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Revision 2aeb75aa

Added by Leszek Koltunski over 4 years ago

Update Myanmar flag.

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src/main/java/org/distorted/library/effect/Effect.java
48 48
  private final static float[] mUnity= new float[MAX_UNITY_DIM*NUM_EFFECTS];
49 49
  private final static int[]   mUnityDim = new int[NUM_EFFECTS];
50 50

  
51
  int mAssociation;
52
  int mComponent;
51
  int mAndAssociation;
52
  int mEquAssociation;
53 53

  
54 54
  static boolean[] mEnabled = new boolean[NUM_EFFECTS];
55 55

  
......
68 68
    mCenterDim = name.getCenterDimension();
69 69
    mRegionDim = name.getRegionDimension();
70 70

  
71
    mAssociation = 0xffffffff;
72
    mComponent   = 0;
71
    mAndAssociation = 0xffffffff;
72
    mEquAssociation = 0;
73 73

  
74 74
    int n = name.ordinal();
75 75
    float[] u = name.getUnity();
......
142 142
 *
143 143
 * @y.exclude
144 144
 */
145
  public int getAssociation()
145
  public int getAndAssociation()
146 146
    {
147
    return mAssociation;
147
    return mAndAssociation;
148 148
    }
149 149

  
150 150
///////////////////////////////////////////////////////////////////////////////////////////////////
......
153 153
 *
154 154
 * @y.exclude
155 155
 */
156
  public int getComponent()
156
  public int getEquAssociation()
157 157
    {
158
    return mComponent;
158
    return mEquAssociation;
159 159
    }
160 160

  
161 161
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffect.java
192 192
/**
193 193
 * Set Mesh association.
194 194
 *
195
 * This creates an association between this Vertex Effect and a Component of a Mesh.
196
 * One can set the association of an Effect and of a Component, and the Effect will only be active on
197
 * vertices of Components such that
195
 * This creates an association between a Component of a Mesh and this Vertex Effect.
196
 * One can set two types of associations - an 'logical and' and a 'equal' associations and the Effect
197
 * will only be active on vertices of Components such that
198 198
 *
199
 * (effect assoc) & (component assoc) != 0 || (effect component) == (mesh component)
199
 * (effect andAssoc) & (component andAssoc) != 0 || (effect equAssoc) == (mesh equAssoc)
200 200
 *
201 201
 * (see main_vertex_shader)
202 202
 *
203 203
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
204 204
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
205 205
 */
206
  public void setMeshAssociation(int component, int association)
206
  public void setMeshAssociation(int andAssociation, int equAssociation)
207 207
    {
208
    mComponent   = component;
209
    mAssociation = association;
208
    mAndAssociation = andAssociation;
209
    mEquAssociation = equAssociation;
210 210
    }
211 211
  }
src/main/java/org/distorted/library/effectqueue/EffectQueue.java
51 51
  long[] mCurrentDuration;
52 52
  Effect[] mEffects;
53 53
  int[] mName;
54
  int[] mAssociation;
55
  int[] mComponent;
54
  int[] mAndAssociation;
55
  int[] mEquAssociation;
56 56
  long mTime;
57 57

  
58 58
  private static int[] mMax = new int[EffectType.LENGTH];
......
143 143
        mCurrentDuration = new long[max];
144 144
        mEffects         = new Effect[max];
145 145
        mName            = new int[max];
146
        mAssociation     = new int[max];
147
        mComponent       = new int[max];
146
        mAndAssociation  = new int[max];
147
        mEquAssociation  = new int[max];
148 148
        }
149 149

  
150 150
      for(int i=0; i<mNumEffects; i++ )
......
152 152
        mEffects[i]         = source.mEffects[i];
153 153
        mCurrentDuration[i] = source.mCurrentDuration[i];
154 154
        mName[i]            = source.mName[i];
155
        mAssociation[i]     = source.mAssociation[i];
156
        mComponent[i]       = source.mComponent[i];
155
        mAndAssociation[i]  = source.mAndAssociation[i];
156
        mEquAssociation[i]  = source.mEquAssociation[i];
157 157
        }
158 158
      }
159 159
    }
......
282 282
      mEffects[j]         = mEffects[j+1];
283 283
      mCurrentDuration[j] = mCurrentDuration[j+1];
284 284
      mName[j]            = mName[j+1];
285
      mAssociation[j]     = mAssociation[j+1];
286
      mComponent[j]       = mComponent[j+1];
285
      mAndAssociation[j]  = mAndAssociation[j+1];
286
      mEquAssociation[j]  = mEquAssociation[j+1];
287 287
      }
288 288

  
289 289
    mEffects[mNumEffects] = null;
......
441 441
                       mCurrentDuration = new long[max];
442 442
                       mEffects         = new Effect[max];
443 443
                       mName            = new int[max];
444
                       mAssociation     = new int[max];
445
                       mComponent       = new int[max];
444
                       mAndAssociation  = new int[max];
445
                       mEquAssociation  = new int[max];
446 446
                       }
447 447
                     mCreated = true;
448 448

  
......
453 453

  
454 454
                       if( position==-1 )
455 455
                         {
456
                         mCurrentDuration[mNumEffects] = 0;
457
                         mEffects[mNumEffects]    = job.effect;
458
                         mName[mNumEffects]       = job.effect.getName().ordinal();
459
                         mAssociation[mNumEffects]= job.effect.getAssociation();
460
                         mComponent[mNumEffects]  = job.effect.getComponent();
456
                         mCurrentDuration[mNumEffects]= 0;
457
                         mEffects[mNumEffects]        = job.effect;
458
                         mName[mNumEffects]           = job.effect.getName().ordinal();
459
                         mAndAssociation[mNumEffects] = job.effect.getAndAssociation();
460
                         mEquAssociation[mNumEffects] = job.effect.getEquAssociation();
461 461

  
462 462
                         mNumEffects++;
463 463
                         changed = true;
......
469 469
                           mCurrentDuration[j] = mCurrentDuration[j-1];
470 470
                           mEffects[j]         = mEffects[j-1];
471 471
                           mName[j]            = mName[j-1];
472
                           mAssociation[j]     = mAssociation[j-1];
473
                           mComponent[j]       = mComponent[j-1];
472
                           mAndAssociation[j]  = mAndAssociation[j-1];
473
                           mEquAssociation[j]  = mEquAssociation[j-1];
474 474
                           }
475 475

  
476
                         mCurrentDuration[position] = 0;
477
                         mEffects[position]    = job.effect;
478
                         mName[position]       = job.effect.getName().ordinal();
479
                         mAssociation[position]= job.effect.getAssociation();
480
                         mComponent[position]  = job.effect.getComponent();
476
                         mCurrentDuration[position]= 0;
477
                         mEffects[position]        = job.effect;
478
                         mName[position]           = job.effect.getName().ordinal();
479
                         mAndAssociation[position] = job.effect.getAndAssociation();
480
                         mEquAssociation[position] = job.effect.getEquAssociation();
481 481

  
482 482
                         mNumEffects++;
483 483
                         changed = true;
src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
36 36
  private static final int NUM_UNIFORMS = VertexEffect.NUM_UNIFORMS;
37 37
  private static final int INDEX = EffectType.VERTEX.ordinal();
38 38

  
39
  private static int[] mNumEffectsH = new int[MAIN_VARIANTS];
40
  private static int[] mNameH       = new int[MAIN_VARIANTS];
41
  private static int[] mUniformsH   = new int[MAIN_VARIANTS];
42
  private static int[] mAssociationH= new int[MAIN_VARIANTS];
43
  private static int[] mComponentH  = new int[MAIN_VARIANTS];
44
  private static int[] mInflateH    = new int[MAIN_VARIANTS];
39
  private static int[] mNumEffectsH    = new int[MAIN_VARIANTS];
40
  private static int[] mNameH          = new int[MAIN_VARIANTS];
41
  private static int[] mUniformsH      = new int[MAIN_VARIANTS];
42
  private static int[] mAndAssociationH= new int[MAIN_VARIANTS];
43
  private static int[] mEquAssociationH= new int[MAIN_VARIANTS];
44
  private static int[] mInflateH       = new int[MAIN_VARIANTS];
45 45

  
46 46
///////////////////////////////////////////////////////////////////////////////////////////////////
47 47
   
......
61 61

  
62 62
  static void uniforms(int mProgramH, int variant)
63 63
    {
64
    mNumEffectsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
65
    mNameH[variant]       = GLES30.glGetUniformLocation( mProgramH, "vName");
66
    mUniformsH[variant]   = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
67
    mAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffectAssoc");
68
    mComponentH[variant]  = GLES30.glGetUniformLocation( mProgramH, "vEffectCompo");
69
    mInflateH[variant]    = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
64
    mNumEffectsH[variant]    = GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
65
    mNameH[variant]          = GLES30.glGetUniformLocation( mProgramH, "vName");
66
    mUniformsH[variant]      = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
67
    mAndAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffAndAssoc");
68
    mEquAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffEquAssoc");
69
    mInflateH[variant]       = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
70 70
    }
71 71

  
72 72
///////////////////////////////////////////////////////////////////////////////////////////////////
......
84 84
    for(int i=0; i<mNumEffects; i++)
85 85
      {
86 86
      mCurrentDuration[i] += step;
87
      mAssociation[i] = mEffects[i].getAssociation();
88
      mComponent[i] = mEffects[i].getComponent();
87
      mAndAssociation[i] = mEffects[i].getAndAssociation();
88
      mEquAssociation[i] = mEffects[i].getEquAssociation();
89 89

  
90 90
      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) )
91 91
        {
......
109 109

  
110 110
    if( mNumEffects>0 )
111 111
      {
112
      GLES30.glUniform1iv( mNameH[variant]       ,                 mNumEffects, mName       , 0);
113
      GLES30.glUniform1iv( mAssociationH[variant],                 mNumEffects, mAssociation, 0);
114
      GLES30.glUniform1iv( mComponentH[variant]  ,                 mNumEffects, mComponent  , 0);
115
      GLES30.glUniform4fv( mUniformsH[variant]   ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms   , 0);
112
      GLES30.glUniform1iv( mNameH[variant]          ,                 mNumEffects, mName          , 0);
113
      GLES30.glUniform1iv( mAndAssociationH[variant],                 mNumEffects, mAndAssociation, 0);
114
      GLES30.glUniform1iv( mEquAssociationH[variant],                 mNumEffects, mEquAssociation, 0);
115
      GLES30.glUniform4fv( mUniformsH[variant]      ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms      , 0);
116 116
      }
117 117
    }
118 118
  }
src/main/java/org/distorted/library/mesh/MeshBase.java
80 80
   private float[] mVertAttribs1;             // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ
81 81
   private float[] mVertAttribs2;             // packed: TexS,TexT, Component
82 82
   private float mInflate;
83
   private int[] mAssociation;
83
   private int[] mEquAssociation;
84
   private int[] mAndAssociation;
84 85

  
85 86
   DeferredJobs.JobNode[] mJobNode;
86 87

  
87
   private static int[] mComponentAssociationH = new int[EffectQueue.MAIN_VARIANTS];
88
   private static int[] mEquAssociationH = new int[EffectQueue.MAIN_VARIANTS];
89
   private static int[] mAndAssociationH = new int[EffectQueue.MAIN_VARIANTS];
88 90

  
89 91
   private static class Component
90 92
     {
......
122 124
     mShowNormals= false;
123 125
     mInflate    = 0.0f;
124 126
     mComponent  = new ArrayList<>();
125
     mAssociation= new int[MAX_COMPONENTS];
127
     mEquAssociation= new int[MAX_COMPONENTS];
128
     mAndAssociation= new int[MAX_COMPONENTS];
126 129

  
127 130
     mJobNode = new DeferredJobs.JobNode[1];
128 131

  
129
     for(int i=0; i<MAX_COMPONENTS; i++) mAssociation[i] = DEFAULT_ASSOCIATION;
132
     for(int i=0; i<MAX_COMPONENTS; i++)
133
       {
134
       mAndAssociation[i] = DEFAULT_ASSOCIATION;
135
       mEquAssociation[i] = i;
136
       }
130 137

  
131 138
     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
132 139
     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
......
142 149
     mInflate    = original.mInflate;
143 150
     mNumVertices= original.mNumVertices;
144 151

  
145
     mAssociation= new int[MAX_COMPONENTS];
146
     System.arraycopy(original.mAssociation, 0, mAssociation, 0, MAX_COMPONENTS);
152
     mAndAssociation= new int[MAX_COMPONENTS];
153
     System.arraycopy(original.mAndAssociation, 0, mAndAssociation, 0, MAX_COMPONENTS);
154
     mEquAssociation= new int[MAX_COMPONENTS];
155
     System.arraycopy(original.mEquAssociation, 0, mEquAssociation, 0, MAX_COMPONENTS);
147 156

  
148 157
     if( deep )
149 158
       {
......
270 279

  
271 280
         if( origComponents<MAX_COMPONENTS )
272 281
           {
273
           mAssociation[origComponents] = mesh.mAssociation[j];
282
           mAndAssociation[origComponents] = mesh.mAndAssociation[j];
283
           mEquAssociation[origComponents] = mesh.mEquAssociation[j];
274 284
           origComponents++;
275 285
           }
276 286
         }
......
424 434

  
425 435
   public static void getUniforms(int mProgramH, int variant)
426 436
     {
427
     mComponentAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComponAssoc");
437
     mEquAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComEquAssoc");
438
     mAndAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComAndAssoc");
428 439
     }
429 440

  
430 441
///////////////////////////////////////////////////////////////////////////////////////////////////
......
532 543
 */
533 544
   public void send(int variant)
534 545
     {
535
     GLES30.glUniform1iv( mComponentAssociationH[variant], MAX_COMPONENTS, mAssociation, 0);
546
     GLES30.glUniform1iv( mEquAssociationH[variant], MAX_COMPONENTS, mEquAssociation, 0);
547
     GLES30.glUniform1iv( mAndAssociationH[variant], MAX_COMPONENTS, mAndAssociation, 0);
536 548
     }
537 549

  
538 550
///////////////////////////////////////////////////////////////////////////////////////////////////
......
721 733
 * Set Effect association.
722 734
 *
723 735
 * This creates an association between a Component of this Mesh and a Vertex Effect.
724
 * One can set the association of an Effect and of a Component, and the Effect will only be active on
725
 * vertices of Components such that
736
 * One can set two types of associations - an 'logical and' and a 'equal' associations and the Effect
737
 * will only be active on vertices of Components such that
726 738
 *
727
 * (effect assoc) & (component assoc) != 0 || (effect component) == (mesh component)
739
 * (effect andAssoc) & (component andAssoc) != 0 || (effect equAssoc) == (mesh equAssoc)
728 740
 *
729 741
 * (see main_vertex_shader)
730 742
 *
731 743
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
732 744
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
733 745
 */
734
  public void setEffectAssociation(int component, int association)
746
  public void setEffectAssociation(int component, int andAssociation, int equAssociation)
735 747
    {
736 748
    if( component>=0 && component<MAX_COMPONENTS )
737 749
      {
738
      mAssociation[component] = association;
750
      mAndAssociation[component] = andAssociation;
751
      mEquAssociation[component] = equAssociation;
739 752
      }
740 753
    }
741 754

  
src/main/res/raw/main_vertex_shader.glsl
49 49
uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
50 50
                                     // The first vec4 is the Interpolated values,
51 51
                                     // second vec4: first float - cache, next 3: Center, the third -  the Region.
52
uniform int vEffectAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component.
53
uniform int vEffectCompo[NUM_VERTEX];// Components the vertex effects work on. Likewise used to conneect an effect to a Mesh component.
54
uniform int vComponAssoc[MAX_COMPON];// Associations of the component.
52
uniform int vEffAndAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component.
53
uniform int vEffEquAssoc[NUM_VERTEX];// Components the vertex effects work on. Likewise used to connect an effect to a Mesh component.
54
uniform int vComAndAssoc[MAX_COMPON];// 'logical AND' association of the component.
55
uniform int vComEquAssoc[MAX_COMPON];// 'equal' association of the component.
55 56

  
56 57
//////////////////////////////////////////////////////////////////////////////////////////////
57 58
// HELPER FUNCTIONS
......
110 111

  
111 112
  for(int i=0; i<vNumEffects; i++)
112 113
    {
113
    if( ((vComponAssoc[component] & vEffectAssoc[i]) != 0) || (component == vEffectCompo[i]) )
114
    if( ((vComAndAssoc[component] & vEffAndAssoc[i]) != 0) || (vComEquAssoc[component] == vEffEquAssoc[i]) )
114 115
      {
115 116
      // ENABLED EFFECTS WILL BE INSERTED HERE
116 117

  

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