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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ 36d65d88

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.mesh;
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import android.opengl.GLES30;
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import android.util.Log;
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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.effectqueue.EffectQueueVertex;
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import org.distorted.library.main.DistortedLibrary;
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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 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 MAX_COMPONENTS= 100;
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   static final int DEFAULT_ASSOCIATION = 0xffffffff;
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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 INF_DATA_SIZE= 3; // 'inflate' 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 INF_ATTRIB   = POS_DATA_SIZE + NOR_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 + INF_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 + INF_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_INF = INF_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 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, InfX,InfY,InfZ
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   private float[] mVertAttribs2;             // packed: TexS,TexT, Component
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   private float mInflate;
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   private boolean[] mNeedsAdjustment;
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   private int[] mAssociation;
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   private static int[] mComponentAssociationH = new int[EffectQueue.MAIN_VARIANTS];
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   private static class Component
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     {
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     private int mEndIndex;
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     private Static4D mTextureMap;
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     private EffectQueueVertex mQueue;
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     Component(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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       mQueue     = new EffectQueueVertex();
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       }
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     Component(Component 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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       mQueue = new EffectQueueVertex(original.mQueue);
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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<Component> mComponent;
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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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     mComponent  = new ArrayList<>();
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     mAssociation= new int[MAX_COMPONENTS];
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     for(int i=0; i<MAX_COMPONENTS; i++) mAssociation[i] = DEFAULT_ASSOCIATION;
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     mNeedsAdjustment = new boolean[1];
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     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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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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     int size = original.mComponent.size();
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     mComponent = new ArrayList<>();
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     for(int i=0; i<size; i++)
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       {
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       Component comp = new Component(original.mComponent.get(i));
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       mComponent.add(comp);
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       }
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     mAssociation= new int[MAX_COMPONENTS];
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     System.arraycopy(original.mAssociation, 0, mAssociation, 0, MAX_COMPONENTS);
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     if( deep )
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       {
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       mNeedsAdjustment = new boolean[1];
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       mNeedsAdjustment[0] = original.mNeedsAdjustment[0];
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       mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_READ);
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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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       mVBO1.invalidate();
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       }
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     else
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       {
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       mNeedsAdjustment = original.mNeedsAdjustment;
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       mVBO1            = original.mVBO1;
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       mVertAttribs1    = original.mVertAttribs1;
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       }
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     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_READ);
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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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     mVBO2.invalidate();
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     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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     mTFO.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   public static int getMaxComponents()
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     {
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     return MAX_COMPONENTS;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   public static void getUniforms(int mProgramH, int variant)
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     {
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     mComponentAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComponAssoc");
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   int numComponents()
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     {
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     return mComponent.size();
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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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     mComponent.add(new Component(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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// called from MeshJoined
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   void join(MeshBase[] meshes)
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     {
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     MeshBase mesh;
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     Component comp;
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     int origComponents=0, numComponents, numVertices, numMeshes = meshes.length;
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     int origVertices = mNumVertices;
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     // compute new numVertices; take care of Components
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     if( origVertices>0 )
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       {
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       origComponents = mComponent.size();
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       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
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       mComponent.get(origComponents-1).mEndIndex = 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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       numComponents = mesh.mComponent.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<numComponents; j++)
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         {
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         comp = new Component(mesh.mComponent.get(j));
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         comp.mEndIndex += (extraVerticesBefore+mNumVertices+extraVerticesAfter);
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         mComponent.add(comp);
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         if( origComponents<MAX_COMPONENTS )
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           {
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           mAssociation[origComponents] = mesh.mAssociation[j];
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           origComponents++;
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           }
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         }
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       mNumVertices += (extraVerticesBefore+numVertices+extraVerticesAfter);
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       }
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     // allocate new attrib array
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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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     if( origVertices>0 )
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       {
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       System.arraycopy(mVertAttribs1,                              0, newAttribs1,                         0, VERT1_ATTRIBS*numVertices);
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       System.arraycopy(mVertAttribs2,                              0, newAttribs2,                         0, VERT2_ATTRIBS*numVertices);
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       System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS    );
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       System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS    );
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       origVertices++;
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       if( numVertices%2==1 )
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         {
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         System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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         System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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         origVertices++;
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         }
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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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       numVertices = mesh.mNumVertices;
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       if( origVertices>0 )
295
         {
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         System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS    );
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         System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS    );
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         origVertices++;
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         }
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       System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
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       System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
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       origVertices+=numVertices;
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       if( i<numMeshes-1 )
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         {
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         System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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         System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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         origVertices++;
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         if( numVertices%2==1 )
311
           {
312
           System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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           System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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           origVertices++;
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           }
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         }
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       }
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     if( origVertices!=mNumVertices )
320
       {
321
       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
322
       }
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324
     int endIndex, index=0, numComp = mComponent.size();
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     for(int component=0; component<numComp; component++)
327
       {
328
       endIndex = mComponent.get(component).mEndIndex;
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330
       for( ; index<=endIndex; index++) newAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = component;
331
       }
332

    
333
     mVertAttribs1 = newAttribs1;
334
     mVertAttribs2 = newAttribs2;
335

    
336
     mVBO1.invalidate();
337
     mVBO2.invalidate();
338
     }
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340
///////////////////////////////////////////////////////////////////////////////////////////////////
341
/**
342
 * Not part of public API, do not document (public only because has to be used from the main package)
343
 *
344
 * @y.exclude
345
 */
346
   public void copyTransformToVertex()
347
     {
348
     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
349
                                                              TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
350
     if( buffer!=null )
351
       {
352
       FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
353
       feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
354
       mVBO1.update(mVertAttribs1);
355
       }
356
     else
357
       {
358
       int error = GLES30.glGetError();
359
       Log.e("mesh", "failed to map tf buffer, error="+error);
360
       }
361

    
362
     GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
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364
     int numComp = mComponent.size();
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366
     for(int i=0; i<numComp; i++)
367
       {
368
       mComponent.get(i).mQueue.removeAll(false);
369
       }
370
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
374
 * Not part of public API, do not document (public only because has to be used from the main package)
375
 *
376
 * @y.exclude
377
 */
378
   public void computeQueue()
379
     {
380
     int numComp = mComponent.size();
381

    
382
     for(int i=0; i<numComp; i++)
383
       {
384
       mComponent.get(i).mQueue.compute(1);
385
       }
386
     }
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388
///////////////////////////////////////////////////////////////////////////////////////////////////
389
/**
390
 * Not part of public API, do not document (public only because has to be used from the main package)
391
 *
392
 * @y.exclude
393
 */
394
   public void sendQueue()
395
     {
396
     int numComp = mComponent.size();
397

    
398
     for(int i=0; i<numComp; i++)
399
       {
400
       mComponent.get(i).mQueue.send(0.0f,3);
401
       }
402
     }
403

    
404
///////////////////////////////////////////////////////////////////////////////////////////////////
405
/**
406
 * Not part of public API, do not document (public only because has to be used from the main package)
407
 *
408
 * @y.exclude
409
 */
410
   public int getTFO()
411
     {
412
     return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
413
     }
414

    
415
///////////////////////////////////////////////////////////////////////////////////////////////////
416
/**
417
 * Not part of public API, do not document (public only because has to be used from the main package)
418
 *
419
 * @y.exclude
420
 */
421
   public int getNumVertices()
422
     {
423
     return mNumVertices;
424
     }
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

    
437
///////////////////////////////////////////////////////////////////////////////////////////////////
438
/**
439
 * Not part of public API, do not document (public only because has to be used from the main package)
440
 *
441
 * @y.exclude
442
 */
443
   public void bindVertexAttribs(DistortedProgram program)
444
     {
445
     if( mNeedsAdjustment[0] )
446
       {
447
       mNeedsAdjustment[0] = false;
448
       DistortedLibrary.adjustVertices(this);
449
       }
450

    
451
     int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1);
452
     int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2);
453

    
454
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
455
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
456
     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
457
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
458
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
459
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
460
     GLES30.glVertexAttribPointer(program.mAttribute[4], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
461
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
462
     }
463

    
464
///////////////////////////////////////////////////////////////////////////////////////////////////
465
/**
466
 * Not part of public API, do not document (public only because has to be used from the main package)
467
 *
468
 * @y.exclude
469
 */
470
   public void bindTransformAttribs(DistortedProgram program)
471
     {
472
     int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
473

    
474
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
475
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
476
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
477
     }
478

    
479
///////////////////////////////////////////////////////////////////////////////////////////////////
480
/**
481
 * Not part of public API, do not document (public only because has to be used from the main package)
482
 *
483
 * @y.exclude
484
 */
485
   public void setInflate(float inflate)
486
     {
487
     mInflate = inflate;
488
     }
489

    
490
///////////////////////////////////////////////////////////////////////////////////////////////////
491
/**
492
 * Not part of public API, do not document (public only because has to be used from the main package)
493
 *
494
 * @y.exclude
495
 */
496
   public float getInflate()
497
     {
498
     return mInflate;
499
     }
500

    
501
///////////////////////////////////////////////////////////////////////////////////////////////////
502
// PUBLIC API
503
///////////////////////////////////////////////////////////////////////////////////////////////////
504
/**
505
 * When rendering this Mesh, do we want to render the Normal vectors as well?
506
 * <p>
507
 * Will work only on OpenGL ES >= 3.0 devices.
508
 *
509
 * @param show Controls if we render the Normal vectors or not.
510
 */
511
   public void setShowNormals(boolean show)
512
     {
513
     mShowNormals = show;
514
     }
515

    
516
///////////////////////////////////////////////////////////////////////////////////////////////////
517
/**
518
 * When rendering this mesh, should we also draw the normal vectors?
519
 *
520
 * @return <i>true</i> if we do render normal vectors
521
 */
522
   public boolean getShowNormals()
523
     {
524
     return mShowNormals;
525
     }
526

    
527
///////////////////////////////////////////////////////////////////////////////////////////////////
528
/**
529
 * Release all internal resources.
530
 */
531
   public void markForDeletion()
532
     {
533
     mVertAttribs1 = null;
534
     mVertAttribs2 = null;
535

    
536
     mVBO1.markForDeletion();
537
     mVBO2.markForDeletion();
538
     mTFO.markForDeletion();
539
     }
540

    
541
///////////////////////////////////////////////////////////////////////////////////////////////////
542
/**
543
 * Apply a Vertex Effect to the vertex mesh.
544
 * <p>
545
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
546
 * contain any Dynamics, the Dynamics will be evaluated at 0.
547
 *
548
 * We would call this several times building up a list of Effects to do. This list of effects gets
549
 * lazily executed only when the Mesh is used for rendering for the first time.
550
 *
551
 * @param effect Vertex Effect to apply to the Mesh.
552
 */
553
   public void apply(VertexEffect effect)
554
     {
555
     int numComp = mComponent.size();
556

    
557
     for(int i=0; i<numComp; i++)
558
       {
559
       mComponent.get(i).mQueue.add(effect);
560
       }
561

    
562
     mNeedsAdjustment[0] = true;
563
     }
564

    
565
///////////////////////////////////////////////////////////////////////////////////////////////////
566
/**
567
 * Sets texture maps for (some of) the components of this mesh.
568
 * <p>
569
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
570
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
571
 * upper-left quadrant of the texture.
572
 * <p>
573
 * Probably the most common user case would be sending as many maps as there are components in this
574
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
575
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
576
 * of the 2nd and 4rd one, call this with
577
 * maps = new Static4D[4]
578
 * maps[0] = null
579
 * maps[1] = the map for the 2nd component
580
 * maps[2] = null
581
 * maps[3] = the map for the 4th component
582
 *
583
 * A map's width and height have to be non-zero (but can be negative!)
584
 *
585
 * @param maps List of texture maps to apply to the texture's components.
586
 */
587
   public void setTextureMap(Static4D[] maps)
588
     {
589
     int num_comp = mComponent.size();
590
     int num_maps = maps.length;
591
     int min = Math.min(num_comp, num_maps);
592
     int vertex = 0;
593
     Static4D newMap, oldMap;
594
     Component comp;
595
     float newW, newH, ratW, ratH, movX, movY;
596

    
597
     for(int i=0; i<min; i++)
598
       {
599
       newMap = maps[i];
600
       comp = mComponent.get(i);
601

    
602
       if( newMap!=null )
603
         {
604
         newW = newMap.get2();
605
         newH = newMap.get3();
606

    
607
         if( newW!=0.0f && newH!=0.0f )
608
           {
609
           oldMap = comp.mTextureMap;
610
           ratW = newW/oldMap.get2();
611
           ratH = newH/oldMap.get3();
612
           movX = newMap.get0() - ratW*oldMap.get0();
613
           movY = newMap.get1() - ratH*oldMap.get1();
614

    
615
           for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
616
             {
617
             mVertAttribs2[index  ] = ratW*mVertAttribs2[index  ] + movX;
618
             mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
619
             }
620
           comp.setMap(newMap);
621
           }
622
         }
623

    
624
       vertex= comp.mEndIndex+1;
625
       }
626

    
627
     mVBO2.invalidate();
628
     }
629

    
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631
/**
632
 * Return the texture map of one of the components.
633
 *
634
 * @param component The component number whose texture map we want to retrieve.
635
 */
636
   public Static4D getTextureMap(int component)
637
     {
638
     return (component>=0 && component<mComponent.size()) ? mComponent.get(component).mTextureMap : null;
639
     }
640

    
641
///////////////////////////////////////////////////////////////////////////////////////////////////
642
/**
643
 * Set Effect association.
644
 *
645
 * This creates an association between a Component of this Mesh and a Vertex Effect.
646
 * One can set the association of an Effect and of a Component, and the Effect will only be active on
647
 * vertices of Components such that
648
 *
649
 * (effect assoc) & (component assoc) != 0 || (effect component) == (mesh component)
650
 *
651
 * (see main_vertex_shader)
652
 *
653
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
654
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
655
 */
656
  public void setEffectAssociation(int component, int association)
657
    {
658
    if( component>=0 && component<MAX_COMPONENTS )
659
      {
660
      mAssociation[component] = association;
661
      }
662
    }
663

    
664
///////////////////////////////////////////////////////////////////////////////////////////////////
665
/**
666
 * Copy the Mesh.
667
 *
668
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
669
 *             normals and inflates (the rest, in particular the mVertAttribs2 containing texture
670
 *             coordinates and effect associations, is always deep copied)
671
 */
672
   public abstract MeshBase copy(boolean deep);
673
   }
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