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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ 71d8aba1

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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.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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   private 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 int[] mAssociation;
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   DeferredJobs.JobNode[] mJobNode;
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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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     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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       }
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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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       }
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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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     mJobNode = new DeferredJobs.JobNode[1];
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     for(int i=0; i<MAX_COMPONENTS; i++) mAssociation[i] = DEFAULT_ASSOCIATION;
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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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       mJobNode = new DeferredJobs.JobNode[1];
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       if( original.mJobNode[0]!=null )
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         {
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         mJobNode[0] = new DeferredJobs.JobNode(original.mJobNode[0]);
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         }
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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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       mJobNode      = original.mJobNode;
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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 )
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         {
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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 )
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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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           }
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         }
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       }
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     if( origVertices!=mNumVertices )
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       {
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       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
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       }
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     int endIndex, index=0, numComp = mComponent.size();
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     for(int component=0; component<numComp; component++)
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       {
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       endIndex = mComponent.get(component).mEndIndex;
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       for( ; index<=endIndex; index++) newAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = component;
331
       }
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     mVertAttribs1 = newAttribs1;
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     mVertAttribs2 = newAttribs2;
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     mVBO1.invalidate();
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     mVBO2.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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
     {
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     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
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                                                              TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
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     if( buffer!=null )
351
       {
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       FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
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       feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
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       mVBO1.update(mVertAttribs1);
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       }
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     else
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       {
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       int error = GLES30.glGetError();
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       Log.e("mesh", "failed to map tf buffer, error="+error);
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       }
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     GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
368
 *
369
 * @y.exclude
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 */
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   public int getTFO()
372
     {
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     return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
379
 *
380
 * @y.exclude
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 */
382
   public int getNumVertices()
383
     {
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     return mNumVertices;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
389
 * Not part of public API, do not document (public only because has to be used from the main package)
390
 *
391
 * @y.exclude
392
 */
393
   public void send(int variant)
394
     {
395
     GLES30.glUniform1iv( mComponentAssociationH[variant], MAX_COMPONENTS, mAssociation, 0);
396
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
400
 * Not part of public API, do not document (public only because has to be used from the main package)
401
 *
402
 * @y.exclude
403
 */
404
   public void bindVertexAttribs(DistortedProgram program)
405
     {
406
     if( mJobNode[0]!=null )
407
       {
408
       mJobNode[0].execute();  // this will set itself to null
409
       }
410

    
411
     int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1);
412
     int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2);
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414
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
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     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
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     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
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     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
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     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
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     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
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     GLES30.glVertexAttribPointer(program.mAttribute[4], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
421
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
422
     }
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424
///////////////////////////////////////////////////////////////////////////////////////////////////
425
/**
426
 * Not part of public API, do not document (public only because has to be used from the main package)
427
 *
428
 * @y.exclude
429
 */
430
   public void bindTransformAttribs(DistortedProgram program)
431
     {
432
     int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
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434
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
435
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
436
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
437
     }
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439
///////////////////////////////////////////////////////////////////////////////////////////////////
440
/**
441
 * Not part of public API, do not document (public only because has to be used from the main package)
442
 *
443
 * @y.exclude
444
 */
445
   public void setInflate(float inflate)
446
     {
447
     mInflate = inflate;
448
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
451
/**
452
 * Not part of public API, do not document (public only because has to be used from the main package)
453
 *
454
 * @y.exclude
455
 */
456
   public float getInflate()
457
     {
458
     return mInflate;
459
     }
460

    
461
///////////////////////////////////////////////////////////////////////////////////////////////////
462
// PUBLIC API
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
/**
465
 * When rendering this Mesh, do we want to render the Normal vectors as well?
466
 * <p>
467
 * Will work only on OpenGL ES >= 3.0 devices.
468
 *
469
 * @param show Controls if we render the Normal vectors or not.
470
 */
471
   public void setShowNormals(boolean show)
472
     {
473
     mShowNormals = show;
474
     }
475

    
476
///////////////////////////////////////////////////////////////////////////////////////////////////
477
/**
478
 * When rendering this mesh, should we also draw the normal vectors?
479
 *
480
 * @return <i>true</i> if we do render normal vectors
481
 */
482
   public boolean getShowNormals()
483
     {
484
     return mShowNormals;
485
     }
486

    
487
///////////////////////////////////////////////////////////////////////////////////////////////////
488
/**
489
 * Release all internal resources.
490
 */
491
   public void markForDeletion()
492
     {
493
     mVertAttribs1 = null;
494
     mVertAttribs2 = null;
495

    
496
     mVBO1.markForDeletion();
497
     mVBO2.markForDeletion();
498
     mTFO.markForDeletion();
499
     }
500

    
501
///////////////////////////////////////////////////////////////////////////////////////////////////
502
/**
503
 * Apply a Vertex Effect to the vertex mesh.
504
 * <p>
505
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
506
 * contain any Dynamics, the Dynamics will be evaluated at 0.
507
 *
508
 * We would call this several times building up a list of Effects to do. This list of effects gets
509
 * lazily executed only when the Mesh is used for rendering for the first time.
510
 *
511
 * @param effect Vertex Effect to apply to the Mesh.
512
 */
513
   public void apply(VertexEffect effect)
514
     {
515
     mJobNode[0] = DeferredJobs.vertex(this,effect);
516
     }
517

    
518
///////////////////////////////////////////////////////////////////////////////////////////////////
519
/**
520
 * Sets texture maps for (some of) the components of this mesh.
521
 * <p>
522
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
523
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
524
 * upper-left quadrant of the texture.
525
 * <p>
526
 * Probably the most common user case would be sending as many maps as there are components in this
527
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
528
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
529
 * of the 2nd and 4rd one, call this with
530
 * maps = new Static4D[4]
531
 * maps[0] = null
532
 * maps[1] = the map for the 2nd component
533
 * maps[2] = null
534
 * maps[3] = the map for the 4th component
535
 *
536
 * A map's width and height have to be non-zero (but can be negative!)
537
 *
538
 * @param maps List of texture maps to apply to the texture's components.
539
 */
540
   public void setTextureMap(Static4D[] maps)
541
     {
542
     int num_comp = mComponent.size();
543
     int num_maps = maps.length;
544
     int min = Math.min(num_comp, num_maps);
545
     int vertex = 0;
546
     Static4D newMap, oldMap;
547
     Component comp;
548
     float newW, newH, ratW, ratH, movX, movY;
549

    
550
     for(int i=0; i<min; i++)
551
       {
552
       newMap = maps[i];
553
       comp = mComponent.get(i);
554

    
555
       if( newMap!=null )
556
         {
557
         newW = newMap.get2();
558
         newH = newMap.get3();
559

    
560
         if( newW!=0.0f && newH!=0.0f )
561
           {
562
           oldMap = comp.mTextureMap;
563
           ratW = newW/oldMap.get2();
564
           ratH = newH/oldMap.get3();
565
           movX = newMap.get0() - ratW*oldMap.get0();
566
           movY = newMap.get1() - ratH*oldMap.get1();
567

    
568
           for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
569
             {
570
             mVertAttribs2[index  ] = ratW*mVertAttribs2[index  ] + movX;
571
             mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
572
             }
573
           comp.setMap(newMap);
574
           }
575
         }
576

    
577
       vertex= comp.mEndIndex+1;
578
       }
579

    
580
     mVBO2.invalidate();
581
     }
582

    
583
///////////////////////////////////////////////////////////////////////////////////////////////////
584
/**
585
 * Return the texture map of one of the components.
586
 *
587
 * @param component The component number whose texture map we want to retrieve.
588
 */
589
   public Static4D getTextureMap(int component)
590
     {
591
     return (component>=0 && component<mComponent.size()) ? mComponent.get(component).mTextureMap : null;
592
     }
593

    
594
///////////////////////////////////////////////////////////////////////////////////////////////////
595
/**
596
 * Set Effect association.
597
 *
598
 * This creates an association between a Component of this Mesh and a Vertex Effect.
599
 * One can set the association of an Effect and of a Component, and the Effect will only be active on
600
 * vertices of Components such that
601
 *
602
 * (effect assoc) & (component assoc) != 0 || (effect component) == (mesh component)
603
 *
604
 * (see main_vertex_shader)
605
 *
606
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
607
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
608
 */
609
  public void setEffectAssociation(int component, int association)
610
    {
611
    if( component>=0 && component<MAX_COMPONENTS )
612
      {
613
      mAssociation[component] = association;
614
      }
615
    }
616

    
617
///////////////////////////////////////////////////////////////////////////////////////////////////
618
/**
619
 * Copy the Mesh.
620
 *
621
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
622
 *             normals and inflates (the rest, in particular the mVertAttribs2 containing texture
623
 *             coordinates and effect associations, is always deep copied)
624
 */
625
   public abstract MeshBase copy(boolean deep);
626
   }
(2-2/8)