[index];
398
     texture[2*vertex  ]  = x;
399
     texture[2*vertex+1]  = 1.0f-y;
400

  
401
     return vertex+1;
402
     }
403

  
404
///////////////////////////////////////////////////////////////////////////////////////////////////
405

  
406
   private int buildFrontBackGrid(boolean front, int vertex, float[] position, float[] normal, float[] texture)
407
     {
408
     short last, current;
409
     boolean seenLand=false;
410
     boolean lastBlockIsNE = false;
411
     boolean currentBlockIsNE;
412
     float vectZ = front?FRONTZ:BACKZ;
413

  
414
     //android.util.Log.d("CUBES", "buildFrontBack");
415

  
416
     for(int row=0; row<mRows; row++)
417
       {
418
       last =0;
419
         
420
       for(int col=0; col<mCols; col++)
421
         {
422
         current = mCubes[row][col];
423

  
424
         if( current%2 == 1 )
425
           {
426
           currentBlockIsNE = isNE(row,col);
427

  
428
           if( !seenLand && !front && ((vertex%2==1)^currentBlockIsNE) )
429
             {
430
             //android.util.Log.d("CUBES","repeating winding2 vertex");
431

  
432
             vertex = repeatLast(vertex,position,normal,texture);
433
             }
434

  
435
           createNormals(front,row,col);
436

  
437
           if( currentBlockIsNE )
438
             {
439
             if( (last!=current) || !lastBlockIsNE )
440
               {
441
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
442
               vertex= addFrontVertex( vertex, 0, vectZ, col, row, position, normal, texture);
443
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
444
               if( !lastBlockIsNE || (!front && !seenLand) ) vertex = repeatLast(vertex,position,normal,texture);
445
               vertex= addFrontVertex( vertex, 1, vectZ, col, row+1, position, normal, texture);
446
               }
447
             vertex= addFrontVertex( vertex, 2, vectZ, col+1, row, position, normal, texture);
448
             vertex= addFrontVertex( vertex, 3, vectZ, col+1, row+1, position, normal, texture);
449
             }
450
           else
451
             {
452
             if( (last!=current) || lastBlockIsNE )
453
               {
454
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
455
               vertex= addFrontVertex( vertex, 1, vectZ, col, row+1, position, normal, texture);
456
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
457
               if( lastBlockIsNE || (!front && !seenLand) ) vertex = repeatLast(vertex,position,normal,texture);
458
               vertex= addFrontVertex( vertex, 0, vectZ, col, row, position, normal, texture);
459
               }
460
             vertex= addFrontVertex( vertex, 3, vectZ, col+1, row+1, position, normal, texture);
461
             vertex= addFrontVertex( vertex, 2, vectZ, col+1, row  , position, normal, texture);
462
             }
463

  
464
           seenLand = true;
465
           lastBlockIsNE = currentBlockIsNE;
466
           }
467
            
468
         last = current;
469
         }
470
       }
471
     
472
     return vertex;
473
     }
474

  
475
///////////////////////////////////////////////////////////////////////////////////////////////////
476

  
477
   private int repeatLast(int vertex, float[] position, float[] normal, float[] texture)
478
     {
479
     //android.util.Log.e("CUBES", "repeating last vertex!");
480

  
481
     if( vertex>0 )
482
       {
483
       remainingVert--;
484

  
485
       position[3*vertex  ] = position[3*vertex-3];
486
       position[3*vertex+1] = position[3*vertex-2];
487
       position[3*vertex+2] = position[3*vertex-1];
488

  
489
       normal[3*vertex  ]   = normal[3*vertex-3];
490
       normal[3*vertex+1]   = normal[3*vertex-2];
491
       normal[3*vertex+2]   = normal[3*vertex-1];
492

  
493
       texture[2*vertex  ]  = texture[2*vertex-2];
494
       texture[2*vertex+1]  = texture[2*vertex-1];
495
         
496
       vertex++;     
497
       }
498
     
499
     return vertex;
500
     }
501
   
502
///////////////////////////////////////////////////////////////////////////////////////////////////
503

  
504
   private int buildSideGrid(int vertex, float[] position, float[] normal, float[] texture)
505
     {
506
     //android.util.Log.d("CUBES", "buildSide");
507

  
508
     for(int i=0; i<mEdgeNum; i++)
509
       {
510
       vertex = buildIthSide(mEdges.get(i), vertex, position, normal, texture);  
511
       } 
512
      
513
     return vertex;
514
     }
515

  
516
///////////////////////////////////////////////////////////////////////////////////////////////////
517

  
518
   private int buildIthSide(Edge curr, int vertex, float[] position, float[] normal, float[] texture)
519
     {
520
     Edge prev; 
521
     
522
     if( curr.side==NORTH ) // water outside
523
       {
524
       prev = new Edge(WEST,curr.row,curr.col);
525
       }
526
     else                   // land outside; we need to move forward one link because we are going in opposite direction and we need to start from a bend.
527
       {
528
       prev = curr;
529
       curr = new Edge(EAST,curr.row+1,curr.col-1);
530
       }
531
     
532
     int col = curr.col;
533
     int row = curr.row;
534
     int side= curr.side;  
535
     Edge next = getNextEdge(curr);
536
     
537
     addSideVertex(curr,BACK,LOWER,prev.side,vertex,position,normal,texture);
538
     vertex++;
539
     
540
     do
541
       {
542
       if( prev.side!=curr.side )
543
         {
544
         addSideVertex(curr,BACK,LOWER,prev.side,vertex,position,normal,texture);
545
         vertex++;
546
         addSideVertex(curr,BACK,UPPER,prev.side,vertex,position,normal,texture);
547
         vertex++;
548
         }
549
       
550
       addSideVertex(curr,FRONT,LOWER,next.side,vertex,position,normal,texture);
551
       vertex++;
552
       addSideVertex(curr,FRONT,UPPER,next.side,vertex,position,normal,texture);
553
       vertex++;
554
       
555
       prev = curr;
556
       curr = next; 
557
       next = getNextEdge(curr);
558
       }
559
     while( curr.col!=col || curr.row!=row || curr.side!=side );
560
     
561
     vertex = repeatLast(vertex,position,normal,texture);
562
     
563
     return vertex;
564
     }
565

  
566
///////////////////////////////////////////////////////////////////////////////////////////////////
567

  
568
   private Edge getNextEdge(Edge curr)
569
     {
570
     int col = curr.col;
571
     int row = curr.row;
572
      
573
     //android.util.Log.e("CUBES", "row="+row+" col="+col+" mRows="+mRows+" mCols="+mCols);
574
                       
575
     switch(curr.side) 
576
       {
577
       case NORTH: if( col==mCols-1 ) 
578
                     return new Edge(EAST,row,col);
579
                   if( row>0 && mCubes[row-1][col+1]==mCubes[row][col] )
580
                     return new Edge(WEST,row-1,col+1);
581
                   if( mCubes[row][col+1]==mCubes[row][col] )
582
                     return new Edge(NORTH,row,col+1);
583
                   else  
584
                     return new Edge(EAST,row,col);
585
                   
586
       case SOUTH: if( col==0 ) 
587
                     return new Edge(WEST,row,col);
588
                   if( (row<mRows-1) && mCubes[row+1][col-1]==mCubes[row][col] )
589
                     return new Edge(EAST,row+1,col-1); 
590
                   if( mCubes[row][col-1]==mCubes[row][col] )
591
                     return new Edge(SOUTH,row,col-1);
592
                   else
593
                     return new Edge(WEST,row,col); 
594
                     
595
       case EAST : if( row==mRows-1 ) 
596
                     return new Edge(SOUTH,row,col);
597
                   if( (col<mCols-1) && mCubes[row+1][col+1]==mCubes[row][col] )
598
                     return new Edge(NORTH,row+1,col+1);
599
                   if( mCubes[row+1][col]==mCubes[row][col] )
600
                     return new Edge(EAST,row+1,col);
601
                   else 
602
                     return new Edge(SOUTH,row,col);
603
                   
604
       default   : if( row==0 )
605
                     return new Edge(NORTH,row,col);
606
                   if( col>0 && mCubes[row-1][col-1]==mCubes[row][col] )
607
                     return new Edge(SOUTH,row-1,col-1);
608
                   if( mCubes[row-1][col]==mCubes[row][col] )
609
                     return new Edge(WEST,row-1,col);
610
                   else
611
                     return new Edge(NORTH,row,col);     
612
       }
613
     }
614

  
615
///////////////////////////////////////////////////////////////////////////////////////////////////
616
   
617
   private void addSideVertex(Edge curr, boolean back, boolean lower,int side, int vertex, float[] position, float[] normal, float[] texture)
618
     {
619
     //android.util.Log.e("CUBES", "adding Side vertex!");
620

  
621
     remainingVert--;
622

  
623
     float x, y;
624

  
625
     switch(curr.side)
626
       {
627
       case NORTH: x = (float)(back ? (curr.col  ):(curr.col+1))/mCols;
628

  
629
                   position[3*vertex  ] = x - 0.5f;
630
                   position[3*vertex+1] = 0.5f - (float)curr.row/mRows;
631
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;
632

  
633
                   normal[3*vertex  ]   = side==NORTH ? 0.0f : (side==WEST?-R:R);
634
                   normal[3*vertex+1]   = 1.0f;
635
                   normal[3*vertex+2]   = lower ? -R:R;
636

  
637
                   texture[2*vertex  ]  = x;
638
                   texture[2*vertex+1]  = 1.0f-(float)(lower? (curr.row-1):(curr.row  ))/mRows;
639
                   break;
640
       case SOUTH: x = (float)(back ? (curr.col+1):(curr.col  ))/mCols;
641

  
642
                   position[3*vertex  ] = x - 0.5f;
643
                   position[3*vertex+1] = 0.5f - (float)(curr.row+1)/mRows;
644
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;  
645
            
646
                   normal[3*vertex  ]   = side==SOUTH ? 0.0f: (side==EAST?-R:R);
647
                   normal[3*vertex+1]   =-1.0f;
648
                   normal[3*vertex+2]   = lower ? -R:R;
649

  
650
                   texture[2*vertex  ]  = x;
651
                   texture[2*vertex+1]  = 1.0f-(float)(lower? (curr.row+2):(curr.row+1))/mRows;
652
                   break;
653
       case WEST : y = (float)(back  ? (curr.row+1):(curr.row))/mRows;
654

  
655
                   position[3*vertex  ] = (float)curr.col/mCols -0.5f;
656
                   position[3*vertex+1] = 0.5f - y;
657
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;
658

  
659
                   normal[3*vertex  ]   =-1.0f;
660
                   normal[3*vertex+1]   = side==WEST ? 0.0f : (side==NORTH?-R:R);
661
                   normal[3*vertex+2]   = lower ? -R:R;
662
 
663
                   texture[2*vertex  ]  = (float)(lower ? (curr.col-1):(curr.col  ))/mCols;
664
                   texture[2*vertex+1]  = 1.0f - y;
665
                   break;
666
       case EAST : y = (float)(back  ? (curr.row):(curr.row+1))/mRows;
667

  
668
                   position[3*vertex  ] = (float)(curr.col+1)/mCols -0.5f;
669
                   position[3*vertex+1] = 0.5f - y;
670
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;
671

  
672
                   normal[3*vertex  ]   = 1.0f;
673
                   normal[3*vertex+1]   = side==EAST ? 0.0f : (side==SOUTH?-R:R);
674
                   normal[3*vertex+2]   = lower ? -R:R; 
675

  
676
                   texture[2*vertex  ]  = (float)(lower ? (curr.col+2):(curr.col+1))/mCols;
677
                   texture[2*vertex+1]  = 1.0f - y;
678
                   break;
679
       }
680
     
681
     if(texture[2*vertex  ]>1.0f) texture[2*vertex  ] =2.0f-texture[2*vertex  ];
682
     if(texture[2*vertex  ]<0.0f) texture[2*vertex  ] =    -texture[2*vertex  ];
683
     if(texture[2*vertex+1]>1.0f) texture[2*vertex+1] =2.0f-texture[2*vertex+1];
684
     if(texture[2*vertex+1]<0.0f) texture[2*vertex+1] =    -texture[2*vertex+1];
685
     }
686

  
687
///////////////////////////////////////////////////////////////////////////////////////////////////
688

  
689
   private void build(boolean frontOnly)
690
     {
691
     int numVertices=0;
692
     float[] positionData= new float[POSITION_DATA_SIZE*dataLength];
693
     float[] normalData  = new float[NORMAL_DATA_SIZE  *dataLength];
694
     float[] textureData = new float[TEX_DATA_SIZE     *dataLength];
695

  
696
     //android.util.Log.d("CUBES","building front grid...");
697

  
698
     numVertices = buildFrontBackGrid(true, numVertices,positionData,normalData,textureData);
699

  
700
     if( !frontOnly )
701
       {
702
       numVertices = repeatLast(numVertices,positionData,normalData,textureData);
703
       if( numVertices%2==1 )
704
         {
705
         //android.util.Log.d("CUBES","repeating winding1 vertex");
706

  
707
         numVertices = repeatLast(numVertices,positionData,normalData,textureData);
708
         }
709

  
710
       //android.util.Log.d("CUBES","building side grid...");
711

  
712
       numVertices = buildSideGrid (numVertices,positionData,normalData,textureData);
713

  
714
       //android.util.Log.d("CUBES","building back grid...");
715

  
716
       numVertices = buildFrontBackGrid (false,numVertices,positionData,normalData,textureData);
717
       }
718

  
719
     /*
720
     android.util.Log.e("CUBES","dataLen="+dataLength+" vertex="+numVertices);
721
     android.util.Log.d("CUBES", "position: "+debug(positionData,3) );
722
     android.util.Log.d("CUBES", "normal: "  +debug(  normalData,3) );
723
     android.util.Log.d("CUBES", "texture: " +debug( textureData,2) );
724
     */
725

  
726
     mEdges.clear();
727
     mEdges = null;
728
     mCubes = null;
729

  
730
     if( remainingVert!=0 )
731
       android.util.Log.d("CUBES", "remainingVert " +remainingVert );
732

  
733
     mGridPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
734
     mGridPositions.put(positionData).position(0);
735

  
736
     mGridNormals = ByteBuffer.allocateDirect(NORMAL_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
737
     mGridNormals.put(normalData).position(0);
738

  
739
     mGridTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
740
     mGridTexture.put(textureData).position(0);
741
     }
742

  
743
///////////////////////////////////////////////////////////////////////////////////////////////////
744
// PUBLIC API
745
///////////////////////////////////////////////////////////////////////////////////////////////////
746
/**
747
 * Creates the underlying grid of vertices, normals, texture coords.
748
 *    
749
 * @param cols      Integer helping to parse the next parameter.
750
 * @param desc      String describing the subset of a MxNx1 cuboid that we want to create.
751
 *                  Its MxN characters - all 0 or 1 - decide of appropriate field is taken or not.
752
 *                  <p></p>
753
 *                  <p>
754
 *                  <pre>
755
 *                  For example, (cols=2, desc="111010") describes the following shape:
756
 *
757
 *                  XX
758
 *                  X
759
 *                  X
760
 *
761
 *                  whereas (cols=2,desc="110001") describes
762
 *
763
 *                  XX
764
 *
765
 *                   X
766
 *                  </pre>
767
 *                  </p>
768
 * @param frontOnly Only create the front wall or side and back as well?
769
 */
770
   public GridCubes(int cols, String desc, boolean frontOnly)
771
      {
772
      super(frontOnly ? 0.0f:1.0f/cols);
773
      prepareDataStructures(cols,desc,frontOnly);
774
      build(frontOnly);
775
      }
776

  
777
///////////////////////////////////////////////////////////////////////////////////////////////////
778
/**
779
 * Creates a full, hole-less underlying grid of vertices, normals, texture coords and colors.
780
 *
781
 * @param cols      Number of columns.
782
 * @param rows      Number of rows.
783
 * @param frontOnly Only create the front wall or side and back as well?
784
 */
785
   public GridCubes(int cols, int rows, boolean frontOnly)
786
      {
787
      super(frontOnly ? 0.0f:1.0f/cols);
788
      prepareDataStructures(cols,rows,frontOnly);
789
      build(frontOnly);
790
      }
791
   }
792
///////////////////////////////////////////////////////////////////////////////////////////////////
793

  
src/main/java/org/distorted/library/GridFlat.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.library;
21

  
22
import java.nio.ByteBuffer;
23
import java.nio.ByteOrder;
24

  
25
///////////////////////////////////////////////////////////////////////////////////////////////////
26
/**
27
 * Create a flat, rectangular Grid.
28
 * <p>
29
 * Perfect if you just want to display a flat Texture. If you are not planning to apply any VERTEX
30
 * effects to it, use GridFlat(1,1), i.e. a Quad. Otherwise, create more vertices for more realistic effects!
31
 */
32
public class GridFlat extends GridObject
33
  {
34
  private int mCols, mRows;
35
  private int remainingVert;
36

  
37
///////////////////////////////////////////////////////////////////////////////////////////////////
38
// Create a flat, full grid.
39

  
40
   private void computeNumberOfVertices(int cols, int rows)
41
     {
42
     mRows=rows;
43
     mCols=cols;
44

  
45
     if( cols==1 && rows==1 )
46
       {
47
       dataLength = 4;
48
       }
49
     else
50
       {
51
       dataLength = 2*( mRows*mCols +2*mRows - 1) +2*(mCols>=2 ? mRows:0) +
52
                    (mCols>=2 && mRows>=2 ? 2*mRows-2 : 1);
53
       }
54

  
55
     //android.util.Log.e("BITMAP","vertices="+dataLength+" rows="+mRows+" cols="+mCols);
56

  
57
     remainingVert = dataLength;
58
     }
59

  
60

  
61
///////////////////////////////////////////////////////////////////////////////////////////////////
62

  
63
   private int addVertex(int vertex, int col, int row, float[] position, float[] normal, float[] texture)
64
     {
65
     remainingVert--;
66

  
67
     float x= (float)col/mCols;
68
     float y= (float)row/mRows;
69

  
70
     position[3*vertex  ] = x-0.5f;
71
     position[3*vertex+1] = 0.5f-y;
72
     position[3*vertex+2] = 0;
73

  
74
     texture[2*vertex  ]  = x;
75
     texture[2*vertex+1]  = 1.0f-y;
76

  
77
     normal[3*vertex  ]   = 0.0f;
78
     normal[3*vertex+1]   = 0.0f;
79
     normal[3*vertex+2]   = 1.0f;
80

  
81
     return vertex+1;
82
     }
83
///////////////////////////////////////////////////////////////////////////////////////////////////
84

  
85
   private int repeatLast(int vertex, float[] position, float[] normal, float[] texture)
86
     {
87
     remainingVert--;
88

  
89
     //android.util.Log.e("BITMAP", "repeating last vertex!");
90

  
91
     if( vertex>0 )
92
       {
93
       position[3*vertex  ] = position[3*vertex-3];
94
       position[3*vertex+1] = position[3*vertex-2];
95
       position[3*vertex+2] = position[3*vertex-1];
96

  
97
       normal[3*vertex  ]   = normal[3*vertex-3];
98
       normal[3*vertex+1]   = normal[3*vertex-2];
99
       normal[3*vertex+2]   = normal[3*vertex-1];
100

  
101
       texture[2*vertex  ]  = texture[2*vertex-2];
102
       texture[2*vertex+1]  = texture[2*vertex-1];
103

  
104
       vertex++;
105
       }
106

  
107
     return vertex;
108
     }
109

  
110
///////////////////////////////////////////////////////////////////////////////////////////////////
111

  
112
   private void buildGrid(float[] position, float[] normal, float[] texture)
113
     {
114
     boolean lastBlockIsNE = false;
115
     boolean currentBlockIsNE;
116
     int vertex = 0;
117

  
118
     //android.util.Log.d("BITMAP", "buildGrid");
119

  
120
     for(int row=0; row<mRows; row++)
121
       {
122
       for(int col=0; col<mCols; col++)
123
         {
124
         currentBlockIsNE = (2*row<=mRows-1)^(2*col<=mCols-1);
125

  
126
         if( col==0 || (lastBlockIsNE^currentBlockIsNE) )
127
           {
128
           if( row!=0 && col==0 ) vertex = repeatLast(vertex,position,normal,texture);
129
           vertex= addVertex( vertex, col, row+(currentBlockIsNE?0:1), position, normal, texture);
130
           if( row!=0 && col==0 ) vertex = repeatLast(vertex,position,normal,texture);
131
           if( lastBlockIsNE^currentBlockIsNE)  vertex = repeatLast(vertex,position,normal,texture);
132
           vertex= addVertex( vertex, col, row+(currentBlockIsNE?1:0), position, normal, texture);
133
           }
134
         vertex= addVertex( vertex, col+1, row+(currentBlockIsNE?0:1), position, normal, texture);
135
         vertex= addVertex( vertex, col+1, row+(currentBlockIsNE?1:0), position, normal, texture);
136

  
137
         lastBlockIsNE = currentBlockIsNE;
138
         }
139
       }
140

  
141
     //android.util.Log.d("BITMAP", "buildGrid done");
142
     }
143

  
144
///////////////////////////////////////////////////////////////////////////////////////////////////
145
/*
146
   private static String debug(float[] val, int stop)
147
     {
148
     String ret="";
149

  
150
     for(int i=0; i<val.length; i++)
151
        {
152
        if( i%stop==0 ) ret+="\n";
153
        ret+=(" "+val[i]);
154
        }
155

  
156
     return ret;
157
     }
158
*/
159
///////////////////////////////////////////////////////////////////////////////////////////////////
160
// PUBLIC API
161
///////////////////////////////////////////////////////////////////////////////////////////////////
162
/**
163
 * Creates the underlying grid of vertices, normals and texture coords.
164
 *
165
 * @param cols Number of columns in the grid.
166
 * @param rows Number of rows in the grid.
167
 */
168
   public GridFlat(int cols, int rows)
169
      {
170
      super(0.0f);
171
      computeNumberOfVertices(cols,rows);
172

  
173
      float[] positionData= new float[POSITION_DATA_SIZE*dataLength];
174
      float[] normalData  = new float[NORMAL_DATA_SIZE  *dataLength];
175
      float[] textureData = new float[TEX_DATA_SIZE     *dataLength];
176

  
177
      buildGrid(positionData,normalData,textureData);
178

  
179
      //android.util.Log.e("CUBES","dataLen="+dataLength);
180
      //android.util.Log.d("CUBES", "position: "+debug(positionData,3) );
181
      //android.util.Log.d("CUBES", "normal: "  +debug(  normalData,3) );
182
      //android.util.Log.d("CUBES", "texture: " +debug( textureData,2) );
183

  
184
      if( remainingVert!=0 )
185
        android.util.Log.d("BITMAP", "remainingVert " +remainingVert );
186

  
187
      mGridPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
188
      mGridPositions.put(positionData).position(0);
189

  
190
      mGridNormals = ByteBuffer.allocateDirect(NORMAL_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
191
      mGridNormals.put(normalData).position(0);
192

  
193
      mGridTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
194
      mGridTexture.put(textureData).position(0);
195
      }
196
  }
src/main/java/org/distorted/library/GridObject.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.library;
21

  
22
import java.nio.FloatBuffer;
23

  
24
import android.opengl.GLES20;
25

  
26
///////////////////////////////////////////////////////////////////////////////////////////////////
27
/**
28
 * Abstract class which represents a Grid, ie 3 arrays of Vertex attributes: 1) positions
29
 * 2) normals 3) texture coordinates.
30
 * <p>
31
 * If you want to render to a particular shape, extend from here, construct the three FloatBuffers and
32
 * provide correct dataLength, i.e. the number of vertices.
33
 */
34
public abstract class GridObject
35
   {
36
   protected static final int BYTES_PER_FLOAT   = 4; //
37
   protected static final int POSITION_DATA_SIZE= 3; // Size of the position data in elements
38
   protected static final int NORMAL_DATA_SIZE  = 3; // Size of the normal data in elements.
39
   protected static final int TEX_DATA_SIZE     = 2; // Size of the texture coordinate data in elements. 
40

  
41
   protected int dataLength;
42
   protected FloatBuffer mGridPositions,mGridNormals,mGridTexture;
43

  
44
   final float zFactor; // strange workaround for the fact that we need to somehow store the 'depth'
45
                        // of the Grid. Used in DistortedEffects. See DistortedTexture.getDepth().
46

  
47
///////////////////////////////////////////////////////////////////////////////////////////////////
48

  
49
   GridObject(float factor)
50
     {
51
     zFactor = factor;
52
     }
53

  
54
///////////////////////////////////////////////////////////////////////////////////////////////////
55

  
56
   void draw()
57
     { 
58
     GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mGridPositions);
59
     GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[1], NORMAL_DATA_SIZE  , GLES20.GL_FLOAT, false, 0, mGridNormals  );
60
     GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[2], TEX_DATA_SIZE     , GLES20.GL_FLOAT, false, 0, mGridTexture  );
61

  
62
     GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, dataLength); 
63
     }
64
   }
65

  
66
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/MeshCubes.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.library;
21

  
22
import java.nio.ByteBuffer;
23
import java.nio.ByteOrder;
24
import java.util.ArrayList;
25

  
26
///////////////////////////////////////////////////////////////////////////////////////////////////
27
/**
28
 * Create a 3D grid composed of Cubes.
29
 * <p>
30
 * Any subset of a MxNx1 cuboid is possible.
31
 */
32
public class MeshCubes extends MeshObject
33
   {
34
   private static final float R = 0.0f;//0.2f;
35
   private static final float FRONTZ = 0.5f;
36
   private static final float BACKZ  =-0.5f;
37
   
38
   private static final int NORTH = 0;
39
   private static final int WEST  = 1;
40
   private static final int EAST  = 2;
41
   private static final int SOUTH = 3;
42

  
43
   private static final boolean BACK  = true;
44
   private static final boolean FRONT = false;
45
   private static final boolean UPPER = false;
46
   private static final boolean LOWER = true;
47
   
48
   private static final float[] mNormalX = new float[4];
49
   private static final float[] mNormalY = new float[4];
50
   private static final float[] mNormalZ = new float[4];
51

  
52
   private class Edge
53
     {
54
     final int side; 
55
     final int row;
56
     final int col;
57
     
58
     Edge(int s, int r, int c)
59
       {
60
       side= s; 
61
       row = r;
62
       col = c;
63
       }
64
     }
65
   
66
   private int mCols, mRows;
67
   private short[][] mCubes;
68
   private ArrayList<Edge> mEdges = new ArrayList<>();
69

  
70
   private int remainingVert;
71
   private int mSideBends;
72
   private int mEdgeNum;
73
   private int mSideWalls;
74

  
75
///////////////////////////////////////////////////////////////////////////////////////////////////
76
// a Block is split into two triangles along the NE-SW line iff it is in the top-right
77
// or bottom-left quadrant of the grid.
78

  
79
   private boolean isNE(int row,int col)
80
     {
81
     return ( (2*row<mRows)^(2*col<mCols) );
82
     }
83

  
84
///////////////////////////////////////////////////////////////////////////////////////////////////
85
// return the number of vertices our grid will contain
86

  
87
   private int computeDataLength(boolean frontOnly)
88
      {
89
      int frontWalls=0, frontSegments=0, triangleShifts=0, windingShifts=0;
90
      int shiftCol = (mCols-1)/2;
91

  
92
      boolean lastBlockIsNE=false;
93
      boolean thisBlockIsNE;        // the block we are currently looking at is split into
94
                                    // two triangles along the NE-SW line (rather than NW-SE)
95
      for(int row=0; row<mRows; row++)
96
        {
97
        if( mCols>=2 && (mCubes[row][shiftCol]%2 == 1) && (mCubes[row][shiftCol+1]%2 == 1) ) triangleShifts++;
98

  
99
        for(int col=0; col<mCols; col++)
100
          {
101
          if( mCubes[row][col]%2 == 1 )  // land
102
            {
103
            thisBlockIsNE = isNE(row,col);
104
            if( thisBlockIsNE^lastBlockIsNE ) windingShifts++;
105
            lastBlockIsNE = thisBlockIsNE;
106
            frontWalls++;
107
            if( col==mCols-1 || mCubes[row][col+1]%2 == 0 ) frontSegments++;
108
            }
109
          }
110
        }
111

  
112
      int frontVert = 2*( frontWalls + 2*frontSegments - 1) +2*triangleShifts + windingShifts;
113
      int sideVert  = 2*( mSideWalls + mSideBends + mEdgeNum -1);
114
      int firstWinding= (!frontOnly && (frontVert+1)%2==1 ) ? 1:0;
115
      int dataL = frontOnly ? frontVert : (frontVert+1) +firstWinding+ (1+sideVert+1) + (1+frontVert);
116
/*
117
      android.util.Log.e("CUBES","triangleShifts="+triangleShifts+" windingShifts="+windingShifts+" winding1="+firstWinding+" frontVert="+frontVert+" sideVert="+sideVert);
118
      android.util.Log.e("CUBES", "frontW="+frontWalls+" fSegments="+frontSegments+" sWalls="+mSideWalls+" sSegments="+mEdgeNum+" sideBends="+mSideBends+" dataLen="+dataL );
119
*/
120
      return dataL<0 ? 0:dataL;
121
      }
122

  
123
///////////////////////////////////////////////////////////////////////////////////////////////////
124
/*
125
   private static String debug(short[] val)
126
     {
127
     String ret="";j
128
     
129
     for(int i=0; i<val.length; i++) ret+=(" "+val[i]); 
130
     
131
     return ret;
132
     }
133
*/
134
///////////////////////////////////////////////////////////////////////////////////////////////////
135
/*
136
   private static String debug(float[] val, int stop)
137
     {
138
     String ret="";
139

  
140
     for(int i=0; i<val.length; i++) 
141
        {
142
        if( i%stop==0 ) ret+="\n";
143
        ret+=(" "+val[i]);
144
        }
145

  
146
     return ret;
147
     }
148
*/  
149
///////////////////////////////////////////////////////////////////////////////////////////////////
150
/*
151
   private static String debug(Edge e)
152
     {
153
     String d = "";
154
     
155
     switch(e.side)
156
       {
157
       case NORTH: d+="NORTH "; break;
158
       case SOUTH: d+="SOUTH "; break;
159
       case WEST : d+="WEST  "; break;
160
       case EAST : d+="EAST  "; break;
161
       }
162
     
163
     d+=("("+e.row+","+e.col+")");
164
     
165
     return d;
166
     }   
167
*/
168
///////////////////////////////////////////////////////////////////////////////////////////////////
169

  
170
   private void prepareDataStructures(int cols, String desc, boolean frontOnly)
171
     {
172
     mRows     =0;
173
     mCols     =0;
174
     dataLength=0;
175
     
176
     if( cols>0 && desc.contains("1") )
177
       {
178
       mCols = cols;
179
       mRows = desc.length()/cols;
180

  
181
       mCubes = new short[mRows][mCols];
182
       
183
       for(int j=0; j<mCols; j++)
184
         for(int i=0; i<mRows; i++)
185
           mCubes[i][j] = (short)(desc.charAt(i*mCols+j) == '1' ? 1:0);
186
       
187
       markRegions();
188
       dataLength = computeDataLength(frontOnly);
189

  
190
       remainingVert = dataLength;
191
       }
192
     }
193

  
194
///////////////////////////////////////////////////////////////////////////////////////////////////
195
// full grid
196

  
197
   private void prepareDataStructures(int cols, int rows, boolean frontOnly)
198
     {
199
     mRows     =rows;
200
     mCols     =cols;
201
     dataLength=   0;
202

  
203
     if( cols>0 && rows>0 )
204
       {
205
       mCubes = new short[mRows][mCols];
206

  
207
       for(int j=0; j<mCols; j++)
208
         for(int i=0; i<mRows; i++)
209
           mCubes[i][j] = (short)1;
210

  
211
       markRegions();
212
       dataLength = computeDataLength(frontOnly);
213

  
214
       remainingVert = dataLength;
215
       }
216
     }
217

  
218
///////////////////////////////////////////////////////////////////////////////////////////////////
219
// Mark all the 'regions' of our grid  - i.e. separate pieces of 'land' (connected blocks that will 
220
// be rendered) and 'water' (connected holes in between) with integers. Each connected block of land
221
// gets a unique odd integer, each connected block of water a unique even integer.
222
//
223
// Water on the edges of the grid is also considered connected to itself!   
224
//   
225
// This function also creates a list of 'Edges'. Each Edge is a data structure from which later on we
226
// will start building the side walls of each connected block of land (and sides of holes of water
227
// inside). Each Edge needs to point from Land to Water (thus the '(SOUTH,i-1,j)' below) - otherwise
228
// later on setting up normal vectors wouldn't work.
229
   
230
   private void markRegions()
231
     {
232
     int i, j, numWater=1, numLand=0;
233
     
234
     for(i=0; i<mRows;i++) if( mCubes[      i][      0]==0 ) markRegion((short)2,      i,       0);
235
     for(i=0; i<mRows;i++) if( mCubes[      i][mCols-1]==0 ) markRegion((short)2,      i, mCols-1);
236
     for(i=0; i<mCols;i++) if( mCubes[0      ][      i]==0 ) markRegion((short)2,      0,       i);
237
     for(i=0; i<mCols;i++) if( mCubes[mRows-1][      i]==0 ) markRegion((short)2,mRows-1,       i);
238
           
239
     for(i=0; i<mRows; i++)
240
        for(j=0; j<mCols; j++)
241
           {
242
           if( mCubes[i][j] == 0 ) { numWater++; markRegion( (short)(2*numWater ),i,j); mEdges.add(new Edge(SOUTH,i-1,j)); }
243
           if( mCubes[i][j] == 1 ) { numLand ++; markRegion( (short)(2*numLand+1),i,j); mEdges.add(new Edge(NORTH,i  ,j)); }
244
           }
245
     
246
     // now we potentially need to kick out some Edges . Otherwise the following does not work:
247
     //
248
     // 0 1 0
249
     // 1 0 1
250
     // 0 1 0
251
     
252
     mEdgeNum= mEdges.size();
253
     int initCol, initRow, initSide, lastSide;
254
     Edge e1,e2;
255
     
256
     for(i=0; i<mEdgeNum; i++)
257
       {
258
       e1 = mEdges.get(i);
259
       initRow= e1.row;
260
       initCol= e1.col;
261
       initSide=e1.side;
262

  
263
       do
264
         {
265
         //android.util.Log.d("CUBES", "checking edge "+debug(e1));
266

  
267
         mSideWalls++;
268

  
269
         if( e1.side==NORTH || e1.side==SOUTH )
270
           {
271
           for(j=i+1;j<mEdgeNum;j++)
272
             {
273
             e2 = mEdges.get(j);
274

  
275
             if( e2.side==e1.side && e2.row==e1.row && e2.col==e1.col )
276
               {
277
               mEdges.remove(j);
278
               mEdgeNum--;
279
               j--;
280

  
281
               //android.util.Log.e("CUBES", "removing edge "+debug(e2));
282
               }
283
             }
284
           }
285

  
286
         lastSide = e1.side;
287
         e1 = getNextEdge(e1);
288
         if( e1.side!=lastSide ) mSideBends++;
289
         }
290
       while( e1.col!=initCol || e1.row!=initRow || e1.side!=initSide );
291
       }
292
     }
293

  
294
///////////////////////////////////////////////////////////////////////////////////////////////////
295
// when calling, make sure that newVal != val
296
   
297
   private void markRegion(short newVal, int row, int col)
298
     {
299
     short val = mCubes[row][col];
300
     mCubes[row][col] = newVal;
301
     
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