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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski leszek@koltunski.pl //
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// //
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// This file is part of Distorted. //
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// //
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (at your option) any later version. //
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// //
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// This library 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 GNU //
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// Lesser General Public License for more details. //
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// //
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// You should have received a copy of the GNU Lesser General Public //
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// License along with this library; if not, write to the Free Software //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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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 org.distorted.library.uniformblock.UniformBlockAssociation;
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import org.distorted.library.uniformblock.UniformBlockCenter;
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import java.io.DataOutputStream;
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import java.io.IOException;
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import java.io.DataInputStream;
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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 ASSOC_UBO_BINDING = 3;
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private static final int CENTER_UBO_BINDING = 4;
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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 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 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; // 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; // 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_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 static final int[] mCenterBlockIndex = new int[EffectQueue.MAIN_VARIANTS];
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private static final int[] mAssocBlockIndex = new int[EffectQueue.MAIN_VARIANTS];
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private static final int TEX_COMP_SIZE = 5; // 5 four-byte entities inside the component
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private static boolean mUseCenters;
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private static int mStride;
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private static int mMaxComponents = 100;
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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
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private float[] mVertAttribs2; // packed: TexS,TexT, Component
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private float mInflate;
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private final UniformBlockAssociation mUBA;
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private UniformBlockCenter mUBC;
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private boolean mStrideCorrected;
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DeferredJobs.JobNode[] mJobNode;
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private static class TexComponent
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{
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private int mEndIndex;
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private final 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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mJobNode = new DeferredJobs.JobNode[1];
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mUBA = new UniformBlockAssociation();
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if( mUseCenters ) mUBC = new UniformBlockCenter();
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mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER , GLES30.GL_STATIC_DRAW);
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mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER , GLES30.GL_STATIC_DRAW);
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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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mUBA = new UniformBlockAssociation(original.mUBA);
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if( mUseCenters ) mUBC = new UniformBlockCenter(original.mUBC);
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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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}
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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_DRAW);
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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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}
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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_DRAW);
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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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}
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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 addEmptyTexComponentNow()
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{
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mTexComponent.add(new TexComponent(mNumVertices-1));
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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[] matrixP = new float[16];
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float[] matrixV = 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(matrixP,0);
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Matrix.setIdentityM(matrixV,0);
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effect.compute(uniforms,0,0,0);
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effect.apply(matrixP, matrixV, uniforms, 0);
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for(int comp=0; comp<numComp; comp++)
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{
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start = end+1;
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end = mEffComponent.get(comp);
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if( mUBA.matchesAssociation(comp, andAssoc, equAssoc) )
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{
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applyMatrixToComponent(matrixP, matrixV, 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[] matrixP, float[] matrixV, 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 ] = matrixP[0]*x + matrixP[4]*y + matrixP[ 8]*z + matrixP[12];
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mVertAttribs1[index+POS_ATTRIB+1] = matrixP[1]*x + matrixP[5]*y + matrixP[ 9]*z + matrixP[13];
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mVertAttribs1[index+POS_ATTRIB+2] = matrixP[2]*x + matrixP[6]*y + matrixP[10]*z + matrixP[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 ] = matrixV[0]*x + matrixV[4]*y + matrixV[ 8]*z;
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mVertAttribs1[index+NOR_ATTRIB+1] = matrixV[1]*x + matrixV[5]*y + matrixV[ 9]*z;
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mVertAttribs1[index+NOR_ATTRIB+2] = matrixV[2]*x + matrixV[6]*y + matrixV[10]*z;
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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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float len1 = (float)Math.sqrt(x*x + y*y + z*z);
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if( len1>0.0f )
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{
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mVertAttribs1[index+NOR_ATTRIB ] /= len1;
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mVertAttribs1[index+NOR_ATTRIB+1] /= len1;
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mVertAttribs1[index+NOR_ATTRIB+2] /= len1;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setEffectAssociationNow(int component, int andAssociation, int equAssociation)
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{
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mUBA.setEffectAssociationNow(component, andAssociation, equAssociation);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setComponentCenterNow(int component, float x, float y, float z)
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{
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if( mUBC!=null )
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{
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mUBC.setEffectCenterNow(component, x, y, z);
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}
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}
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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)
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{
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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();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void joinAttribs(MeshBase[] meshes)
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{
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MeshBase mesh;
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TexComponent comp;
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int numMeshes = meshes.length;
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int numVertices,origVertices = mNumVertices;
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int origTexComponents,numTexComponents;
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int origEffComponents=0,numEffComponents;
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if( origVertices>0 )
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{
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origTexComponents = mTexComponent.size();
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mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
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mTexComponent.get(origTexComponents-1).mEndIndex = mNumVertices-1;
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origEffComponents = mEffComponent.size();
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mEffComponent.set(origEffComponents-1,mNumVertices-1);
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}
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for(int i=0; i<numMeshes; i++)
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{
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mesh = meshes[i];
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numTexComponents = mesh.mTexComponent.size();
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numEffComponents = mesh.mEffComponent.size();
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numVertices = mesh.mNumVertices;
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int extraVerticesBefore = mNumVertices==0 ? 0:1;
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int extraVerticesAfter = (i==numMeshes-1) ? 0 : (numVertices%2==1 ? 2:1);
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for(int j=0; j<numTexComponents; j++)
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{
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comp = new TexComponent(mesh.mTexComponent.get(j));
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comp.mEndIndex += (extraVerticesBefore+mNumVertices);
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if( j==numTexComponents-1) comp.mEndIndex += extraVerticesAfter;
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mTexComponent.add(comp);
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}
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for(int j=0; j<numEffComponents; j++)
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{
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int index = mesh.mEffComponent.get(j);
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index += (extraVerticesBefore+mNumVertices);
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if( j==numEffComponents-1 ) index += extraVerticesAfter;
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mEffComponent.add(index);
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401
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if( origEffComponents<mMaxComponents )
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{
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mUBA.copy(origEffComponents, mesh.mUBA, j);
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if( mUseCenters ) mUBC.copy(origEffComponents, mesh.mUBC, j);
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origEffComponents++;
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407
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}
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}
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409
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mNumVertices += (extraVerticesBefore+numVertices+extraVerticesAfter);
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411
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}
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412
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float[] newAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
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float[] newAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
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numVertices = origVertices;
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417
|
if( origVertices>0 )
|
418
|
{
|
419
|
System.arraycopy(mVertAttribs1, 0, newAttribs1, 0, VERT1_ATTRIBS*numVertices);
|
420
|
System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS );
|
421
|
System.arraycopy(mVertAttribs2, 0, newAttribs2, 0, VERT2_ATTRIBS*numVertices);
|
422
|
System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS );
|
423
|
origVertices++;
|
424
|
|
425
|
if( numVertices%2==1 )
|
426
|
{
|
427
|
System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
|
428
|
System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
|
429
|
origVertices++;
|
430
|
}
|
431
|
}
|
432
|
|
433
|
for(int i=0; i<numMeshes; i++)
|
434
|
{
|
435
|
mesh = meshes[i];
|
436
|
numVertices = mesh.mNumVertices;
|
437
|
|
438
|
if( origVertices>0 )
|
439
|
{
|
440
|
System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
|
441
|
System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
|
442
|
origVertices++;
|
443
|
}
|
444
|
System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
|
445
|
System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
|
446
|
origVertices+=numVertices;
|
447
|
|
448
|
if( i<numMeshes-1 )
|
449
|
{
|
450
|
System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
|
451
|
System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
|
452
|
origVertices++;
|
453
|
|
454
|
if( numVertices%2==1 )
|
455
|
{
|
456
|
System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
|
457
|
System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
|
458
|
origVertices++;
|
459
|
}
|
460
|
}
|
461
|
}
|
462
|
|
463
|
if( origVertices!=mNumVertices )
|
464
|
{
|
465
|
android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
|
466
|
}
|
467
|
|
468
|
int endIndex, index=0, numEffComp = mEffComponent.size();
|
469
|
|
470
|
for(int component=0; component<numEffComp; component++)
|
471
|
{
|
472
|
endIndex = mEffComponent.get(component);
|
473
|
|
474
|
for( ; index<=endIndex; index++) newAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = component;
|
475
|
}
|
476
|
|
477
|
mVertAttribs1 = newAttribs1;
|
478
|
mVertAttribs2 = newAttribs2;
|
479
|
mVBO1.invalidate();
|
480
|
mVBO2.invalidate();
|
481
|
}
|
482
|
|
483
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
484
|
// called from MeshJoined
|
485
|
|
486
|
void join(MeshBase[] meshes)
|
487
|
{
|
488
|
boolean immediateJoin = true;
|
489
|
|
490
|
for (MeshBase mesh : meshes)
|
491
|
{
|
492
|
if (mesh.mJobNode[0] != null)
|
493
|
{
|
494
|
immediateJoin = false;
|
495
|
break;
|
496
|
}
|
497
|
}
|
498
|
|
499
|
if( immediateJoin ) joinAttribs(meshes);
|
500
|
else mJobNode[0] = DeferredJobs.join(this,meshes);
|
501
|
}
|
502
|
|
503
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
504
|
|
505
|
void textureMap(Static4D[] maps, int startComponent)
|
506
|
{
|
507
|
int num_comp = mTexComponent.size();
|
508
|
if( startComponent>num_comp ) return;
|
509
|
|
510
|
int num_maps = maps.length;
|
511
|
int min = Math.min(num_comp-startComponent, num_maps);
|
512
|
int vertex = startComponent>0 ? mTexComponent.get(startComponent-1).mEndIndex+1 : 0;
|
513
|
Static4D newMap, oldMap;
|
514
|
TexComponent comp;
|
515
|
float newW, newH, ratW, ratH, movX, movY;
|
516
|
|
517
|
for(int i=0; i<min; i++)
|
518
|
{
|
519
|
newMap = maps[i];
|
520
|
comp = mTexComponent.get(i+startComponent);
|
521
|
|
522
|
if( newMap!=null )
|
523
|
{
|
524
|
newW = newMap.get2();
|
525
|
newH = newMap.get3();
|
526
|
|
527
|
if( newW!=0.0f && newH!=0.0f )
|
528
|
{
|
529
|
oldMap = comp.mTextureMap;
|
530
|
ratW = newW/oldMap.get2();
|
531
|
ratH = newH/oldMap.get3();
|
532
|
movX = newMap.get0() - ratW*oldMap.get0();
|
533
|
movY = newMap.get1() - ratH*oldMap.get1();
|
534
|
|
535
|
for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
|
536
|
{
|
537
|
mVertAttribs2[index ] = ratW*mVertAttribs2[index ] + movX;
|
538
|
mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
|
539
|
}
|
540
|
comp.setMap(newMap);
|
541
|
}
|
542
|
}
|
543
|
|
544
|
vertex= comp.mEndIndex+1;
|
545
|
}
|
546
|
|
547
|
mVBO2.invalidate();
|
548
|
}
|
549
|
|
550
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
551
|
/**
|
552
|
* Are we going to need per-component centers (needed for correct postprocessing of concave meshes)
|
553
|
* Switching this on allocates 16*MAX_EFFECT_COMPONENTS bytes for uniforms in the vertex shader.
|
554
|
*/
|
555
|
public static void setUseCenters()
|
556
|
{
|
557
|
mUseCenters = true;
|
558
|
}
|
559
|
|
560
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
561
|
/**
|
562
|
* Are we using per-component centers?
|
563
|
*/
|
564
|
public static boolean getUseCenters()
|
565
|
{
|
566
|
return mUseCenters;
|
567
|
}
|
568
|
|
569
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
570
|
|
571
|
public static int getMaxEffComponents()
|
572
|
{
|
573
|
return mMaxComponents;
|
574
|
}
|
575
|
|
576
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
577
|
/**
|
578
|
* How many mesh components are we going to need? Call before compilation of the shaders.
|
579
|
*/
|
580
|
public static void setMaxEffComponents(int max)
|
581
|
{
|
582
|
mMaxComponents = max;
|
583
|
}
|
584
|
|
585
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
586
|
|
587
|
public static void getUniforms(int programH, int variant)
|
588
|
{
|
589
|
mCenterBlockIndex[variant]= GLES30.glGetUniformBlockIndex(programH, "componentCenter");
|
590
|
mAssocBlockIndex[variant] = GLES30.glGetUniformBlockIndex(programH, "componentAssociation");
|
591
|
|
592
|
if( mStride==0 )
|
593
|
{
|
594
|
String[] uniformNames = { "vComAssoc" };
|
595
|
int[] indices = new int[1];
|
596
|
int[] params = new int[1];
|
597
|
|
598
|
GLES30.glGetUniformIndices(programH, uniformNames, indices, 0);
|
599
|
GLES30.glGetActiveUniformsiv( programH, 1, indices, 0, GLES30.GL_UNIFORM_ARRAY_STRIDE, params,0 );
|
600
|
|
601
|
mStride = params[0]/4;
|
602
|
}
|
603
|
}
|
604
|
|
605
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
606
|
/**
|
607
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
608
|
*
|
609
|
* @y.exclude
|
610
|
*/
|
611
|
public void copyTransformToVertex()
|
612
|
{
|
613
|
ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
|
614
|
TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
|
615
|
if( buffer!=null )
|
616
|
{
|
617
|
FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
|
618
|
feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
|
619
|
mVBO1.updateFloat(mVertAttribs1);
|
620
|
}
|
621
|
else
|
622
|
{
|
623
|
int error = GLES30.glGetError();
|
624
|
Log.e("mesh", "failed to map tf buffer, error="+error);
|
625
|
}
|
626
|
|
627
|
GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER);
|
628
|
}
|
629
|
|
630
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
631
|
/**
|
632
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
633
|
*
|
634
|
* @y.exclude
|
635
|
*/
|
636
|
public void debug()
|
637
|
{
|
638
|
if( mJobNode[0]!=null )
|
639
|
{
|
640
|
mJobNode[0].print(0);
|
641
|
}
|
642
|
else
|
643
|
{
|
644
|
android.util.Log.e("mesh", "JobNode null");
|
645
|
}
|
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 printTexComponent(int comp)
|
655
|
{
|
656
|
if( comp>=0 && comp<getNumTexComponents() )
|
657
|
{
|
658
|
int beg = comp>0 ? mTexComponent.get(comp-1).mEndIndex+1 : 0;
|
659
|
int end = mTexComponent.get(comp).mEndIndex;
|
660
|
StringBuilder sb = new StringBuilder();
|
661
|
|
662
|
for( int vert=beg; vert<=end; vert++)
|
663
|
{
|
664
|
sb.append('(');
|
665
|
sb.append(mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB ]);
|
666
|
sb.append(',');
|
667
|
sb.append(mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+1]);
|
668
|
sb.append(',');
|
669
|
sb.append(mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+2]);
|
670
|
sb.append(") ");
|
671
|
}
|
672
|
|
673
|
Log.d("mesh", sb.toString() );
|
674
|
}
|
675
|
}
|
676
|
|
677
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
678
|
/**
|
679
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
680
|
*
|
681
|
* @y.exclude
|
682
|
*/
|
683
|
public void printPos()
|
684
|
{
|
685
|
StringBuilder sb = new StringBuilder();
|
686
|
|
687
|
for(int i=0; i<mNumVertices; i++)
|
688
|
{
|
689
|
sb.append('(');
|
690
|
sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB ]);
|
691
|
sb.append(',');
|
692
|
sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+1]);
|
693
|
sb.append(',');
|
694
|
sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+2]);
|
695
|
sb.append(") ");
|
696
|
}
|
697
|
Log.d("mesh", sb.toString());
|
698
|
}
|
699
|
|
700
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
701
|
/**
|
702
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
703
|
*
|
704
|
* @y.exclude
|
705
|
*/
|
706
|
public void printCom()
|
707
|
{
|
708
|
StringBuilder sb = new StringBuilder();
|
709
|
|
710
|
for(int i=0; i<mNumVertices; i++)
|
711
|
{
|
712
|
sb.append(mVertAttribs2[VERT2_ATTRIBS*i+COM_ATTRIB]);
|
713
|
sb.append(' ');
|
714
|
}
|
715
|
|
716
|
Log.d("mesh", sb.toString());
|
717
|
}
|
718
|
|
719
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
720
|
/**
|
721
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
722
|
*
|
723
|
* @y.exclude
|
724
|
*/
|
725
|
public void printTex()
|
726
|
{
|
727
|
int vert=0;
|
728
|
int num = getNumTexComponents();
|
729
|
StringBuilder sb = new StringBuilder();
|
730
|
sb.append("tex components: ").append(num);
|
731
|
|
732
|
for(int i=0; i<num; i++)
|
733
|
{
|
734
|
int end = mTexComponent.get(i).mEndIndex;
|
735
|
sb.append("\n");
|
736
|
|
737
|
for( ; vert<=end; vert++)
|
738
|
{
|
739
|
sb.append(' ');
|
740
|
sb.append('(');
|
741
|
sb.append(mVertAttribs2[VERT2_ATTRIBS*vert+TEX_ATTRIB]);
|
742
|
sb.append(',');
|
743
|
sb.append(mVertAttribs2[VERT2_ATTRIBS*vert+TEX_ATTRIB+1]);
|
744
|
sb.append(')');
|
745
|
}
|
746
|
}
|
747
|
|
748
|
Log.d("mesh", sb.toString());
|
749
|
}
|
750
|
|
751
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
752
|
/**
|
753
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
754
|
*
|
755
|
* @y.exclude
|
756
|
*/
|
757
|
public int getTFO()
|
758
|
{
|
759
|
return mTFO.createImmediatelyFloat(mNumVertices*TRAN_SIZE, null);
|
760
|
}
|
761
|
|
762
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
763
|
/**
|
764
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
765
|
*
|
766
|
* @y.exclude
|
767
|
*/
|
768
|
public int getNumVertices()
|
769
|
{
|
770
|
return mNumVertices;
|
771
|
}
|
772
|
|
773
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
774
|
/**
|
775
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
776
|
*
|
777
|
* @y.exclude
|
778
|
*/
|
779
|
public void send(int programH, int variant)
|
780
|
{
|
781
|
if( !mStrideCorrected )
|
782
|
{
|
783
|
mStrideCorrected = true;
|
784
|
mUBA.correctStride(mStride);
|
785
|
}
|
786
|
|
787
|
int indexA = mUBA.getIndex();
|
788
|
GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, ASSOC_UBO_BINDING, indexA);
|
789
|
GLES30.glUniformBlockBinding(programH, mAssocBlockIndex[variant], ASSOC_UBO_BINDING);
|
790
|
|
791
|
if( mUseCenters )
|
792
|
{
|
793
|
int indexC = mUBC.getIndex();
|
794
|
GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, CENTER_UBO_BINDING, indexC);
|
795
|
GLES30.glUniformBlockBinding(programH, mCenterBlockIndex[variant], CENTER_UBO_BINDING);
|
796
|
}
|
797
|
}
|
798
|
|
799
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
800
|
/**
|
801
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
802
|
*
|
803
|
* @y.exclude
|
804
|
*/
|
805
|
public void bindVertexAttribs(DistortedProgram program)
|
806
|
{
|
807
|
if( mJobNode[0]!=null )
|
808
|
{
|
809
|
mJobNode[0].execute(); // this will set itself to null
|
810
|
}
|
811
|
|
812
|
int index1 = mVBO1.createImmediatelyFloat(mNumVertices*VERT1_SIZE, mVertAttribs1);
|
813
|
int index2 = mVBO2.createImmediatelyFloat(mNumVertices*VERT2_SIZE, mVertAttribs2);
|
814
|
|
815
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
|
816
|
GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
|
817
|
GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
|
818
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
|
819
|
GLES30.glVertexAttribPointer(program.mAttribute[2], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
|
820
|
GLES30.glVertexAttribPointer(program.mAttribute[3], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
|
821
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
|
822
|
}
|
823
|
|
824
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
825
|
/**
|
826
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
827
|
*
|
828
|
* @y.exclude
|
829
|
*/
|
830
|
public void bindTransformAttribs(DistortedProgram program)
|
831
|
{
|
832
|
int index = mTFO.createImmediatelyFloat(mNumVertices*TRAN_SIZE, null);
|
833
|
|
834
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
|
835
|
GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
|
836
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
|
837
|
}
|
838
|
|
839
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
840
|
/**
|
841
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
842
|
*
|
843
|
* @y.exclude
|
844
|
*/
|
845
|
public void setInflate(float inflate)
|
846
|
{
|
847
|
mInflate = inflate;
|
848
|
}
|
849
|
|
850
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
851
|
/**
|
852
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
853
|
*
|
854
|
* @y.exclude
|
855
|
*/
|
856
|
public float getInflate()
|
857
|
{
|
858
|
return mInflate;
|
859
|
}
|
860
|
|
861
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
862
|
// Return the number of bytes read.
|
863
|
|
864
|
int read(DataInputStream stream)
|
865
|
{
|
866
|
byte[] buffer = new byte[BYTES_PER_FLOAT*4];
|
867
|
int version, numEff, numTex;
|
868
|
|
869
|
//////////////////////////////////////////////////////////////////////////////////////////
|
870
|
// read version, number of vertices, number of tex components, number of effect components
|
871
|
//////////////////////////////////////////////////////////////////////////////////////////
|
872
|
|
873
|
try
|
874
|
{
|
875
|
stream.read(buffer);
|
876
|
ByteBuffer byteBuf = ByteBuffer.wrap(buffer);
|
877
|
|
878
|
version = byteBuf.getInt(0);
|
879
|
|
880
|
if( version==1 || version==2 )
|
881
|
{
|
882
|
mNumVertices= byteBuf.getInt(4);
|
883
|
numTex = byteBuf.getInt(8);
|
884
|
numEff = byteBuf.getInt(12);
|
885
|
}
|
886
|
else
|
887
|
{
|
888
|
android.util.Log.e("mesh", "Error: unknown mesh file version "+String.format("0x%08X", version));
|
889
|
return 0;
|
890
|
}
|
891
|
}
|
892
|
catch(Exception e)
|
893
|
{
|
894
|
android.util.Log.e("mesh", "Exception1 trying to read file: "+e.toString());
|
895
|
return 0;
|
896
|
}
|
897
|
|
898
|
//////////////////////////////////////////////////////////////////////////////////////////
|
899
|
// read contents of all texture and effect components
|
900
|
//////////////////////////////////////////////////////////////////////////////////////////
|
901
|
|
902
|
if( mNumVertices>0 && numEff>0 && numTex>0 )
|
903
|
{
|
904
|
int size = numEff+TEX_COMP_SIZE*numTex;
|
905
|
float[] tmp = new float[size];
|
906
|
mVertAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
|
907
|
mVertAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
|
908
|
|
909
|
// version 1 had extra 3 floats (the 'inflate' vector) in its vert1 array
|
910
|
int vert1InFile = version==2 ? VERT1_ATTRIBS : VERT1_ATTRIBS+3;
|
911
|
// ... and there was no center.
|
912
|
int centerSize = version==2 ? 3*numEff : 0;
|
913
|
|
914
|
buffer = new byte[BYTES_PER_FLOAT*(size + centerSize + mNumVertices*(vert1InFile+VERT2_ATTRIBS))];
|
915
|
|
916
|
try
|
917
|
{
|
918
|
stream.read(buffer);
|
919
|
}
|
920
|
catch(Exception e)
|
921
|
{
|
922
|
android.util.Log.e("mesh", "Exception2 trying to read file: "+e.toString());
|
923
|
return 0;
|
924
|
}
|
925
|
|
926
|
ByteBuffer byteBuf = ByteBuffer.wrap(buffer);
|
927
|
FloatBuffer floatBuf = byteBuf.asFloatBuffer();
|
928
|
|
929
|
floatBuf.get(tmp,0,size);
|
930
|
|
931
|
TexComponent tex;
|
932
|
int index, texComp;
|
933
|
float x, y, z, w;
|
934
|
|
935
|
for(texComp=0; texComp<numTex; texComp++)
|
936
|
{
|
937
|
index = (int)tmp[TEX_COMP_SIZE*texComp];
|
938
|
|
939
|
x= tmp[TEX_COMP_SIZE*texComp+1];
|
940
|
y= tmp[TEX_COMP_SIZE*texComp+2];
|
941
|
z= tmp[TEX_COMP_SIZE*texComp+3];
|
942
|
w= tmp[TEX_COMP_SIZE*texComp+4];
|
943
|
|
944
|
tex = new TexComponent(index);
|
945
|
tex.setMap(new Static4D(x,y,z,w));
|
946
|
|
947
|
mTexComponent.add(tex);
|
948
|
}
|
949
|
|
950
|
for(int effComp=0; effComp<numEff; effComp++)
|
951
|
{
|
952
|
index = (int)tmp[TEX_COMP_SIZE*texComp + effComp ];
|
953
|
mEffComponent.add(index);
|
954
|
}
|
955
|
|
956
|
//////////////////////////////////////////////////////////////////////////////////////////
|
957
|
// read vert1 array, vert2 array and (if version>1) the component centers.
|
958
|
//////////////////////////////////////////////////////////////////////////////////////////
|
959
|
|
960
|
switch(version)
|
961
|
{
|
962
|
case 1 : index = floatBuf.position();
|
963
|
|
964
|
for(int vert=0; vert<mNumVertices; vert++)
|
965
|
{
|
966
|
mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB ] = floatBuf.get(index+POS_ATTRIB );
|
967
|
mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+1] = floatBuf.get(index+POS_ATTRIB+1);
|
968
|
mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+2] = floatBuf.get(index+POS_ATTRIB+2);
|
969
|
mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB ] = floatBuf.get(index+NOR_ATTRIB );
|
970
|
mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB+1] = floatBuf.get(index+NOR_ATTRIB+1);
|
971
|
mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB+2] = floatBuf.get(index+NOR_ATTRIB+2);
|
972
|
index+=vert1InFile;
|
973
|
}
|
974
|
floatBuf.position(index);
|
975
|
break;
|
976
|
case 2 : float[] centers = new float[3*numEff];
|
977
|
floatBuf.get(centers,0,3*numEff);
|
978
|
|
979
|
if( mUseCenters )
|
980
|
{
|
981
|
for(int eff=0; eff<numEff; eff++)
|
982
|
{
|
983
|
mUBC.setEffectCenterNow(eff, centers[3*eff], centers[3*eff+1], centers[3*eff+2]);
|
984
|
}
|
985
|
}
|
986
|
|
987
|
floatBuf.get(mVertAttribs1, 0, VERT1_ATTRIBS*mNumVertices);
|
988
|
break;
|
989
|
default: android.util.Log.e("mesh", "Error: unknown mesh file version "+String.format("0x%08X", version));
|
990
|
return 0;
|
991
|
}
|
992
|
|
993
|
floatBuf.get(mVertAttribs2, 0, VERT2_ATTRIBS*mNumVertices);
|
994
|
}
|
995
|
|
996
|
return BYTES_PER_FLOAT*( 4 + numEff+TEX_COMP_SIZE*numTex + VERT1_ATTRIBS*mNumVertices + VERT2_ATTRIBS*mNumVertices );
|
997
|
}
|
998
|
|
999
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1000
|
/**
|
1001
|
* @y.exclude
|
1002
|
*/
|
1003
|
public int getLastVertexEff(int effComponent)
|
1004
|
{
|
1005
|
if( effComponent>=0 && effComponent<mTexComponent.size() )
|
1006
|
{
|
1007
|
return mEffComponent.get(effComponent);
|
1008
|
}
|
1009
|
|
1010
|
return 0;
|
1011
|
}
|
1012
|
|
1013
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1014
|
/**
|
1015
|
* @y.exclude
|
1016
|
*/
|
1017
|
public int getLastVertexTex(int texComponent)
|
1018
|
{
|
1019
|
if( texComponent>=0 && texComponent<mTexComponent.size() )
|
1020
|
{
|
1021
|
return mTexComponent.get(texComponent).mEndIndex;
|
1022
|
}
|
1023
|
|
1024
|
return 0;
|
1025
|
}
|
1026
|
|
1027
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1028
|
// PUBLIC API
|
1029
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1030
|
/**
|
1031
|
* Write the Mesh to a File.
|
1032
|
*/
|
1033
|
public void write(DataOutputStream stream)
|
1034
|
{
|
1035
|
TexComponent tex;
|
1036
|
|
1037
|
int numTex = mTexComponent.size();
|
1038
|
int numEff = mEffComponent.size();
|
1039
|
|
1040
|
try
|
1041
|
{
|
1042
|
stream.writeInt(2); // version
|
1043
|
stream.writeInt(mNumVertices);
|
1044
|
stream.writeInt(numTex);
|
1045
|
stream.writeInt(numEff);
|
1046
|
|
1047
|
for(int i=0; i<numTex; i++)
|
1048
|
{
|
1049
|
tex = mTexComponent.get(i);
|
1050
|
|
1051
|
stream.writeFloat((float)tex.mEndIndex);
|
1052
|
stream.writeFloat(tex.mTextureMap.get0());
|
1053
|
stream.writeFloat(tex.mTextureMap.get1());
|
1054
|
stream.writeFloat(tex.mTextureMap.get2());
|
1055
|
stream.writeFloat(tex.mTextureMap.get3());
|
1056
|
}
|
1057
|
|
1058
|
for(int i=0; i<numEff; i++)
|
1059
|
{
|
1060
|
stream.writeFloat((float)mEffComponent.get(i));
|
1061
|
}
|
1062
|
|
1063
|
float[] centers = mUseCenters ? mUBC.getBackingArray() : new float[4*numEff];
|
1064
|
|
1065
|
for(int i=0; i<numEff; i++)
|
1066
|
{
|
1067
|
stream.writeFloat(centers[4*i ]);
|
1068
|
stream.writeFloat(centers[4*i+1]);
|
1069
|
stream.writeFloat(centers[4*i+2]);
|
1070
|
}
|
1071
|
|
1072
|
ByteBuffer vertBuf1 = ByteBuffer.allocate(VERT1_SIZE*mNumVertices);
|
1073
|
vertBuf1.asFloatBuffer().put(mVertAttribs1);
|
1074
|
ByteBuffer vertBuf2 = ByteBuffer.allocate(VERT2_SIZE*mNumVertices);
|
1075
|
vertBuf2.asFloatBuffer().put(mVertAttribs2);
|
1076
|
|
1077
|
stream.write(vertBuf1.array());
|
1078
|
stream.write(vertBuf2.array());
|
1079
|
}
|
1080
|
catch(IOException ex)
|
1081
|
{
|
1082
|
android.util.Log.e("mesh", "IOException trying to write a mesh: "+ex.toString());
|
1083
|
}
|
1084
|
}
|
1085
|
|
1086
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1087
|
/**
|
1088
|
* When rendering this Mesh, do we want to render the Normal vectors as well?
|
1089
|
* <p>
|
1090
|
* Will work only on OpenGL ES >= 3.0 devices.
|
1091
|
*
|
1092
|
* @param show Controls if we render the Normal vectors or not.
|
1093
|
*/
|
1094
|
public void setShowNormals(boolean show)
|
1095
|
{
|
1096
|
mShowNormals = show;
|
1097
|
}
|
1098
|
|
1099
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1100
|
/**
|
1101
|
* When rendering this mesh, should we also draw the normal vectors?
|
1102
|
*
|
1103
|
* @return <i>true</i> if we do render normal vectors
|
1104
|
*/
|
1105
|
public boolean getShowNormals()
|
1106
|
{
|
1107
|
return mShowNormals;
|
1108
|
}
|
1109
|
|
1110
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1111
|
/**
|
1112
|
* Merge all texture components of this Mesh into a single one.
|
1113
|
*/
|
1114
|
public void mergeTexComponents()
|
1115
|
{
|
1116
|
if( mJobNode[0]==null )
|
1117
|
{
|
1118
|
mergeTexComponentsNow();
|
1119
|
}
|
1120
|
else
|
1121
|
{
|
1122
|
mJobNode[0] = DeferredJobs.mergeTex(this);
|
1123
|
}
|
1124
|
}
|
1125
|
|
1126
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1127
|
/**
|
1128
|
* Merge all effect components of this Mesh into a single one.
|
1129
|
*/
|
1130
|
public void mergeEffComponents()
|
1131
|
{
|
1132
|
if( mJobNode[0]==null )
|
1133
|
{
|
1134
|
mergeEffComponentsNow();
|
1135
|
}
|
1136
|
else
|
1137
|
{
|
1138
|
mJobNode[0] = DeferredJobs.mergeEff(this);
|
1139
|
}
|
1140
|
}
|
1141
|
|
1142
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1143
|
/**
|
1144
|
* Release all internal resources.
|
1145
|
*/
|
1146
|
public void markForDeletion()
|
1147
|
{
|
1148
|
mVertAttribs1 = null;
|
1149
|
mVertAttribs2 = null;
|
1150
|
|
1151
|
mVBO1.markForDeletion();
|
1152
|
mVBO2.markForDeletion();
|
1153
|
mTFO.markForDeletion();
|
1154
|
mUBA.markForDeletion();
|
1155
|
|
1156
|
if( mUBC!=null )
|
1157
|
{
|
1158
|
mUBC.markForDeletion();
|
1159
|
}
|
1160
|
}
|
1161
|
|
1162
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1163
|
/**
|
1164
|
* Apply a Matrix Effect to the components which match the (addAssoc,equAssoc) association.
|
1165
|
* <p>
|
1166
|
* This is a static, permanent modification of the vertices contained in this Mesh. If the effect
|
1167
|
* contains any Dynamics, they will be evaluated at 0.
|
1168
|
*
|
1169
|
* @param effect List of Matrix Effects to apply to the Mesh.
|
1170
|
* @param andAssoc 'Logical AND' association which defines which components will be affected.
|
1171
|
* @param equAssoc 'equality' association which defines which components will be affected.
|
1172
|
*/
|
1173
|
public void apply(MatrixEffect effect, int andAssoc, int equAssoc)
|
1174
|
{
|
1175
|
if( mJobNode[0]==null )
|
1176
|
{
|
1177
|
applyMatrix(effect,andAssoc,equAssoc);
|
1178
|
}
|
1179
|
else
|
1180
|
{
|
1181
|
mJobNode[0] = DeferredJobs.matrix(this,effect,andAssoc,equAssoc);
|
1182
|
}
|
1183
|
}
|
1184
|
|
1185
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1186
|
/**
|
1187
|
* Apply a Vertex Effect to the vertex mesh.
|
1188
|
* <p>
|
1189
|
* This is a static, permanent modification of the vertices contained in this Mesh. If the effects
|
1190
|
* contain any Dynamics, the Dynamics will be evaluated at 0.
|
1191
|
*
|
1192
|
* We would call this several times building up a list of Effects to do. This list of effects gets
|
1193
|
* lazily executed only when the Mesh is used for rendering for the first time.
|
1194
|
*
|
1195
|
* @param effect Vertex Effect to apply to the Mesh.
|
1196
|
*/
|
1197
|
public void apply(VertexEffect effect)
|
1198
|
{
|
1199
|
mJobNode[0] = DeferredJobs.vertex(this,effect);
|
1200
|
}
|
1201
|
|
1202
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1203
|
/**
|
1204
|
* Sets texture maps for (some of) the components of this mesh.
|
1205
|
* <p>
|
1206
|
* Format: ( x of lower-left corner, y of lower-left corner, width, height ).
|
1207
|
* For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
|
1208
|
* upper-left quadrant of the texture.
|
1209
|
* <p>
|
1210
|
* Probably the most common user case would be sending as many maps as there are components in this
|
1211
|
* Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
|
1212
|
* to null (those will be ignored as well). So if there are 5 components, and we want to set the map
|
1213
|
* of the 2nd and 4rd one, call this with
|
1214
|
* maps = new Static4D[4]
|
1215
|
* maps[0] = null
|
1216
|
* maps[1] = the map for the 2nd component
|
1217
|
* maps[2] = null
|
1218
|
* maps[3] = the map for the 4th component
|
1219
|
*
|
1220
|
* A map's width and height have to be non-zero (but can be negative!)
|
1221
|
*
|
1222
|
* @param maps List of texture maps to apply to the texture's components.
|
1223
|
* @param startComponent the component the first of the maps refers to.
|
1224
|
*/
|
1225
|
public void setTextureMap(Static4D[] maps, int startComponent)
|
1226
|
{
|
1227
|
if( mJobNode[0]==null )
|
1228
|
{
|
1229
|
textureMap(maps,startComponent);
|
1230
|
}
|
1231
|
else
|
1232
|
{
|
1233
|
mJobNode[0] = DeferredJobs.textureMap(this,maps,startComponent);
|
1234
|
}
|
1235
|
}
|
1236
|
|
1237
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1238
|
/**
|
1239
|
* Return the texture map of one of the components.
|
1240
|
*
|
1241
|
* @param component The component number whose texture map we want to retrieve.
|
1242
|
*/
|
1243
|
public Static4D getTextureMap(int component)
|
1244
|
{
|
1245
|
return (component>=0 && component<mTexComponent.size()) ? mTexComponent.get(component).mTextureMap : null;
|
1246
|
}
|
1247
|
|
1248
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1249
|
/**
|
1250
|
* Set Effect association.
|
1251
|
*
|
1252
|
* This creates an association between a Component of this Mesh and a Vertex Effect.
|
1253
|
* One can set two types of associations - an 'logical and' and a 'equal' associations and the Effect
|
1254
|
* will only be active on vertices of Components such that
|
1255
|
*
|
1256
|
* (effect andAssoc) & (component andAssoc) != 0 || (effect equAssoc) == (mesh equAssoc)
|
1257
|
*
|
1258
|
* (see main_vertex_shader)
|
1259
|
*
|
1260
|
* The point: this way we can configure the system so that each Vertex Effect acts only on a certain
|
1261
|
* subset of a Mesh, thus potentially significantly reducing the number of render calls.
|
1262
|
*/
|
1263
|
public void setEffectAssociation(int component, int andAssociation, int equAssociation)
|
1264
|
{
|
1265
|
if( component>=0 && component<mMaxComponents )
|
1266
|
{
|
1267
|
if( mJobNode[0]==null )
|
1268
|
{
|
1269
|
setEffectAssociationNow(component, andAssociation, equAssociation);
|
1270
|
}
|
1271
|
else
|
1272
|
{
|
1273
|
mJobNode[0] = DeferredJobs.effectAssoc(this,component,andAssociation,equAssociation);
|
1274
|
}
|
1275
|
}
|
1276
|
}
|
1277
|
|
1278
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1279
|
/**
|
1280
|
* Set center of a Component.
|
1281
|
*
|
1282
|
* A 'center' of a (effect) component is a 3D point in space. The array of centers gets sent to
|
1283
|
* the vertex shader as a Uniform Buffer Object; in the vertex shader we can then use it to compute
|
1284
|
* the 'Inflation' of the whole Mesh per-component. 'Inflation' is needed by postprocess effects to
|
1285
|
* add the 'halo' around an object.
|
1286
|
*
|
1287
|
* This is all 'per-component' so that a user has a chance to make the halo look right in case of
|
1288
|
* non-convex meshes: then we need to ensure that each component of such a mesh is a convex
|
1289
|
* sub-mesh with its center being more-or-less the center of gravity of the sub-mesh.
|
1290
|
*/
|
1291
|
public void setComponentCenter(int component, float centerX, float centerY, float centerZ)
|
1292
|
{
|
1293
|
if( component>=0 && component<mMaxComponents )
|
1294
|
{
|
1295
|
if( mJobNode[0]==null )
|
1296
|
{
|
1297
|
setComponentCenterNow(component, centerX, centerY, centerZ);
|
1298
|
}
|
1299
|
else
|
1300
|
{
|
1301
|
mJobNode[0] = DeferredJobs.componentCenter(this,component,centerX, centerY, centerZ);
|
1302
|
}
|
1303
|
}
|
1304
|
}
|
1305
|
|
1306
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1307
|
/**
|
1308
|
* Set the centers of a all components to the same value in one go.
|
1309
|
*/
|
1310
|
public void setAllComponentCenters(float centerX, float centerY, float centerZ)
|
1311
|
{
|
1312
|
if( mJobNode[0]==null )
|
1313
|
{
|
1314
|
setComponentCenterNow(-1, centerX, centerY, centerZ);
|
1315
|
}
|
1316
|
else
|
1317
|
{
|
1318
|
mJobNode[0] = DeferredJobs.componentCenter(this,-1,centerX, centerY, centerZ);
|
1319
|
}
|
1320
|
}
|
1321
|
|
1322
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1323
|
/**
|
1324
|
* Adds an empty (no vertices) texture component to the end of the text component list.
|
1325
|
*
|
1326
|
* Sometimes we want to do this to have several Meshes with equal number of tex components each.
|
1327
|
*/
|
1328
|
public void addEmptyTexComponent()
|
1329
|
{
|
1330
|
if( mJobNode[0]==null )
|
1331
|
{
|
1332
|
addEmptyTexComponentNow();
|
1333
|
}
|
1334
|
else
|
1335
|
{
|
1336
|
mJobNode[0] = DeferredJobs.addEmptyTex(this);
|
1337
|
}
|
1338
|
}
|
1339
|
|
1340
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1341
|
/**
|
1342
|
* Return the number of texture components, i.e. individual subsets of the whole set of vertices
|
1343
|
* which can be independently textured.
|
1344
|
*
|
1345
|
* @return The number of Texture Components of this Mesh.
|
1346
|
*/
|
1347
|
public int getNumTexComponents()
|
1348
|
{
|
1349
|
return mTexComponent.size();
|
1350
|
}
|
1351
|
|
1352
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1353
|
/**
|
1354
|
* Return the number of 'effect' components, i.e. individual subsets of the whole set of vertices
|
1355
|
* to which a VertexEffect can be addressed, independently of other vertices.
|
1356
|
*
|
1357
|
* @return The number of Effect Components of this Mesh.
|
1358
|
*/
|
1359
|
public int getNumEffComponents()
|
1360
|
{
|
1361
|
return mEffComponent.size();
|
1362
|
}
|
1363
|
|
1364
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1365
|
/**
|
1366
|
* Copy the Mesh.
|
1367
|
*
|
1368
|
* @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
|
1369
|
* and normals (the rest, in particular the mVertAttribs2 containing texture
|
1370
|
* coordinates and effect associations, is always deep copied)
|
1371
|
*/
|
1372
|
public abstract MeshBase copy(boolean deep);
|
1373
|
}
|