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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class AssociationUniformBlock
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class AssociationUniformBlock
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{
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private static int mAssociationSize = 8*MAX_EFFECT_COMPONENTS;
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private static final int ASSOCIATION_SIZE = 16*MAX_EFFECT_COMPONENTS;
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private static final int DEFAULT_ASSOCIATION = 0xffffffff;
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private InternalBuffer mUBO;
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private int[] mAssociations;
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private int mAssociationBlock;
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private boolean mNeedAdjustAssociation;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Public only because DistortedLibrary needs to see this to call setAssociationSize
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*
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* @y.exclude
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*/
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AssociationUniformBlock()
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{
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mNeedAdjustAssociation = true;
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mAssociationBlock = computeAssociationBlockSize();
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mAssociations= new int[mAssociationSize/4];
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mAssociations= new int[ASSOCIATION_SIZE/4];
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for(int i=0; i<MAX_EFFECT_COMPONENTS; i++)
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{
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mAssociations[getAndIndex(i)] = DEFAULT_ASSOCIATION;
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mAssociations[getEquIndex(i)] = i;
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mAssociations[4*i ] = DEFAULT_ASSOCIATION;
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mAssociations[4*i+2] = i;
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}
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mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ);
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... | ... | |
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AssociationUniformBlock( AssociationUniformBlock original)
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{
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mNeedAdjustAssociation = original.mNeedAdjustAssociation;
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mAssociationBlock = original.mAssociationBlock;
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int size = original.mAssociations.length;
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mAssociations= new int[size];
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System.arraycopy(original.mAssociations, 0, mAssociations, 0, size);
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... | ... | |
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mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* @y.exclude
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*/
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public static void setAssociationSize(int size)
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{
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if( size>0 ) mAssociationSize = size; // if we are not using any VertexEffects, there
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// will be no 'meshAssociation' UBO in the shader,
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// and thus its detected size will be 0. Do not change
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// the initial guess then - we still might need the
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// associations for applying the MatrixEffects to a
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// mesh, for one.
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}
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64 |
///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getAndIndex(int component)
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boolean matchesAssociation( int comp, int andAssoc, int equAssoc)
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{
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return mAssociationBlock*component;
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return (andAssoc & mAssociations[4*comp]) != 0 || (equAssoc == mAssociations[4*comp+2]);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getEquIndex(int component)
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void setEffectAssociationNow(int comp, int andAssociation, int equAssociation)
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{
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return mAssociationBlock*(MAX_EFFECT_COMPONENTS+component);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeAssociationBlockSize()
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107 |
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{
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108 |
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return 1 + (mAssociationSize/4 - 2*MAX_EFFECT_COMPONENTS) / (2*MAX_EFFECT_COMPONENTS-1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getAndAssoc(int comp)
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114 |
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{
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115 |
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return mAssociations[getAndIndex(comp)];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getEquAssoc(int comp)
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121 |
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{
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return mAssociations[getEquIndex(comp)];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The problem here is that at MeshBase object creation time, we might not know the size of the
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127 |
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// 'meshAssociation' Uniform Block Object in the vertex shader (the UBO is packed according to the
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128 |
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// 'shared' layout, which means the size of the block is known only after linking the shaders).
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129 |
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//
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// We thus, in the constructor, guess that the layout will be tight (so we will need 8*MAX_EFFECT_C
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131 |
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// bytes there), allocate mAssociation already, and if later on, as a result of linking the shaders,
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132 |
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// we get a call to setAssociationSize() which changes the size to something else, we need to reallocate.
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133 |
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//
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134 |
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// It can happen that even before the linking the value of mAssociationSize is already 'right' because
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135 |
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// this is a static variable and it might persist from an earlier run. All the better then; this should
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136 |
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// never be wrong.
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137 |
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|
138 |
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private void adjustAssociation()
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139 |
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{
|
140 |
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int oldLen = mAssociations.length;
|
141 |
|
|
142 |
|
if( mAssociationSize != 4*oldLen )
|
143 |
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{
|
144 |
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int[] tmp = new int[oldLen];
|
145 |
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System.arraycopy(mAssociations, 0, tmp, 0, oldLen);
|
146 |
|
|
147 |
|
int newLen = mAssociationSize/4;
|
148 |
|
mAssociations = new int[newLen];
|
149 |
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mAssociationBlock = computeAssociationBlockSize();
|
150 |
|
|
151 |
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for(int i=0; i<oldLen/2; i++)
|
152 |
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{
|
153 |
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mAssociations[getAndIndex(i)] = tmp[i]; // oldLen must be equal to
|
154 |
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mAssociations[getEquIndex(i)] = tmp[MAX_EFFECT_COMPONENTS+i]; // 8*MAX_EFFECT_COM
|
155 |
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}
|
156 |
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}
|
157 |
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}
|
158 |
|
|
159 |
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///////////////////////////////////////////////////////////////////////////////////////////////////
|
160 |
|
|
161 |
|
boolean matchesAssociation( int component, int andAssoc, int equAssoc)
|
162 |
|
{
|
163 |
|
return (andAssoc & mAssociations[getAndIndex(component)]) != 0 || (equAssoc == mAssociations[getEquIndex(component)]);
|
164 |
|
}
|
165 |
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|
166 |
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///////////////////////////////////////////////////////////////////////////////////////////////////
|
167 |
|
|
168 |
|
void setEffectAssociationNow(int component, int andAssociation, int equAssociation)
|
169 |
|
{
|
170 |
|
mAssociations[getAndIndex(component)] = andAssociation;
|
171 |
|
mAssociations[getEquIndex(component)] = equAssociation;
|
|
75 |
mAssociations[4*comp ] = andAssociation;
|
|
76 |
mAssociations[4*comp+2] = equAssociation;
|
172 |
77 |
|
173 |
78 |
mUBO.invalidate();
|
174 |
79 |
}
|
... | ... | |
177 |
82 |
|
178 |
83 |
int getIndex()
|
179 |
84 |
{
|
180 |
|
if( mNeedAdjustAssociation )
|
181 |
|
{
|
182 |
|
mNeedAdjustAssociation = false;
|
183 |
|
adjustAssociation();
|
184 |
|
}
|
185 |
|
|
186 |
|
return mUBO.createImmediatelyInt( mAssociationSize, mAssociations);
|
|
85 |
return mUBO.createImmediatelyInt( ASSOCIATION_SIZE, mAssociations);
|
187 |
86 |
}
|
188 |
87 |
|
189 |
88 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
190 |
89 |
|
191 |
90 |
void copy( int compTo, AssociationUniformBlock assocFrom, int compFrom)
|
192 |
91 |
{
|
193 |
|
mAssociations[getAndIndex(compTo)] = assocFrom.getAndAssoc(compFrom);
|
194 |
|
mAssociations[getEquIndex(compTo)] = assocFrom.getEquAssoc(compFrom);
|
|
92 |
mAssociations[4*compTo ] = assocFrom.mAssociations[4*compFrom ];
|
|
93 |
mAssociations[4*compTo+2] = assocFrom.mAssociations[4*compFrom+2];
|
195 |
94 |
}
|
196 |
95 |
}
|
Simplify AssociationUniformBlock