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library / src / main / java / org / distorted / library / MeshObject.java @ 42571056

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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;
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import android.opengl.GLES30;
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import java.nio.FloatBuffer;
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import java.util.HashMap;
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import java.util.LinkedList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abstract class which represents a Mesh, ie 3 arrays of Vertex attributes: 1) positions
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 * 2) normals 3) texture coordinates.
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 * <p>
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 * If you want to render to a particular shape, extend from here, construct the three FloatBuffers and
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 * provide correct dataLength, i.e. the number of vertices.
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 */
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public abstract class MeshObject
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   {
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   static final int BYTES_PER_FLOAT   = 4; //
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   static final int POSITION_DATA_SIZE= 3; // Size of the position data in elements
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   static final int NORMAL_DATA_SIZE  = 3; // Size of the normal data in elements.
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   static final int TEX_DATA_SIZE     = 2; // Size of the texture coordinate data in elements.
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   ///// CREATING/DELETING Vertex Buffer Objects ///////////////////////////
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   private static final int JOB_CREATE = 0;
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   private static final int JOB_DELETE = 1;
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   private class Job
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     {
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     MeshObject mesh;
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     int action;
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     Job(MeshObject o, int a)
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       {
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       mesh   = o;
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       action = a;
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       }
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     }
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   private static boolean mToDo = false;
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   private static LinkedList<MeshObject> mDoneList = new LinkedList<>();
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   private static HashMap<Long,Job> mToDoMap = new HashMap<>();
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   /////////////////////////////////////////////////////////////////////////
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   private static long mNextID = 0;
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   private long mID;
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   int dataLength;
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   FloatBuffer mMeshPositions, mMeshNormals, mMeshTexture;
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   int[] mPosVBO = new int[1];
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   int[] mNorVBO = new int[1];
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   int[] mTexVBO = new int[1];
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   final float zFactor; // strange workaround for the fact that we need to somehow store the 'depth'
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                        // of the Mesh. Used in DistortedEffects. See DistortedTexture.getDepth().
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   MeshObject(float factor)
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     {
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     zFactor = factor;
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     mID     = mNextID++;
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     recreate();
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     mToDoMap.put(mID, new Job(this,JOB_CREATE) );
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     mToDo = true;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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   static synchronized boolean toDo()
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     {
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     if( mToDo )
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       {
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       Job job;
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       MeshObject mesh;
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       for(Long key: mToDoMap.keySet())
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         {
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         job = mToDoMap.get(key);
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         mesh = job.mesh;
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         //android.util.Log.d("MESH", "  ---> need to "+(job.action==JOB_CREATE ? "create":"delete") );
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         if( job.action==JOB_CREATE )
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           {
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           mesh.create();
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           mDoneList.add(mesh);
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           }
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         else if( job.action==JOB_DELETE )
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           {
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           mesh.delete();
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           }
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         }
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       mToDoMap.clear();
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       mToDo = false;
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       return true;
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       }
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     return false;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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//
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// Do NOT release mMeshPositions etc as we will need them when we need to re-create the buffers after
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// a loss of OpenGL context!
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   private void create()
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     {
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     if( mPosVBO[0]<0 )
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       {
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       GLES30.glGenBuffers(1, mPosVBO, 0);
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       GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mPosVBO[0]);
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       GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, dataLength*POSITION_DATA_SIZE*BYTES_PER_FLOAT, mMeshPositions, GLES30.GL_STATIC_READ);
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       }
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     if( mNorVBO[0]<0 )
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       {
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       GLES30.glGenBuffers(1, mNorVBO, 0);
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       GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mNorVBO[0]);
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       GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, dataLength*  NORMAL_DATA_SIZE*BYTES_PER_FLOAT, mMeshNormals  , GLES30.GL_STATIC_READ);
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       }
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     if( mTexVBO[0]<0 )
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       {
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       GLES30.glGenBuffers(1, mTexVBO, 0);
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       GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mTexVBO[0]);
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       GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, dataLength*    TEX_DATA_SIZE*BYTES_PER_FLOAT, mMeshTexture  , GLES30.GL_STATIC_READ);
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       }
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     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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   private void delete()
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     {
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     if( mPosVBO[0]>=0 )
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       {
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       GLES30.glDeleteBuffers(1, mPosVBO, 0);
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       mPosVBO[0] = -1;
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       }
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     if( mNorVBO[0]>=0 )
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       {
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       GLES30.glDeleteBuffers(1, mNorVBO, 0);
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       mNorVBO[0] = -1;
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       }
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     if( mTexVBO[0]>=0 )
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       {
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       GLES30.glDeleteBuffers(1, mTexVBO, 0);
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       mTexVBO[0] = -1;
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   private void recreate()
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     {
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     mPosVBO[0] = -1;
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     mNorVBO[0] = -1;
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     mTexVBO[0] = -1;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onPause()
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    {
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    MeshObject mesh;
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    int num = mDoneList.size();
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    for(int i=0; i<num; i++)
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      {
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      mesh = mDoneList.removeFirst();
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      mToDoMap.put(mesh.getID(), mesh.new Job(mesh,JOB_CREATE) );
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      mesh.recreate();
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      }
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    mToDo = true;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    mToDoMap.clear();
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    mDoneList.clear();
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    mToDo = true;
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    mNextID = 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  @SuppressWarnings("unused")
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  static void debugLists()
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    {
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    android.util.Log.e("Mesh", "Done list:");
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    MeshObject mesh;
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    int num = mDoneList.size();
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    for(int i=0; i<num; i++)
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      {
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      mesh = mDoneList.get(i);
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      mesh.print(i, "");
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      }
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    android.util.Log.e("Mesh", "ToDo list:");
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    Job job;
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    int i=0;
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    for(Long key: mToDoMap.keySet())
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      {
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      job = mToDoMap.get(key);
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      job.mesh.print(i++, job.action==JOB_CREATE ? " create":" delete");
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void print(int i, String extra)
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    {
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    String str;
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         if( this instanceof MeshFlat ) str = (i+": MeshFlat  ");
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    else if( this instanceof MeshCubes) str = (i+": MeshCubes ");
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    else                                str = (i+": UNKNOWN   ");
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    str += ( "dataLength: "+dataLength+" meshID:"+getID());
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    android.util.Log.e("Mesh", str+extra);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Get the minimal set of Vertices which have the same convex hull as the whole set.
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 * <p>
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 * In case of Flat Meshes, the set is obviously just the 4 corners. In case of the Cubes Mesh,
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 * it is a subset of the set of each rightmost- and leftmost- corners in each row.
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 * <p>
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 * This is used to be able to quickly compute, in window coordinates, the Mesh'es bounding rectangle.
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 */
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   abstract float[] getBoundingVertices();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   synchronized void markForCreation()
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     {
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     mDoneList.remove(this);
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     mToDoMap.put(mID, new Job(this,JOB_CREATE) );
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     mToDo = true;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Mark the underlying OpenGL object for deletion. Actual deletion will take place on the next render.
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 */
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   synchronized public void markForDeletion()
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     {
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     mDoneList.remove(this);
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     mToDoMap.put(mID, new Job(this,JOB_DELETE) );
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     mToDo = true;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Return unique ID of this Mesh.
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 */
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   public long getID()
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    {
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    return mID;
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    }
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   }
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