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d333eb6b
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Leszek Koltunski
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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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Leszek Koltunski
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// Distorted is free software: you can redistribute it and/or modify //
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d333eb6b
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Leszek Koltunski
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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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Leszek Koltunski
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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Leszek Koltunski
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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.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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c90aca24
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Leszek Koltunski
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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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static final float 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 ASS_DATA_SIZE= 1; // association, 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 ASS_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 + ASS_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_TAG = ASS_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
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private float mInflate;
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private boolean[] mNeedsAdjustment;
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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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c90aca24
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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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mNeedsAdjustment = new boolean[1];
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mNeedsAdjustment[0] = false;
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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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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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e54bfada
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Leszek Koltunski
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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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cbd502ec
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mTFO.invalidate();
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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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Leszek Koltunski
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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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| 186 |
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| 187 |
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void setAttribs(float[] vert1Attribs, float[] vert2Attribs)
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| 188 |
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{
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| 189 |
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mNumVertices = vert1Attribs.length/VERT1_ATTRIBS;
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| 190 |
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mVertAttribs1= vert1Attribs;
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mVertAttribs2= vert2Attribs;
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mComponent.add(new Component(mNumVertices));
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mVBO1.invalidate();
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mVBO2.invalidate();
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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| 200 |
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// called from MeshJoined
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| 201 |
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| 202 |
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void join(MeshBase[] meshes)
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| 203 |
226144d0
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{
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| 204 |
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MeshBase mesh;
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Component comp;
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| 206 |
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int numComponents, numVertices, numMeshes = meshes.length;
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| 207 |
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int origVertices = mNumVertices;
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| 208 |
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| 209 |
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// compute new numVertices; take care of Components
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| 210 |
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| 211 |
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if( origVertices>0 )
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| 212 |
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{
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| 213 |
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numComponents = mComponent.size();
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| 214 |
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mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
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| 215 |
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mComponent.get(numComponents-1).mEndIndex = mNumVertices;
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| 216 |
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}
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| 217 |
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| 218 |
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for(int i=0; i<numMeshes; i++)
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| 219 |
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{
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| 220 |
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mesh = meshes[i];
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| 221 |
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numComponents = mesh.mComponent.size();
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| 222 |
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| 223 |
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for(int j=0; j<numComponents; j++)
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| 224 |
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{
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| 225 |
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comp = new Component(mesh.mComponent.get(j));
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| 226 |
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comp.mEndIndex += mNumVertices;
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| 227 |
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mComponent.add(comp);
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| 228 |
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}
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| 229 |
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| 230 |
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numVertices = mesh.mNumVertices;
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| 231 |
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| 232 |
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if( mNumVertices==0 )
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| 233 |
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{
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| 234 |
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if( numMeshes>1 )
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| 235 |
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mNumVertices += (numVertices%2==1 ? numVertices+2 : numVertices+1);
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| 236 |
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else
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| 237 |
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mNumVertices += numVertices;
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| 238 |
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}
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| 239 |
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else if( i==numMeshes-1 ) mNumVertices += (numVertices+1);
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| 240 |
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else mNumVertices += (numVertices%2==1 ? numVertices+3 : numVertices+2);
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| 241 |
0d4aae88
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Leszek Koltunski
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}
|
| 242 |
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| 243 |
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// allocate new attrib array
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| 244 |
e54bfada
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Leszek Koltunski
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float[] newAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
|
| 245 |
|
|
float[] newAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
|
| 246 |
e7f85322
|
Leszek Koltunski
|
numVertices = origVertices;
|
| 247 |
0d4aae88
|
Leszek Koltunski
|
|
| 248 |
|
|
if( origVertices>0 )
|
| 249 |
|
|
{
|
| 250 |
e54bfada
|
Leszek Koltunski
|
System.arraycopy(mVertAttribs1, 0, newAttribs1, 0, VERT1_ATTRIBS*numVertices);
|
| 251 |
|
|
System.arraycopy(mVertAttribs2, 0, newAttribs2, 0, VERT2_ATTRIBS*numVertices);
|
| 252 |
|
|
System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS );
|
| 253 |
|
|
System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS );
|
| 254 |
0d4aae88
|
Leszek Koltunski
|
origVertices++;
|
| 255 |
|
|
|
| 256 |
e7f85322
|
Leszek Koltunski
|
if( numVertices%2==1 )
|
| 257 |
0d4aae88
|
Leszek Koltunski
|
{
|
| 258 |
e54bfada
|
Leszek Koltunski
|
System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
|
| 259 |
|
|
System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
|
| 260 |
0d4aae88
|
Leszek Koltunski
|
origVertices++;
|
| 261 |
|
|
}
|
| 262 |
|
|
}
|
| 263 |
|
|
|
| 264 |
e7f85322
|
Leszek Koltunski
|
for(int i=0; i<numMeshes; i++)
|
| 265 |
0d4aae88
|
Leszek Koltunski
|
{
|
| 266 |
|
|
mesh = meshes[i];
|
| 267 |
e7f85322
|
Leszek Koltunski
|
numVertices = mesh.mNumVertices;
|
| 268 |
0d4aae88
|
Leszek Koltunski
|
|
| 269 |
22e60fba
|
Leszek Koltunski
|
if( origVertices>0 )
|
| 270 |
|
|
{
|
| 271 |
e54bfada
|
Leszek Koltunski
|
System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS );
|
| 272 |
|
|
System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS );
|
| 273 |
22e60fba
|
Leszek Koltunski
|
origVertices++;
|
| 274 |
|
|
}
|
| 275 |
e54bfada
|
Leszek Koltunski
|
System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
|
| 276 |
|
|
System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
|
| 277 |
e7f85322
|
Leszek Koltunski
|
origVertices+=numVertices;
|
| 278 |
0d4aae88
|
Leszek Koltunski
|
|
| 279 |
e7f85322
|
Leszek Koltunski
|
if( i<numMeshes-1 )
|
| 280 |
0d4aae88
|
Leszek Koltunski
|
{
|
| 281 |
e54bfada
|
Leszek Koltunski
|
System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
|
| 282 |
|
|
System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
|
| 283 |
0d4aae88
|
Leszek Koltunski
|
origVertices++;
|
| 284 |
|
|
|
| 285 |
e7f85322
|
Leszek Koltunski
|
if( numVertices%2==1 )
|
| 286 |
0d4aae88
|
Leszek Koltunski
|
{
|
| 287 |
e54bfada
|
Leszek Koltunski
|
System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
|
| 288 |
|
|
System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
|
| 289 |
0d4aae88
|
Leszek Koltunski
|
origVertices++;
|
| 290 |
|
|
}
|
| 291 |
|
|
}
|
| 292 |
|
|
}
|
| 293 |
|
|
|
| 294 |
|
|
if( origVertices!=mNumVertices )
|
| 295 |
|
|
{
|
| 296 |
|
|
android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
|
| 297 |
|
|
}
|
| 298 |
|
|
|
| 299 |
e54bfada
|
Leszek Koltunski
|
mVertAttribs1 = newAttribs1;
|
| 300 |
|
|
mVertAttribs2 = newAttribs2;
|
| 301 |
0d4aae88
|
Leszek Koltunski
|
|
| 302 |
e54bfada
|
Leszek Koltunski
|
mVBO1.invalidate();
|
| 303 |
|
|
mVBO2.invalidate();
|
| 304 |
23b733db
|
Leszek Koltunski
|
}
|
| 305 |
|
|
|
| 306 |
f046b159
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 307 |
|
|
/**
|
| 308 |
|
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
| 309 |
|
|
*
|
| 310 |
|
|
* @y.exclude
|
| 311 |
|
|
*/
|
| 312 |
|
|
public void copyTransformToVertex()
|
| 313 |
|
|
{
|
| 314 |
e54bfada
|
Leszek Koltunski
|
ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
|
| 315 |
|
|
TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
|
| 316 |
f046b159
|
Leszek Koltunski
|
if( buffer!=null )
|
| 317 |
|
|
{
|
| 318 |
e54bfada
|
Leszek Koltunski
|
FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
|
| 319 |
|
|
feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
|
| 320 |
|
|
mVBO1.update(mVertAttribs1);
|
| 321 |
f046b159
|
Leszek Koltunski
|
}
|
| 322 |
|
|
else
|
| 323 |
|
|
{
|
| 324 |
b5be333a
|
Leszek Koltunski
|
int error = GLES30.glGetError();
|
| 325 |
|
|
Log.e("mesh", "failed to map tf buffer, error="+error);
|
| 326 |
f046b159
|
Leszek Koltunski
|
}
|
| 327 |
|
|
|
| 328 |
b5be333a
|
Leszek Koltunski
|
GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
|
| 329 |
ceed2df6
|
Leszek Koltunski
|
|
| 330 |
|
|
int numComp = mComponent.size();
|
| 331 |
|
|
|
| 332 |
|
|
for(int i=0; i<numComp; i++)
|
| 333 |
|
|
{
|
| 334 |
|
|
mComponent.get(i).mQueue.removeAll(false);
|
| 335 |
|
|
}
|
| 336 |
f046b159
|
Leszek Koltunski
|
}
|
| 337 |
|
|
|
| 338 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 339 |
|
|
/**
|
| 340 |
|
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
| 341 |
|
|
*
|
| 342 |
|
|
* @y.exclude
|
| 343 |
|
|
*/
|
| 344 |
|
|
public void computeQueue()
|
| 345 |
|
|
{
|
| 346 |
|
|
int numComp = mComponent.size();
|
| 347 |
|
|
|
| 348 |
|
|
for(int i=0; i<numComp; i++)
|
| 349 |
|
|
{
|
| 350 |
|
|
mComponent.get(i).mQueue.compute(1);
|
| 351 |
|
|
}
|
| 352 |
|
|
}
|
| 353 |
|
|
|
| 354 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 355 |
|
|
/**
|
| 356 |
|
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
| 357 |
|
|
*
|
| 358 |
|
|
* @y.exclude
|
| 359 |
|
|
*/
|
| 360 |
|
|
public void sendQueue()
|
| 361 |
|
|
{
|
| 362 |
|
|
int numComp = mComponent.size();
|
| 363 |
|
|
|
| 364 |
|
|
for(int i=0; i<numComp; i++)
|
| 365 |
|
|
{
|
| 366 |
cbd502ec
|
Leszek Koltunski
|
mComponent.get(i).mQueue.send(0.0f,3);
|
| 367 |
f046b159
|
Leszek Koltunski
|
}
|
| 368 |
|
|
}
|
| 369 |
|
|
|
| 370 |
23b733db
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 371 |
|
|
/**
|
| 372 |
0d4aae88
|
Leszek Koltunski
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
| 373 |
|
|
*
|
| 374 |
|
|
* @y.exclude
|
| 375 |
23b733db
|
Leszek Koltunski
|
*/
|
| 376 |
0d4aae88
|
Leszek Koltunski
|
public int getTFO()
|
| 377 |
23b733db
|
Leszek Koltunski
|
{
|
| 378 |
b5be333a
|
Leszek Koltunski
|
return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
|
| 379 |
23b733db
|
Leszek Koltunski
|
}
|
| 380 |
|
|
|
| 381 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 382 |
|
|
/**
|
| 383 |
0d4aae88
|
Leszek Koltunski
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
| 384 |
|
|
*
|
| 385 |
|
|
* @y.exclude
|
| 386 |
23b733db
|
Leszek Koltunski
|
*/
|
| 387 |
0d4aae88
|
Leszek Koltunski
|
public int getNumVertices()
|
| 388 |
23b733db
|
Leszek Koltunski
|
{
|
| 389 |
0d4aae88
|
Leszek Koltunski
|
return mNumVertices;
|
| 390 |
23b733db
|
Leszek Koltunski
|
}
|
| 391 |
|
|
|
| 392 |
044b5494
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 393 |
6c00149d
|
Leszek Koltunski
|
/**
|
| 394 |
|
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
| 395 |
|
|
*
|
| 396 |
|
|
* @y.exclude
|
| 397 |
|
|
*/
|
| 398 |
da681e7e
|
Leszek Koltunski
|
public void bindVertexAttribs(DistortedProgram program)
|
| 399 |
6c00149d
|
Leszek Koltunski
|
{
|
| 400 |
4f81e0c8
|
Leszek Koltunski
|
if( mNeedsAdjustment[0] )
|
| 401 |
f046b159
|
Leszek Koltunski
|
{
|
| 402 |
4f81e0c8
|
Leszek Koltunski
|
mNeedsAdjustment[0] = false;
|
| 403 |
f046b159
|
Leszek Koltunski
|
DistortedLibrary.adjustVertices(this);
|
| 404 |
|
|
}
|
| 405 |
|
|
|
| 406 |
e54bfada
|
Leszek Koltunski
|
int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1);
|
| 407 |
|
|
int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2);
|
| 408 |
22e60fba
|
Leszek Koltunski
|
|
| 409 |
e54bfada
|
Leszek Koltunski
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
|
| 410 |
|
|
GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
|
| 411 |
|
|
GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
|
| 412 |
|
|
GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
|
| 413 |
|
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
|
| 414 |
|
|
GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
|
| 415 |
1e672c1d
|
Leszek Koltunski
|
GLES30.glVertexAttribPointer(program.mAttribute[4], ASS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TAG);
|
| 416 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
|
| 417 |
da681e7e
|
Leszek Koltunski
|
}
|
| 418 |
|
|
|
| 419 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 420 |
|
|
/**
|
| 421 |
|
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
| 422 |
|
|
*
|
| 423 |
|
|
* @y.exclude
|
| 424 |
|
|
*/
|
| 425 |
|
|
public void bindTransformAttribs(DistortedProgram program)
|
| 426 |
|
|
{
|
| 427 |
7e53a35f
|
Leszek Koltunski
|
int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
|
| 428 |
22e60fba
|
Leszek Koltunski
|
|
| 429 |
b7074bc6
|
Leszek Koltunski
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
|
| 430 |
|
|
GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
|
| 431 |
|
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
|
| 432 |
6c00149d
|
Leszek Koltunski
|
}
|
| 433 |
|
|
|
| 434 |
7a5e538a
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 435 |
|
|
/**
|
| 436 |
|
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
| 437 |
|
|
*
|
| 438 |
|
|
* @y.exclude
|
| 439 |
|
|
*/
|
| 440 |
|
|
public void setInflate(float inflate)
|
| 441 |
|
|
{
|
| 442 |
|
|
mInflate = inflate;
|
| 443 |
|
|
}
|
| 444 |
|
|
|
| 445 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 446 |
|
|
/**
|
| 447 |
|
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
| 448 |
|
|
*
|
| 449 |
|
|
* @y.exclude
|
| 450 |
|
|
*/
|
| 451 |
|
|
public float getInflate()
|
| 452 |
|
|
{
|
| 453 |
|
|
return mInflate;
|
| 454 |
|
|
}
|
| 455 |
|
|
|
| 456 |
466450b5
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 457 |
|
|
// PUBLIC API
|
| 458 |
3fc9327a
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 459 |
|
|
/**
|
| 460 |
|
|
* When rendering this Mesh, do we want to render the Normal vectors as well?
|
| 461 |
420836fc
|
leszek
|
* <p>
|
| 462 |
|
|
* Will work only on OpenGL ES >= 3.0 devices.
|
| 463 |
3fc9327a
|
Leszek Koltunski
|
*
|
| 464 |
|
|
* @param show Controls if we render the Normal vectors or not.
|
| 465 |
|
|
*/
|
| 466 |
|
|
public void setShowNormals(boolean show)
|
| 467 |
|
|
{
|
| 468 |
b7074bc6
|
Leszek Koltunski
|
mShowNormals = show;
|
| 469 |
3fc9327a
|
Leszek Koltunski
|
}
|
| 470 |
466450b5
|
Leszek Koltunski
|
|
| 471 |
6c00149d
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 472 |
|
|
/**
|
| 473 |
|
|
* When rendering this mesh, should we also draw the normal vectors?
|
| 474 |
|
|
*
|
| 475 |
|
|
* @return <i>true</i> if we do render normal vectors
|
| 476 |
|
|
*/
|
| 477 |
|
|
public boolean getShowNormals()
|
| 478 |
|
|
{
|
| 479 |
|
|
return mShowNormals;
|
| 480 |
|
|
}
|
| 481 |
|
|
|
| 482 |
466450b5
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 483 |
|
|
/**
|
| 484 |
|
|
* Release all internal resources.
|
| 485 |
|
|
*/
|
| 486 |
|
|
public void markForDeletion()
|
| 487 |
|
|
{
|
| 488 |
e54bfada
|
Leszek Koltunski
|
mVertAttribs1 = null;
|
| 489 |
|
|
mVertAttribs2 = null;
|
| 490 |
466450b5
|
Leszek Koltunski
|
|
| 491 |
e54bfada
|
Leszek Koltunski
|
mVBO1.markForDeletion();
|
| 492 |
|
|
mVBO2.markForDeletion();
|
| 493 |
466450b5
|
Leszek Koltunski
|
mTFO.markForDeletion();
|
| 494 |
|
|
}
|
| 495 |
fa8bc998
|
Leszek Koltunski
|
|
| 496 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 497 |
|
|
/**
|
| 498 |
f046b159
|
Leszek Koltunski
|
* Apply a Vertex Effect to the vertex mesh.
|
| 499 |
fa8bc998
|
Leszek Koltunski
|
* <p>
|
| 500 |
c90aca24
|
Leszek Koltunski
|
* This is a static, permanent modification of the vertices contained in this Mesh. If the effects
|
| 501 |
f046b159
|
Leszek Koltunski
|
* contain any Dynamics, the Dynamics will be evaluated at 0.
|
| 502 |
fa8bc998
|
Leszek Koltunski
|
*
|
| 503 |
f046b159
|
Leszek Koltunski
|
* We would call this several times building up a list of Effects to do. This list of effects gets
|
| 504 |
|
|
* lazily executed only when the Mesh is used for rendering for the first time.
|
| 505 |
e172985c
|
Leszek Koltunski
|
*
|
| 506 |
f046b159
|
Leszek Koltunski
|
* @param effect Vertex Effect to apply to the Mesh.
|
| 507 |
fa8bc998
|
Leszek Koltunski
|
*/
|
| 508 |
f046b159
|
Leszek Koltunski
|
public void apply(VertexEffect effect)
|
| 509 |
fa8bc998
|
Leszek Koltunski
|
{
|
| 510 |
f046b159
|
Leszek Koltunski
|
int numComp = mComponent.size();
|
| 511 |
c90aca24
|
Leszek Koltunski
|
|
| 512 |
f046b159
|
Leszek Koltunski
|
for(int i=0; i<numComp; i++)
|
| 513 |
fa8bc998
|
Leszek Koltunski
|
{
|
| 514 |
f046b159
|
Leszek Koltunski
|
mComponent.get(i).mQueue.add(effect);
|
| 515 |
fa8bc998
|
Leszek Koltunski
|
}
|
| 516 |
|
|
|
| 517 |
4f81e0c8
|
Leszek Koltunski
|
mNeedsAdjustment[0] = true;
|
| 518 |
c90aca24
|
Leszek Koltunski
|
}
|
| 519 |
|
|
|
| 520 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 521 |
|
|
/**
|
| 522 |
a3a05347
|
Leszek Koltunski
|
* Sets texture maps for (some of) the components of this mesh.
|
| 523 |
c90aca24
|
Leszek Koltunski
|
* <p>
|
| 524 |
a3a05347
|
Leszek Koltunski
|
* Format: ( x of lower-left corner, y of lower-left corner, width, height ).
|
| 525 |
|
|
* For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
|
| 526 |
0d4aae88
|
Leszek Koltunski
|
* upper-left quadrant of the texture.
|
| 527 |
a3a05347
|
Leszek Koltunski
|
* <p>
|
| 528 |
|
|
* Probably the most common user case would be sending as many maps as there are components in this
|
| 529 |
|
|
* Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
|
| 530 |
|
|
* to null (those will be ignored as well). So if there are 5 components, and we want to set the map
|
| 531 |
|
|
* of the 2nd and 4rd one, call this with
|
| 532 |
|
|
* maps = new Static4D[4]
|
| 533 |
|
|
* maps[0] = null
|
| 534 |
|
|
* maps[1] = the map for the 2nd component
|
| 535 |
|
|
* maps[2] = null
|
| 536 |
|
|
* maps[3] = the map for the 4th component
|
| 537 |
|
|
*
|
| 538 |
|
|
* A map's width and height have to be non-zero (but can be negative!)
|
| 539 |
e172985c
|
Leszek Koltunski
|
*
|
| 540 |
|
|
* @param maps List of texture maps to apply to the texture's components.
|
| 541 |
c90aca24
|
Leszek Koltunski
|
*/
|
| 542 |
a3a05347
|
Leszek Koltunski
|
public void setTextureMap(Static4D[] maps)
|
| 543 |
c90aca24
|
Leszek Koltunski
|
{
|
| 544 |
0d4aae88
|
Leszek Koltunski
|
int num_comp = mComponent.size();
|
| 545 |
|
|
int num_maps = maps.length;
|
| 546 |
d917f059
|
Leszek Koltunski
|
int min = Math.min(num_comp, num_maps);
|
| 547 |
de53cf3e
|
Leszek Koltunski
|
int vertex = 0;
|
| 548 |
a3a05347
|
Leszek Koltunski
|
Static4D newMap, oldMap;
|
| 549 |
de53cf3e
|
Leszek Koltunski
|
Component comp;
|
| 550 |
a3a05347
|
Leszek Koltunski
|
float newW, newH, ratW, ratH, movX, movY;
|
| 551 |
ea88d502
|
Leszek Koltunski
|
|
| 552 |
0d4aae88
|
Leszek Koltunski
|
for(int i=0; i<min; i++)
|
| 553 |
ea88d502
|
Leszek Koltunski
|
{
|
| 554 |
a3a05347
|
Leszek Koltunski
|
newMap = maps[i];
|
| 555 |
7e53a35f
|
Leszek Koltunski
|
comp = mComponent.get(i);
|
| 556 |
a3a05347
|
Leszek Koltunski
|
|
| 557 |
|
|
if( newMap!=null )
|
| 558 |
ea88d502
|
Leszek Koltunski
|
{
|
| 559 |
a3a05347
|
Leszek Koltunski
|
newW = newMap.get2();
|
| 560 |
|
|
newH = newMap.get3();
|
| 561 |
de53cf3e
|
Leszek Koltunski
|
|
| 562 |
a3a05347
|
Leszek Koltunski
|
if( newW!=0.0f && newH!=0.0f )
|
| 563 |
de53cf3e
|
Leszek Koltunski
|
{
|
| 564 |
a3a05347
|
Leszek Koltunski
|
oldMap = comp.mTextureMap;
|
| 565 |
|
|
ratW = newW/oldMap.get2();
|
| 566 |
|
|
ratH = newH/oldMap.get3();
|
| 567 |
|
|
movX = newMap.get0() - ratW*oldMap.get0();
|
| 568 |
|
|
movY = newMap.get1() - ratH*oldMap.get1();
|
| 569 |
|
|
|
| 570 |
e54bfada
|
Leszek Koltunski
|
for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
|
| 571 |
a3a05347
|
Leszek Koltunski
|
{
|
| 572 |
e54bfada
|
Leszek Koltunski
|
mVertAttribs2[index ] = ratW*mVertAttribs2[index ] + movX;
|
| 573 |
|
|
mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
|
| 574 |
a3a05347
|
Leszek Koltunski
|
}
|
| 575 |
|
|
comp.setMap(newMap);
|
| 576 |
de53cf3e
|
Leszek Koltunski
|
}
|
| 577 |
ea88d502
|
Leszek Koltunski
|
}
|
| 578 |
7e53a35f
|
Leszek Koltunski
|
|
| 579 |
|
|
vertex= comp.mEndIndex+1;
|
| 580 |
ea88d502
|
Leszek Koltunski
|
}
|
| 581 |
c90aca24
|
Leszek Koltunski
|
|
| 582 |
e54bfada
|
Leszek Koltunski
|
mVBO2.invalidate();
|
| 583 |
fa8bc998
|
Leszek Koltunski
|
}
|
| 584 |
9099e567
|
Leszek Koltunski
|
|
| 585 |
e172985c
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 586 |
|
|
/**
|
| 587 |
|
|
* Return the texture map of one of the components.
|
| 588 |
|
|
*
|
| 589 |
|
|
* @param component The component number whose texture map we want to retrieve.
|
| 590 |
|
|
*/
|
| 591 |
|
|
public Static4D getTextureMap(int component)
|
| 592 |
|
|
{
|
| 593 |
|
|
return (component>=0 && component<mComponent.size()) ? mComponent.get(component).mTextureMap : null;
|
| 594 |
|
|
}
|
| 595 |
cbd502ec
|
Leszek Koltunski
|
|
| 596 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 597 |
|
|
/**
|
| 598 |
1e672c1d
|
Leszek Koltunski
|
* Set Effect association.
|
| 599 |
bc208a9c
|
Leszek Koltunski
|
*
|
| 600 |
1e672c1d
|
Leszek Koltunski
|
* This creates an association between a Component of this Mesh and a Vertex Effect.
|
| 601 |
|
|
* 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() )
|
| 603 |
bc208a9c
|
Leszek Koltunski
|
*
|
| 604 |
|
|
* The point: this way we can configure the system so that each Vertex Effect acts only on a certain
|
| 605 |
1e672c1d
|
Leszek Koltunski
|
* subset of a Mesh, thus potentially significantly reducing the number of render calls.
|
| 606 |
cbd502ec
|
Leszek Koltunski
|
*/
|
| 607 |
1e672c1d
|
Leszek Koltunski
|
public void setEffectAssociation(int component, int association)
|
| 608 |
bc208a9c
|
Leszek Koltunski
|
{
|
| 609 |
|
|
int num = mComponent.size();
|
| 610 |
226144d0
|
leszek
|
|
| 611 |
bc208a9c
|
Leszek Koltunski
|
if( component>=0 && component<num )
|
| 612 |
|
|
{
|
| 613 |
c1ffdea8
|
Leszek Koltunski
|
int sta = component>0 ? mComponent.get(component-1).mEndIndex : 0;
|
| 614 |
bc208a9c
|
Leszek Koltunski
|
int end = mComponent.get(component).mEndIndex;
|
| 615 |
3fc9327a
|
Leszek Koltunski
|
|
| 616 |
1e672c1d
|
Leszek Koltunski
|
sta = sta*VERT2_ATTRIBS + ASS_ATTRIB;
|
| 617 |
|
|
end = end*VERT2_ATTRIBS + ASS_ATTRIB;
|
| 618 |
3fc9327a
|
Leszek Koltunski
|
|
| 619 |
c1ffdea8
|
Leszek Koltunski
|
for(int i=sta; i<end; i+=VERT2_ATTRIBS)
|
| 620 |
bc208a9c
|
Leszek Koltunski
|
{
|
| 621 |
1e672c1d
|
Leszek Koltunski
|
mVertAttribs2[i] = association;
|
| 622 |
bc208a9c
|
Leszek Koltunski
|
}
|
| 623 |
|
|
|
| 624 |
|
|
mVBO2.invalidate();
|
| 625 |
|
|
}
|
| 626 |
|
|
}
|
| 627 |
|
|
|
| 628 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 629 |
|
|
/**
|
| 630 |
4f81e0c8
|
Leszek Koltunski
|
* Copy the Mesh.
|
| 631 |
|
|
*
|
| 632 |
|
|
* @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
|
| 633 |
|
|
* normals and inflates (the rest, in particular the mVertAttribs2 containing texture
|
| 634 |
|
|
* coordinates and effect assocciations, is always deep copied)
|
| 635 |
bc208a9c
|
Leszek Koltunski
|
*/
|
| 636 |
4f81e0c8
|
Leszek Koltunski
|
public abstract MeshBase copy(boolean deep);
|
| 637 |
bc208a9c
|
Leszek Koltunski
|
}
|