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Revision 36d65d88

Added by Leszek Koltunski over 4 years ago

Progress making it possible to apply Vertex Effects only to some Components of a Mesh.

View differences:

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

  
51 51
  int mAssociation;
52
  int mComponent;
52 53

  
53 54
  static boolean[] mEnabled = new boolean[NUM_EFFECTS];
54 55

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

  
70 71
    mAssociation = 0xffffffff;
72
    mComponent   = 0;
71 73

  
72 74
    int n = name.ordinal();
73 75
    float[] u = name.getUnity();
......
145 147
    return mAssociation;
146 148
    }
147 149

  
150
///////////////////////////////////////////////////////////////////////////////////////////////////
151
/**
152
 * Only for use by the library itself.
153
 *
154
 * @y.exclude
155
 */
156
  public int getComponent()
157
    {
158
    return mComponent;
159
    }
160

  
148 161
///////////////////////////////////////////////////////////////////////////////////////////////////
149 162
// PUBLIC API
150 163
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffect.java
58 58
    {
59 59
    return
60 60

  
61
        "if( vName[i]=="+effect+" && (int(a_Association) & vAssociation[i]) != 0 )\n" +
61
        "if( vName[i]=="+effect+" )\n" +
62 62
          "{\n" +
63 63
           code +"\n" +
64 64
          "}\n" +
......
194 194
 *
195 195
 * This creates an association between this Vertex Effect and a Component of a Mesh.
196 196
 * 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 (effect assoc) & (component assoc) != 0. (see retSection() above)
197
 * vertices of Components such that
198
 *
199
 * (effect assoc) & (component assoc) != 0 || (effect component) == (mesh component)
200
 *
201
 * (see main_vertex_shader)
198 202
 *
199 203
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
200 204
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
201 205
 */
202
  public void setMeshAssociation(int association)
206
  public void setMeshAssociation(int component, int association)
203 207
    {
208
    mComponent   = component;
204 209
    mAssociation = association;
205 210
    }
206 211
  }
src/main/java/org/distorted/library/effectqueue/EffectQueue.java
37 37
 */
38 38
public abstract class EffectQueue implements InternalMaster.Slave
39 39
  {
40
  static final int MAIN_VARIANTS = 4; // Number of Main program variants (ATM 4: MAIN, MAIN OIT, PREPROCESS, FULL)
40
  public static final int MAIN_VARIANTS = 4; // Number of Main program variants (ATM 4: MAIN, MAIN OIT, PREPROCESS, FULL)
41 41

  
42 42
  private static final int CREATE = 0;
43 43
  private static final int ATTACH = 1;
......
52 52
  Effect[] mEffects;
53 53
  int[] mName;
54 54
  int[] mAssociation;
55
  int[] mComponent;
55 56
  long mTime;
56 57

  
57 58
  private static int[] mMax = new int[EffectType.LENGTH];
......
143 144
        mEffects         = new Effect[max];
144 145
        mName            = new int[max];
145 146
        mAssociation     = new int[max];
147
        mComponent       = new int[max];
146 148
        }
147 149

  
148 150
      for(int i=0; i<mNumEffects; i++ )
......
151 153
        mCurrentDuration[i] = source.mCurrentDuration[i];
152 154
        mName[i]            = source.mName[i];
153 155
        mAssociation[i]     = source.mAssociation[i];
156
        mComponent[i]       = source.mComponent[i];
154 157
        }
155 158
      }
156 159
    }
......
280 283
      mCurrentDuration[j] = mCurrentDuration[j+1];
281 284
      mName[j]            = mName[j+1];
282 285
      mAssociation[j]     = mAssociation[j+1];
286
      mComponent[j]       = mComponent[j+1];
283 287
      }
284 288

  
285 289
    mEffects[mNumEffects] = null;
......
431 435
                       mEffects         = new Effect[max];
432 436
                       mName            = new int[max];
433 437
                       mAssociation     = new int[max];
438
                       mComponent       = new int[max];
434 439
                       }
435 440
                     mCreated = true;
436 441

  
......
445 450
                         mEffects[mNumEffects]    = job.effect;
446 451
                         mName[mNumEffects]       = job.effect.getName().ordinal();
447 452
                         mAssociation[mNumEffects]= job.effect.getAssociation();
453
                         mComponent[mNumEffects]  = job.effect.getComponent();
448 454

  
449 455
                         mNumEffects++;
450 456
                         changed = true;
......
457 463
                           mEffects[j]         = mEffects[j-1];
458 464
                           mName[j]            = mName[j-1];
459 465
                           mAssociation[j]     = mAssociation[j-1];
466
                           mComponent[j]       = mComponent[j-1];
460 467
                           }
461 468

  
462 469
                         mCurrentDuration[position] = 0;
463 470
                         mEffects[position]    = job.effect;
464 471
                         mName[position]       = job.effect.getName().ordinal();
465 472
                         mAssociation[position]= job.effect.getAssociation();
473
                         mComponent[position]  = job.effect.getComponent();
466 474

  
467 475
                         mNumEffects++;
468 476
                         changed = true;
src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.java
126 126
    String mainVertHeader= version + ("#define NUM_VERTEX "   + ( numV>0 ? DistortedLibrary.getMax(EffectType.VERTEX  ) : 0 ) + "\n");
127 127
    String mainFragHeader= version + "\n";
128 128

  
129
    mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxComponents() + "\n";
130

  
129 131
    String enabledEffectV= VertexEffect.getGLSL();
130 132

  
131 133
    try
......
142 144
    int preProgramH = mPreProgram.getProgramHandle();
143 145
    EffectQueueVertex.getUniforms( preProgramH,2 );
144 146
    EffectQueueMatrix.getUniforms( preProgramH,2 );
147
    MeshBase.getUniforms(preProgramH,2);
145 148
    mPreColorH  = GLES30.glGetUniformLocation( preProgramH, "u_Color"  );
146 149
    mPreTextureH= GLES30.glGetUniformLocation( preProgramH, "u_Texture");
147 150
    }
......
159 162

  
160 163
  public boolean getRender()
161 164
    {
162
    return mNumEffects>0 ? ((PostprocessEffect)mEffects[0]).getRender() : false;
165
    return mNumEffects > 0 && ((PostprocessEffect) mEffects[0]).getRender();
163 166
    }
164 167

  
165 168
///////////////////////////////////////////////////////////////////////////////////////////////////
......
180 183
    mPreProgram.useProgram();
181 184

  
182 185
    mesh.bindVertexAttribs(mPreProgram);
186
    mesh.send(2);
183 187

  
184 188
    EffectQueue[] queues = effects.getQueues();
185 189
    EffectQueueMatrix matrix = (EffectQueueMatrix)queues[0];
src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
40 40
  private static int[] mNameH       = new int[MAIN_VARIANTS];
41 41
  private static int[] mUniformsH   = new int[MAIN_VARIANTS];
42 42
  private static int[] mAssociationH= new int[MAIN_VARIANTS];
43
  private static int[] mComponentH  = new int[MAIN_VARIANTS];
43 44
  private static int[] mInflateH    = new int[MAIN_VARIANTS];
44 45

  
45 46
///////////////////////////////////////////////////////////////////////////////////////////////////
......
63 64
    mNumEffectsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
64 65
    mNameH[variant]       = GLES30.glGetUniformLocation( mProgramH, "vName");
65 66
    mUniformsH[variant]   = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
66
    mAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vAssociation");
67
    mAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffectAssoc");
68
    mComponentH[variant]  = GLES30.glGetUniformLocation( mProgramH, "vEffectCompo");
67 69
    mInflateH[variant]    = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
68 70
    }
69 71

  
......
83 85
      {
84 86
      mCurrentDuration[i] += step;
85 87
      mAssociation[i] = mEffects[i].getAssociation();
88
      mComponent[i] = mEffects[i].getComponent();
86 89

  
87 90
      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) )
88 91
        {
......
108 111
      {
109 112
      GLES30.glUniform1iv( mNameH[variant]       ,                 mNumEffects, mName       , 0);
110 113
      GLES30.glUniform1iv( mAssociationH[variant],                 mNumEffects, mAssociation, 0);
114
      GLES30.glUniform1iv( mComponentH[variant]  ,                 mNumEffects, mComponent  , 0);
111 115
      GLES30.glUniform4fv( mUniformsH[variant]   ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms   , 0);
112 116
      }
113 117
    }
src/main/java/org/distorted/library/main/DistortedLibrary.java
215 215

  
216 216
    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
217 217
    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
218

  
219
    mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxComponents() + "\n";
220

  
218 221
    String enabledEffectV= VertexEffect.getGLSL();
219 222
    String enabledEffectF= FragmentEffect.getGLSL();
220 223

  
......
233 236

  
234 237
    int mainProgramH = mMainProgram.getProgramHandle();
235 238
    EffectQueue.getUniforms(mainProgramH,0);
239
    MeshBase.getUniforms(mainProgramH,0);
236 240
    mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
237 241

  
238 242
    // BLIT PROGRAM ////////////////////////////////////
......
302 306

  
303 307
    String fullVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX ) : 0 ) + "\n");
304 308
    String fullFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " +                                         0   + "\n");
309

  
310
    fullVertHeader += "#define MAX_COMPON " + MeshBase.getMaxComponents() + "\n";
311

  
305 312
    String enabledEffectV= VertexEffect.getAllGLSL();
306 313
    String enabledEffectF= "{}";
307 314

  
......
322 329

  
323 330
    int fullProgramH = mFullProgram.getProgramHandle();
324 331
    EffectQueue.getUniforms(fullProgramH,3);
332
    MeshBase.getUniforms(fullProgramH,3);
325 333
    }
326 334

  
327 335
///////////////////////////////////////////////////////////////////////////////////////////////////
......
338 346
    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") + ("#define OIT\n");
339 347
    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") + ("#define OIT\n");
340 348

  
349
    mainVertHeader += "#define MAX_COMPON " + MeshBase.getMaxComponents() + "\n";
350

  
341 351
    String enabledEffectV= VertexEffect.getGLSL();
342 352
    String enabledEffectF= FragmentEffect.getGLSL();
343 353

  
......
354 364

  
355 365
    int mainOITProgramH = mMainOITProgram.getProgramHandle();
356 366
    EffectQueue.getUniforms(mainOITProgramH,1);
367
    MeshBase.getUniforms(mainOITProgramH,1);
357 368
    mMainOITTextureH    = GLES30.glGetUniformLocation( mainOITProgramH, "u_Texture");
358 369
    mMainOITSizeH       = GLES30.glGetUniformLocation( mainOITProgramH, "u_Size");
359 370
    mMainOITNumRecordsH = GLES30.glGetUniformLocation( mainOITProgramH, "u_numRecords");
......
468 479
    {
469 480
    if( mFullProgram!=null )
470 481
      {
471
      GLES30.glViewport(0, 0, 500, 500 ); // TODO ???
482
      GLES30.glViewport(0, 0, 500, 500 ); // this is fine, we don't need viewport at all
472 483

  
473 484
      int num = mesh.getNumVertices();
474 485
      int tfo = mesh.getTFO();
......
477 488
      mesh.bindVertexAttribs(mFullProgram);
478 489
      mesh.computeQueue();
479 490
      mesh.sendQueue();
491
      mesh.send(3);
480 492

  
481 493
      GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
482 494
      GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
......
503 515
    GLES30.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
504 516
    GLES30.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
505 517
    mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram);
518
    mesh.send(1);
506 519

  
507 520
    float inflate     = mesh.getInflate();
508 521
    float distance    = surface.mDistance;
......
515 528
    if( mesh.getShowNormals() )
516 529
      {
517 530
      DistortedLibrary.mMainProgram.useProgram();
531
      mesh.send(0);
518 532
      EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
519 533
      displayNormals(queues,mesh);
520 534
      }
......
534 548
      mMainProgram.useProgram();
535 549
      GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0);
536 550
      mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
551
      mesh.send(0);
537 552

  
538 553
      float inflate     = mesh.getInflate();
539 554
      float distance    = surface.mDistance;
src/main/java/org/distorted/library/mesh/MeshBase.java
23 23
import android.util.Log;
24 24

  
25 25
import org.distorted.library.effect.VertexEffect;
26
import org.distorted.library.effectqueue.EffectQueue;
26 27
import org.distorted.library.effectqueue.EffectQueueVertex;
27 28
import org.distorted.library.main.DistortedLibrary;
28 29
import org.distorted.library.main.InternalBuffer;
......
43 44
 */
44 45
public abstract class MeshBase
45 46
   {
46
   static final float DEFAULT_ASSOCIATION = 0xffffffff;
47
   private static final int MAX_COMPONENTS= 100;
48
   static final int DEFAULT_ASSOCIATION = 0xffffffff;
47 49

  
48 50
   // sizes of attributes of an individual vertex.
49 51
   private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z
50 52
   private static final int NOR_DATA_SIZE= 3; // normal vector: x,y,z
51 53
   private static final int INF_DATA_SIZE= 3; // 'inflate' vector: x,y,z
52 54
   private static final int TEX_DATA_SIZE= 2; // texture coordinates: s,t
53
   private static final int ASS_DATA_SIZE= 1; // association, a single float
55
   private static final int COM_DATA_SIZE= 1; // component number, a single float
54 56

  
55 57
   static final int POS_ATTRIB   = 0;
56 58
   static final int NOR_ATTRIB   = POS_DATA_SIZE;
57 59
   static final int INF_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE;
58 60
   static final int TEX_ATTRIB   = 0;
59
   static final int ASS_ATTRIB   = TEX_DATA_SIZE;
61
   static final int COM_ATTRIB   = TEX_DATA_SIZE;
60 62

  
61 63
   static final int VERT1_ATTRIBS= POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a vertex (the part changed by preapply)
62
   static final int VERT2_ATTRIBS= TEX_DATA_SIZE + ASS_DATA_SIZE;                  // number of attributes of a vertex (the 'preapply invariant' part)
64
   static final int VERT2_ATTRIBS= TEX_DATA_SIZE + COM_DATA_SIZE;                  // number of attributes of a vertex (the 'preapply invariant' part)
63 65
   static final int TRAN_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a transform feedback vertex
64 66

  
65 67
   private static final int BYTES_PER_FLOAT = 4;
......
68 70
   private static final int OFFSET_NOR = NOR_ATTRIB*BYTES_PER_FLOAT;
69 71
   private static final int OFFSET_INF = INF_ATTRIB*BYTES_PER_FLOAT;
70 72
   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
71
   private static final int OFFSET_TAG = ASS_ATTRIB*BYTES_PER_FLOAT;
73
   private static final int OFFSET_COM = COM_ATTRIB*BYTES_PER_FLOAT;
72 74

  
73 75
   private static final int TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
74 76
   private static final int VERT1_SIZE = VERT1_ATTRIBS*BYTES_PER_FLOAT;
......
78 80
   private InternalBuffer mVBO1, mVBO2, mTFO; // main vertex buffer and transform feedback buffer
79 81
   private int mNumVertices;
80 82
   private float[] mVertAttribs1;             // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ
81
   private float[] mVertAttribs2;             // packed: TexS,TexT
83
   private float[] mVertAttribs2;             // packed: TexS,TexT, Component
82 84
   private float mInflate;
83 85
   private boolean[] mNeedsAdjustment;
86
   private int[] mAssociation;
87

  
88
   private static int[] mComponentAssociationH = new int[EffectQueue.MAIN_VARIANTS];
84 89

  
85 90
   private static class Component
86 91
     {
......
121 126
     mShowNormals= false;
122 127
     mInflate    = 0.0f;
123 128
     mComponent  = new ArrayList<>();
129
     mAssociation= new int[MAX_COMPONENTS];
130

  
131
     for(int i=0; i<MAX_COMPONENTS; i++) mAssociation[i] = DEFAULT_ASSOCIATION;
124 132

  
125 133
     mNeedsAdjustment = new boolean[1];
126
     mNeedsAdjustment[0] = false;
127 134

  
128 135
     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
129 136
     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
......
148 155
       mComponent.add(comp);
149 156
       }
150 157

  
158
     mAssociation= new int[MAX_COMPONENTS];
159
     System.arraycopy(original.mAssociation, 0, mAssociation, 0, MAX_COMPONENTS);
160

  
151 161
     if( deep )
152 162
       {
153 163
       mNeedsAdjustment = new boolean[1];
......
174 184
     mTFO.invalidate();
175 185
     }
176 186

  
187
///////////////////////////////////////////////////////////////////////////////////////////////////
188

  
189
   public static int getMaxComponents()
190
     {
191
     return MAX_COMPONENTS;
192
     }
193

  
194
///////////////////////////////////////////////////////////////////////////////////////////////////
195

  
196
   public static void getUniforms(int mProgramH, int variant)
197
     {
198
     mComponentAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComponAssoc");
199
     }
200

  
177 201
///////////////////////////////////////////////////////////////////////////////////////////////////
178 202

  
179 203
   int numComponents()
......
190 214
     mVertAttribs1= vert1Attribs;
191 215
     mVertAttribs2= vert2Attribs;
192 216

  
193
     mComponent.add(new Component(mNumVertices));
217
     mComponent.add(new Component(mNumVertices-1));
194 218

  
195 219
     mVBO1.invalidate();
196 220
     mVBO2.invalidate();
......
203 227
     {
204 228
     MeshBase mesh;
205 229
     Component comp;
206
     int numComponents, numVertices, numMeshes = meshes.length;
230
     int origComponents=0, numComponents, numVertices, numMeshes = meshes.length;
207 231
     int origVertices = mNumVertices;
208 232

  
209 233
     // compute new numVertices; take care of Components
210 234

  
211 235
     if( origVertices>0 )
212 236
       {
213
       numComponents = mComponent.size();
237
       origComponents = mComponent.size();
214 238
       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
215
       mComponent.get(numComponents-1).mEndIndex = mNumVertices;
239
       mComponent.get(origComponents-1).mEndIndex = mNumVertices-1;
216 240
       }
217 241

  
218 242
     for(int i=0; i<numMeshes; i++)
......
220 244
       mesh = meshes[i];
221 245
       numComponents = mesh.mComponent.size();
222 246

  
247
       numVertices = mesh.mNumVertices;
248

  
249
       int extraVerticesBefore = mNumVertices==0 ? 0:1;
250
       int extraVerticesAfter  = (i==numMeshes-1) ? 0 : (numVertices%2==1 ? 2:1);
251

  
223 252
       for(int j=0; j<numComponents; j++)
224 253
         {
225 254
         comp = new Component(mesh.mComponent.get(j));
226
         comp.mEndIndex += mNumVertices;
255
         comp.mEndIndex += (extraVerticesBefore+mNumVertices+extraVerticesAfter);
227 256
         mComponent.add(comp);
228
         }
229 257

  
230
       numVertices = mesh.mNumVertices;
231

  
232
       if( mNumVertices==0 )
233
         {
234
         if( numMeshes>1 )
235
            mNumVertices += (numVertices%2==1 ? numVertices+2 : numVertices+1);
236
         else
237
            mNumVertices +=  numVertices;
258
         if( origComponents<MAX_COMPONENTS )
259
           {
260
           mAssociation[origComponents] = mesh.mAssociation[j];
261
           origComponents++;
262
           }
238 263
         }
239
       else if( i==numMeshes-1 ) mNumVertices += (numVertices+1);
240
       else                      mNumVertices += (numVertices%2==1 ? numVertices+3 : numVertices+2);
264

  
265
       mNumVertices += (extraVerticesBefore+numVertices+extraVerticesAfter);
241 266
       }
242 267

  
243 268
     // allocate new attrib array
......
296 321
       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
297 322
       }
298 323

  
324
     int endIndex, index=0, numComp = mComponent.size();
325

  
326
     for(int component=0; component<numComp; component++)
327
       {
328
       endIndex = mComponent.get(component).mEndIndex;
329

  
330
       for( ; index<=endIndex; index++) newAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = component;
331
       }
332

  
299 333
     mVertAttribs1 = newAttribs1;
300 334
     mVertAttribs2 = newAttribs2;
301 335

  
......
389 423
     return mNumVertices;
390 424
     }
391 425

  
426
///////////////////////////////////////////////////////////////////////////////////////////////////
427
/**
428
 * Not part of public API, do not document (public only because has to be used from the main package)
429
 *
430
 * @y.exclude
431
 */
432
   public void send(int variant)
433
     {
434
     GLES30.glUniform1iv( mComponentAssociationH[variant], MAX_COMPONENTS, mAssociation, 0);
435
     }
436

  
392 437
///////////////////////////////////////////////////////////////////////////////////////////////////
393 438
/**
394 439
 * Not part of public API, do not document (public only because has to be used from the main package)
......
412 457
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
413 458
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
414 459
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
415
     GLES30.glVertexAttribPointer(program.mAttribute[4], ASS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TAG);
460
     GLES30.glVertexAttribPointer(program.mAttribute[4], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
416 461
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
417 462
     }
418 463

  
......
599 644
 *
600 645
 * This creates an association between a Component of this Mesh and a Vertex Effect.
601 646
 * One can set the association of an Effect and of a Component, and the Effect will only be active on
602
 * vertices of Components such that (effect assoc) & (component assoc) != 0. (see VertexEffect.retSection() )
647
 * vertices of Components such that
648
 *
649
 * (effect assoc) & (component assoc) != 0 || (effect component) == (mesh component)
650
 *
651
 * (see main_vertex_shader)
603 652
 *
604 653
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
605 654
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
606 655
 */
607 656
  public void setEffectAssociation(int component, int association)
608 657
    {
609
    int num = mComponent.size();
610

  
611
    if( component>=0 && component<num )
658
    if( component>=0 && component<MAX_COMPONENTS )
612 659
      {
613
      int sta = component>0 ? mComponent.get(component-1).mEndIndex : 0;
614
      int end = mComponent.get(component).mEndIndex;
615

  
616
      sta = sta*VERT2_ATTRIBS + ASS_ATTRIB;
617
      end = end*VERT2_ATTRIBS + ASS_ATTRIB;
618

  
619
      for(int i=sta; i<end; i+=VERT2_ATTRIBS)
620
        {
621
        mVertAttribs2[i] = association;
622
        }
623

  
624
      mVBO2.invalidate();
660
      mAssociation[component] = association;
625 661
      }
626 662
    }
627 663

  
......
631 667
 *
632 668
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
633 669
 *             normals and inflates (the rest, in particular the mVertAttribs2 containing texture
634
 *             coordinates and effect assocciations, is always deep copied)
670
 *             coordinates and effect associations, is always deep copied)
635 671
 */
636 672
   public abstract MeshBase copy(boolean deep);
637 673
   }
src/main/java/org/distorted/library/mesh/MeshCubes.java
643 643
       attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BACK]  + (1.0f-y) * mTexMappingH[BACK];
644 644
       }
645 645

  
646
     attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB] = DEFAULT_ASSOCIATION;
647

  
648 646
     currVert++;
649 647
     }
650 648

  
......
677 675

  
678 676
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[TOP] +       x  * mTexMappingW[TOP];
679 677
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[TOP] + (0.5f-z) * mTexMappingH[TOP];
680
                   attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
681 678

  
682 679
                   break;
683 680
       case SOUTH: row = curr.row+1;
......
700 697

  
701 698
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[BOTTOM] +       x  * mTexMappingW[BOTTOM];
702 699
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BOTTOM] + (0.5f-z) * mTexMappingH[BOTTOM];
703
                   attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
704 700

  
705 701
                   break;
706 702
       case WEST : row = (back  ? (curr.row+1):(curr.row));
......
723 719

  
724 720
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[LEFT] + (0.5f-z) * mTexMappingW[LEFT];
725 721
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[LEFT] + (1.0f-y) * mTexMappingH[LEFT];
726
                   attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
727 722

  
728 723
                   break;
729 724
       case EAST : row = (back  ? (curr.row):(curr.row+1));
......
746 741

  
747 742
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[RIGHT] + (0.5f-z) * mTexMappingW[RIGHT];
748 743
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[RIGHT] + (1.0f-y) * mTexMappingH[RIGHT];
749
                   attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
750 744

  
751 745
                   break;
752 746
       }
......
772 766

  
773 767
     attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB  ];
774 768
     attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB+1];
775
     attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
776 769

  
777 770
     currVert++;
778 771
     }
src/main/java/org/distorted/library/mesh/MeshQuad.java
46 46

  
47 47
    attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB  ] = x;
48 48
    attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB+1] = 1.0f-y;
49
    attribs2[VERT2_ATTRIBS*index + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
50 49
    }
51 50

  
52 51
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/mesh/MeshRectangles.java
73 73

  
74 74
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
75 75
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = 1.0f-y;
76
     attribs2[VERT2_ATTRIBS*vertex + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
77 76

  
78 77
     return vertex+1;
79 78
     }
......
100 99

  
101 100
       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB  ];
102 101
       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB+1];
103
       attribs2[VERT2_ATTRIBS*vertex + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
104 102

  
105 103
       vertex++;
106 104
       }
src/main/java/org/distorted/library/mesh/MeshSphere.java
95 95

  
96 96
      attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(currentVert-1) + TEX_ATTRIB  ];
97 97
      attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(currentVert-1) + TEX_ATTRIB+1];
98
      attribs2[VERT2_ATTRIBS*currentVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
99 98

  
100 99
      currentVert++;
101 100
      }
......
199 198

  
200 199
    attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB  ] = (float)texX;
201 200
    attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB+1] = (float)texY;
202
    attribs2[VERT2_ATTRIBS*currentVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
203 201

  
204 202
    currentVert++;
205 203

  
src/main/java/org/distorted/library/mesh/MeshTriangles.java
48 48

  
49 49
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
50 50
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y;
51
     attribs2[VERT2_ATTRIBS*vertex + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
52 51

  
53 52
     return vertex+1;
54 53
     }
src/main/java/org/distorted/library/program/DistortedProgram.java
185 185

  
186 186
      if( subline.startsWith(mAttributeStr))
187 187
        {
188
        //android.util.Log.e("program", "GOOD LINE: " +subline+" subLen="+subLen);
189

  
190 188
        for(nameBegin=subLen-1; nameBegin>mAttributeLen-2; nameBegin--)
191 189
          {
192 190
          currChar=subline.charAt(nameBegin);
......
209 207
    {
210 208
    String attribute, attrList="", uniform;
211 209
    String[] lines = shader.split("\n");
212
    int length = lines.length;
213 210

  
214
    for(int i=0; i<length; i++)
211
    for (String line : lines)
215 212
      {
216
      if( doAttributes )
213
      if (doAttributes)
217 214
        {
218
        attribute = parseOutAttribute(lines[i]);
215
        attribute = parseOutAttribute(line);
219 216

  
220
        if( attribute!=null )
217
        if (attribute != null)
221 218
          {
222
          //android.util.Log.d("program", "new attribute: "+attribute);
223
          if( attrList.length()>0 ) attrList+=" ";
219
          if (attrList.length() > 0) attrList += " ";
224 220
          attrList += attribute;
225 221
          }
226 222
        }
227 223

  
228
      uniform = parseOutUniform(lines[i]);
224
      uniform = parseOutUniform(line);
229 225

  
230
      if( uniform!=null )
226
      if (uniform != null)
231 227
        {
232
        //android.util.Log.d("program", "new uniform: "+uniform);
233
        if( mUniList.length()>0 ) mUniList+=" ";
228
        if (mUniList.length() > 0) mUniList += " ";
234 229
        mUniList += uniform;
235 230
        }
236 231
      }
......
323 318
      {
324 319
      String begin = code.substring(0,place-1);
325 320
      String end   = code.substring(place+length);
326
/*
327
int len = begin.length();
328 321

  
329
android.util.Log.d("Program", begin.substring(len-40));
330
android.util.Log.d("Program", effects);
331
android.util.Log.d("Program", end.substring(0,40));
332
*/
333 322
      return begin + effects + end;
334 323
      }
335 324
    else
src/main/res/raw/main_vertex_shader.glsl
25 25
in vec3 a_Inflate;                   // This vector describes the direction this vertex needs to go when we 'inflate' the whole mesh.
26 26
                                     // If the mesh is locally smooth, this is equal to the normal vector. Otherwise (on sharp edges) - no.
27 27
in vec2 a_TexCoordinate;             // Per-vertex texture coordinate.
28
in float a_Association;              // Per-vertex association. Connects the vertex (really the mesh component the vertex is a member of)
28
in float a_Component;                // The component a vertex belongs to.
29 29
                                     // to a vertex effect. An effect will only be active on a vertex iff (a_Association & vAssociation[effect]) != 0.
30 30
                                     // ( see VertexEffect.retSection() )
31 31

  
......
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 vAssociation[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component.
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.
53 55

  
54 56
//////////////////////////////////////////////////////////////////////////////////////////////
55 57
// HELPER FUNCTIONS
......
104 106

  
105 107
#if NUM_VERTEX>0
106 108
  int effect=0;
109
  int component = int(a_Component);
107 110

  
108 111
  for(int i=0; i<vNumEffects; i++)
109 112
    {
110
    // ENABLED EFFECTS WILL BE INSERTED HERE
113
    if( ((vComponAssoc[component] & vEffectAssoc[i]) != 0) || (component == vEffectCompo[i]) )
114
      {
115
      // ENABLED EFFECTS WILL BE INSERTED HERE
111 116

  
117
      }
112 118
    effect+=3;
113 119
    }
114 120
#endif

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