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library / src / main / java / org / distorted / library / effectqueue / EffectQueueVertex.java @ 2b7d2abb

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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.effectqueue;
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import android.opengl.GLES30;
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import org.distorted.library.effect.EffectType;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.message.EffectMessageSender;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used in Meshes)
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 *
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 * @y.exclude
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 */
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public class EffectQueueVertex extends EffectQueue
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  {
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  private static final int NUM_FLOAT_UNIFORMS = VertexEffect.NUM_FLOAT_UNIFORMS;
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  private static final int NUM_INT_UNIFORMS   = VertexEffect.NUM_INT_UNIFORMS;
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  private static final boolean USE_UBO        = true;
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  private static final int INDEX = EffectType.VERTEX.ordinal();
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  private final static int[] mNumEffectsH  = new int[MAIN_VARIANTS];
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  private final static int[] mInflateH     = new int[MAIN_VARIANTS];
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  private final static int[] mIntBlockIndex= new int[MAIN_VARIANTS];
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  private final static int[] mFloBlockIndex= new int[MAIN_VARIANTS];
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public EffectQueueVertex()
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    { 
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    super(NUM_FLOAT_UNIFORMS, NUM_INT_UNIFORMS, USE_UBO, INDEX);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public EffectQueueVertex(EffectQueueVertex source)
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    {
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    super(source);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void uniforms(int mProgramH, int variant)
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    {
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    mNumEffectsH[variant]   = GLES30.glGetUniformLocation  ( mProgramH, "vNumEffects");
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    mInflateH[variant]      = GLES30.glGetUniformLocation  ( mProgramH, "u_Inflate");
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    mIntBlockIndex[variant] = GLES30.glGetUniformBlockIndex( mProgramH, "vUniformProperties");
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    mFloBlockIndex[variant] = GLES30.glGetUniformBlockIndex( mProgramH, "vUniformFloats");
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used in Meshes)
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 *
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 * @y.exclude
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 */
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  public void compute(long currTime)
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    {
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    if( currTime==mTime ) return;
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    if( mTime==0 ) mTime = currTime;
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    if( mNumEffects>0 )
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      {
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      long step = (currTime-mTime);
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      float[] array = mUBF.getBackingArray();
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      for(int i=0; i<mNumEffects; i++)
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        {
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        if( mEffects[i].compute(array, NUM_FLOAT_UNIFORMS*i, currTime, step) )
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          {
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          EffectMessageSender.newMessage(mEffects[i]);
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          }
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        }
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      mUBF.invalidate();
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      }
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    mTime = currTime;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used in Meshes)
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 *
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 * @y.exclude
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 */
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  public void send(float inflate, int programH, int variant)
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    {
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    GLES30.glUniform1i( mNumEffectsH[variant], mNumEffects);
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    GLES30.glUniform1f( mInflateH[variant]   , inflate    );
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    if( mNumEffects>0 )
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      {
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      GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, VERT_INT_UBO_BINDING, mUBI.getIndex());
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      GLES30.glUniformBlockBinding(programH, mIntBlockIndex[variant], VERT_INT_UBO_BINDING);
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      GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, VERT_FLO_UBO_BINDING, mUBF.getIndex());
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      GLES30.glUniformBlockBinding(programH, mFloBlockIndex[variant], VERT_FLO_UBO_BINDING);
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      }
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    }
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  }