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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ 73bcf555

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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.opengl.Matrix;
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import android.util.Log;
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import org.distorted.library.effect.MatrixEffect;
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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 org.distorted.library.uniformblock.UniformBlockAssociation;
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import org.distorted.library.uniformblock.UniformBlockCenter;
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import java.io.DataOutputStream;
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import java.io.IOException;
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import java.io.DataInputStream;
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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 ASSOC_UBO_BINDING  = 3;
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   private static final int CENTER_UBO_BINDING = 4;
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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 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 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;  // 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;  // 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_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 static final int[] mCenterBlockIndex = new int[EffectQueue.MAIN_VARIANTS];
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   private static final int[] mAssocBlockIndex  = new int[EffectQueue.MAIN_VARIANTS];
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   private static final int TEX_COMP_SIZE = 5; // 5 four-byte entities inside the component
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   private static boolean mUseCenters;
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   private static int mStride;
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   private static int mMaxComponents = 100;
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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
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   private float[] mVertAttribs2;             // packed: TexS,TexT, Component
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   private float mInflate;
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   private final UniformBlockAssociation mUBA;
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   private UniformBlockCenter mUBC;
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   private boolean mStrideCorrected;
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   DeferredJobs.JobNode[] mJobNode;
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   private static class TexComponent
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     {
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     private int mEndIndex;
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     private final Static4D mTextureMap;
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     TexComponent(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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     TexComponent(TexComponent 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<TexComponent> mTexComponent;
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   private ArrayList<Integer> mEffComponent;
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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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     mTexComponent = new ArrayList<>();
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     mEffComponent = new ArrayList<>();
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     mJobNode = new DeferredJobs.JobNode[1];
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     mUBA = new UniformBlockAssociation();
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     if( mUseCenters ) mUBC = new UniformBlockCenter();
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     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_DRAW);
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     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_DRAW);
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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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     mUBA = new UniformBlockAssociation(original.mUBA);
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     if( mUseCenters ) mUBC = new UniformBlockCenter(original.mUBC);
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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 ) copy(original);
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       else mJobNode[0] = DeferredJobs.copy(this,original);
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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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       shallowCopy(original);
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       }
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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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   void copy(MeshBase original)
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     {
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     shallowCopy(original);
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     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_DRAW);
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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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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   private void shallowCopy(MeshBase original)
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     {
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     int texComSize = original.mTexComponent.size();
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     mTexComponent = new ArrayList<>();
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     for(int i=0; i<texComSize; i++)
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       {
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       TexComponent comp = new TexComponent(original.mTexComponent.get(i));
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       mTexComponent.add(comp);
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       }
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     mEffComponent = new ArrayList<>();
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     mEffComponent.addAll(original.mEffComponent);
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     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_DRAW);
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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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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void mergeTexComponentsNow()
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     {
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     int num = mTexComponent.size();
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     if( num>1 )
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       {
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       mTexComponent.clear();
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       mTexComponent.add(new TexComponent(mNumVertices-1));
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       mVBO2.invalidate();
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void addEmptyTexComponentNow()
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     {
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     mTexComponent.add(new TexComponent(mNumVertices-1));
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void mergeEffComponentsNow()
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     {
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     int num = mEffComponent.size();
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     if( num>1 )
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       {
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       mEffComponent.clear();
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       mEffComponent.add(mNumVertices-1);
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       for(int index=0; index<mNumVertices; index++)
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         {
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         mVertAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = 0;
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         }
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       mVBO2.invalidate();
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void applyMatrix(MatrixEffect effect, int andAssoc, int equAssoc)
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     {
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     float[] matrixP  = new float[16];
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     float[] matrixV  = new float[16];
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     float[] uniforms = new float[7];
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     int start, end=-1, numComp = mEffComponent.size();
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     Matrix.setIdentityM(matrixP,0);
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     Matrix.setIdentityM(matrixV,0);
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     effect.compute(uniforms,0,0,0);
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     effect.apply(matrixP, matrixV, uniforms, 0);
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     for(int comp=0; comp<numComp; comp++)
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       {
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       start = end+1;
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       end   = mEffComponent.get(comp);
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       if( mUBA.matchesAssociation(comp, andAssoc, equAssoc) )
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         {
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         applyMatrixToComponent(matrixP, matrixV, start, end);
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         }
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       }
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     mVBO1.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   private void applyMatrixToComponent(float[] matrixP, float[] matrixV, int start, int end)
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     {
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     float x,y,z;
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     for(int index=start*VERT1_ATTRIBS; index<=end*VERT1_ATTRIBS; index+=VERT1_ATTRIBS )
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       {
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       x = mVertAttribs1[index+POS_ATTRIB  ];
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       y = mVertAttribs1[index+POS_ATTRIB+1];
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       z = mVertAttribs1[index+POS_ATTRIB+2];
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       mVertAttribs1[index+POS_ATTRIB  ] = matrixP[0]*x + matrixP[4]*y + matrixP[ 8]*z + matrixP[12];
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       mVertAttribs1[index+POS_ATTRIB+1] = matrixP[1]*x + matrixP[5]*y + matrixP[ 9]*z + matrixP[13];
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       mVertAttribs1[index+POS_ATTRIB+2] = matrixP[2]*x + matrixP[6]*y + matrixP[10]*z + matrixP[14];
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       x = mVertAttribs1[index+NOR_ATTRIB  ];
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       y = mVertAttribs1[index+NOR_ATTRIB+1];
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       z = mVertAttribs1[index+NOR_ATTRIB+2];
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       mVertAttribs1[index+NOR_ATTRIB  ] = matrixV[0]*x + matrixV[4]*y + matrixV[ 8]*z;
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       mVertAttribs1[index+NOR_ATTRIB+1] = matrixV[1]*x + matrixV[5]*y + matrixV[ 9]*z;
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       mVertAttribs1[index+NOR_ATTRIB+2] = matrixV[2]*x + matrixV[6]*y + matrixV[10]*z;
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       x = mVertAttribs1[index+NOR_ATTRIB  ];
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       y = mVertAttribs1[index+NOR_ATTRIB+1];
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       z = mVertAttribs1[index+NOR_ATTRIB+2];
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       float len1 = (float)Math.sqrt(x*x + y*y + z*z);
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       if( len1>0.0f )
315
         {
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         mVertAttribs1[index+NOR_ATTRIB  ] /= len1;
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         mVertAttribs1[index+NOR_ATTRIB+1] /= len1;
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         mVertAttribs1[index+NOR_ATTRIB+2] /= len1;
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         }
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void setEffectAssociationNow(int component, int andAssociation, int equAssociation)
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     {
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     mUBA.setEffectAssociationNow(component, andAssociation, equAssociation);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void setComponentCenterNow(int component, float x, float y, float z)
333
     {
334
     if( mUBC!=null )
335
       {
336
       mUBC.setEffectCenterNow(component, x, y, z);
337
       }
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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)
344
     {
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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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     mTexComponent.add(new TexComponent(mNumVertices-1));
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     mEffComponent.add(mNumVertices-1);
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     mVBO1.invalidate();
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     mVBO2.invalidate();
354
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void joinAttribs(MeshBase[] meshes)
359
     {
360
     MeshBase mesh;
361
     TexComponent comp;
362
     int numMeshes = meshes.length;
363
     int numVertices,origVertices = mNumVertices;
364
     int origTexComponents,numTexComponents;
365
     int origEffComponents=0,numEffComponents;
366

    
367
     if( origVertices>0 )
368
       {
369
       origTexComponents = mTexComponent.size();
370
       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
371
       mTexComponent.get(origTexComponents-1).mEndIndex = mNumVertices-1;
372
       origEffComponents = mEffComponent.size();
373
       mEffComponent.set(origEffComponents-1,mNumVertices-1);
374
       }
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376
     for(int i=0; i<numMeshes; i++)
377
       {
378
       mesh = meshes[i];
379
       numTexComponents = mesh.mTexComponent.size();
380
       numEffComponents = mesh.mEffComponent.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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386
       for(int j=0; j<numTexComponents; j++)
387
         {
388
         comp = new TexComponent(mesh.mTexComponent.get(j));
389
         comp.mEndIndex += (extraVerticesBefore+mNumVertices);
390
         if( j==numTexComponents-1) comp.mEndIndex += extraVerticesAfter;
391
         mTexComponent.add(comp);
392
         }
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394
       for(int j=0; j<numEffComponents; j++)
395
         {
396
         int index = mesh.mEffComponent.get(j);
397
         index += (extraVerticesBefore+mNumVertices);
398
         if( j==numEffComponents-1 ) index += extraVerticesAfter;
399
         mEffComponent.add(index);
400

    
401
         if( origEffComponents<mMaxComponents )
402
           {
403
           mUBA.copy(origEffComponents, mesh.mUBA, j);
404
           if( mUseCenters ) mUBC.copy(origEffComponents, mesh.mUBC, j);
405
           origEffComponents++;
406
           }
407
         }
408

    
409
       mNumVertices += (extraVerticesBefore+numVertices+extraVerticesAfter);
410
       }
411

    
412
     float[] newAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
413
     float[] newAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
414
     numVertices = origVertices;
415

    
416
     if( origVertices>0 )
417
       {
418
       System.arraycopy(mVertAttribs1,                              0, newAttribs1,                          0, VERT1_ATTRIBS*numVertices);
419
       System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS            );
420
       System.arraycopy(mVertAttribs2,                              0, newAttribs2,                          0, VERT2_ATTRIBS*numVertices);
421
       System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS            );
422
       origVertices++;
423

    
424
       if( numVertices%2==1 )
425
         {
426
         System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
427
         System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
428
         origVertices++;
429
         }
430
       }
431

    
432
     for(int i=0; i<numMeshes; i++)
433
       {
434
       mesh = meshes[i];
435
       numVertices = mesh.mNumVertices;
436

    
437
       if( origVertices>0 )
438
         {
439
         System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
440
         System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
441
         origVertices++;
442
         }
443
       System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
444
       System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
445
       origVertices+=numVertices;
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447
       if( i<numMeshes-1 )
448
         {
449
         System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
450
         System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
451
         origVertices++;
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453
         if( numVertices%2==1 )
454
           {
455
           System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
456
           System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
457
           origVertices++;
458
           }
459
         }
460
       }
461

    
462
     if( origVertices!=mNumVertices )
463
       {
464
       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
465
       }
466

    
467
     int endIndex, index=0, numEffComp = mEffComponent.size();
468

    
469
     for(int component=0; component<numEffComp; component++)
470
       {
471
       endIndex = mEffComponent.get(component);
472

    
473
       for( ; index<=endIndex; index++) newAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = component;
474
       }
475

    
476
     mVertAttribs1 = newAttribs1;
477
     mVertAttribs2 = newAttribs2;
478
     mVBO1.invalidate();
479
     mVBO2.invalidate();
480
     }
481

    
482
///////////////////////////////////////////////////////////////////////////////////////////////////
483
// called from MeshJoined
484

    
485
   void join(MeshBase[] meshes)
486
     {
487
     boolean immediateJoin = true;
488

    
489
     for (MeshBase mesh : meshes)
490
       {
491
       if (mesh.mJobNode[0] != null)
492
         {
493
         immediateJoin = false;
494
         break;
495
         }
496
       }
497

    
498
     if( immediateJoin ) joinAttribs(meshes);
499
     else                mJobNode[0] = DeferredJobs.join(this,meshes);
500
     }
501

    
502
///////////////////////////////////////////////////////////////////////////////////////////////////
503

    
504
   void textureMap(Static4D[] maps, int startComponent)
505
     {
506
     int num_comp = mTexComponent.size();
507
     if( startComponent>num_comp ) return;
508

    
509
     int num_maps = maps.length;
510
     int min = Math.min(num_comp-startComponent, num_maps);
511
     int vertex = startComponent>0 ? mTexComponent.get(startComponent-1).mEndIndex+1 : 0;
512
     Static4D newMap, oldMap;
513
     TexComponent comp;
514
     float newW, newH, ratW, ratH, movX, movY;
515

    
516
     for(int i=0; i<min; i++)
517
       {
518
       newMap = maps[i];
519
       comp = mTexComponent.get(i+startComponent);
520

    
521
       if( newMap!=null )
522
         {
523
         newW = newMap.get2();
524
         newH = newMap.get3();
525

    
526
         if( newW!=0.0f && newH!=0.0f )
527
           {
528
           oldMap = comp.mTextureMap;
529
           ratW = newW/oldMap.get2();
530
           ratH = newH/oldMap.get3();
531
           movX = newMap.get0() - ratW*oldMap.get0();
532
           movY = newMap.get1() - ratH*oldMap.get1();
533

    
534
           for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
535
             {
536
             mVertAttribs2[index  ] = ratW*mVertAttribs2[index  ] + movX;
537
             mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
538
             }
539
           comp.setMap(newMap);
540
           }
541
         }
542

    
543
       vertex= comp.mEndIndex+1;
544
       }
545

    
546
     mVBO2.invalidate();
547
     }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550
/**
551
 * Are we going to need per-component centers (needed for correct postprocessing of concave meshes)
552
 * Switching this on allocates 16*MAX_EFFECT_COMPONENTS bytes for uniforms in the vertex shader.
553
 */
554
   public static void setUseCenters()
555
     {
556
     mUseCenters = true;
557
     }
558

    
559
///////////////////////////////////////////////////////////////////////////////////////////////////
560
/**
561
 * Are we using per-component centers?
562
 */
563
   public static boolean getUseCenters()
564
     {
565
     return mUseCenters;
566
     }
567

    
568
///////////////////////////////////////////////////////////////////////////////////////////////////
569

    
570
   public static int getMaxEffComponents()
571
     {
572
     return mMaxComponents;
573
     }
574

    
575
///////////////////////////////////////////////////////////////////////////////////////////////////
576
/**
577
 * How many mesh components are we going to need? Call before compilation of the shaders.
578
 */
579
   public static void setMaxEffComponents(int max)
580
     {
581
     mMaxComponents = max;
582
     }
583

    
584
///////////////////////////////////////////////////////////////////////////////////////////////////
585

    
586
   public static void getUniforms(int programH, int variant)
587
     {
588
     mCenterBlockIndex[variant]= GLES30.glGetUniformBlockIndex(programH, "componentCenter");
589
     mAssocBlockIndex[variant] = GLES30.glGetUniformBlockIndex(programH, "componentAssociation");
590

    
591
     if( mStride==0 )
592
       {
593
       String[] uniformNames = { "vComAssoc" };
594
       int[] indices = new int[1];
595
       int[] params  = new int[1];
596

    
597
       GLES30.glGetUniformIndices(programH, uniformNames, indices, 0);
598
       GLES30.glGetActiveUniformsiv( programH, 1, indices, 0, GLES30.GL_UNIFORM_ARRAY_STRIDE, params,0 );
599

    
600
       mStride = params[0]/4;
601
       }
602
     }
603

    
604
///////////////////////////////////////////////////////////////////////////////////////////////////
605
/**
606
 * Not part of public API, do not document (public only because has to be used from the main package)
607
 *
608
 * @y.exclude
609
 */
610
   public void copyTransformToVertex()
611
     {
612
     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
613
                                                              TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
614
     if( buffer!=null )
615
       {
616
       FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
617
       feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
618
       mVBO1.updateFloat(mVertAttribs1);
619
       }
620
     else
621
       {
622
       int error = GLES30.glGetError();
623
       Log.e("mesh", "failed to map tf buffer, error="+error);
624
       }
625

    
626
     GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
627
     }
628

    
629
///////////////////////////////////////////////////////////////////////////////////////////////////
630
/**
631
 * Not part of public API, do not document (public only because has to be used from the main package)
632
 *
633
 * @y.exclude
634
 */
635
   public void debug()
636
     {
637
     if( mJobNode[0]!=null )
638
       {
639
       mJobNode[0].print(0);
640
       }
641
     else
642
       {
643
       android.util.Log.e("mesh", "JobNode null");
644
       }
645
     }
646

    
647
///////////////////////////////////////////////////////////////////////////////////////////////////
648
/**
649
 * Not part of public API, do not document (public only because has to be used from the main package)
650
 *
651
 * @y.exclude
652
 */
653
   public void printPos()
654
     {
655
     StringBuilder sb = new StringBuilder();
656

    
657
     for(int i=0; i<mNumVertices; i++)
658
       {
659
       sb.append('(');
660
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB  ]);
661
       sb.append(',');
662
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+1]);
663
       sb.append(',');
664
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+2]);
665
       sb.append(") ");
666
       }
667
     Log.d("mesh", sb.toString());
668
     }
669

    
670
///////////////////////////////////////////////////////////////////////////////////////////////////
671
/**
672
 * Not part of public API, do not document (public only because has to be used from the main package)
673
 *
674
 * @y.exclude
675
 */
676
   public void printCom()
677
     {
678
     StringBuilder sb = new StringBuilder();
679

    
680
     for(int i=0; i<mNumVertices; i++)
681
       {
682
       sb.append(mVertAttribs2[VERT2_ATTRIBS*i+COM_ATTRIB]);
683
       sb.append(' ');
684
       }
685

    
686
     Log.d("mesh", sb.toString());
687
     }
688

    
689
///////////////////////////////////////////////////////////////////////////////////////////////////
690
/**
691
 * Not part of public API, do not document (public only because has to be used from the main package)
692
 *
693
 * @y.exclude
694
 */
695
   public void printTex()
696
     {
697
     int vert=0;
698
     int num = getNumTexComponents();
699
     StringBuilder sb = new StringBuilder();
700
     sb.append("tex components: ").append(num);
701

    
702
     for(int i=0; i<num; i++)
703
       {
704
       int end = mTexComponent.get(i).mEndIndex;
705
       sb.append("\n");
706

    
707
       for( ; vert<=end; vert++)
708
         {
709
         sb.append(' ');
710
         sb.append('(');
711
         sb.append(mVertAttribs2[VERT2_ATTRIBS*vert+TEX_ATTRIB]);
712
         sb.append(',');
713
         sb.append(mVertAttribs2[VERT2_ATTRIBS*vert+TEX_ATTRIB+1]);
714
         sb.append(')');
715
         }
716
       }
717

    
718
     Log.d("mesh", sb.toString());
719
     }
720

    
721
///////////////////////////////////////////////////////////////////////////////////////////////////
722
/**
723
 * Not part of public API, do not document (public only because has to be used from the main package)
724
 *
725
 * @y.exclude
726
 */
727
   public int getTFO()
728
     {
729
     return mTFO.createImmediatelyFloat(mNumVertices*TRAN_SIZE, null);
730
     }
731

    
732
///////////////////////////////////////////////////////////////////////////////////////////////////
733
/**
734
 * Not part of public API, do not document (public only because has to be used from the main package)
735
 *
736
 * @y.exclude
737
 */
738
   public int getNumVertices()
739
     {
740
     return mNumVertices;
741
     }
742

    
743
///////////////////////////////////////////////////////////////////////////////////////////////////
744
/**
745
 * Not part of public API, do not document (public only because has to be used from the main package)
746
 *
747
 * @y.exclude
748
 */
749
   public void send(int programH, int variant)
750
     {
751
     if( !mStrideCorrected )
752
       {
753
       mStrideCorrected = true;
754
       mUBA.correctStride(mStride);
755
       }
756

    
757
     int indexA = mUBA.getIndex();
758
     GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, ASSOC_UBO_BINDING, indexA);
759
     GLES30.glUniformBlockBinding(programH, mAssocBlockIndex[variant], ASSOC_UBO_BINDING);
760

    
761
     if( mUseCenters )
762
       {
763
       int indexC = mUBC.getIndex();
764
       GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, CENTER_UBO_BINDING, indexC);
765
       GLES30.glUniformBlockBinding(programH, mCenterBlockIndex[variant], CENTER_UBO_BINDING);
766
       }
767
     }
768

    
769
///////////////////////////////////////////////////////////////////////////////////////////////////
770
/**
771
 * Not part of public API, do not document (public only because has to be used from the main package)
772
 *
773
 * @y.exclude
774
 */
775
   public void bindVertexAttribs(DistortedProgram program)
776
     {
777
     if( mJobNode[0]!=null )
778
       {
779
       mJobNode[0].execute();  // this will set itself to null
780
       }
781

    
782
     int index1 = mVBO1.createImmediatelyFloat(mNumVertices*VERT1_SIZE, mVertAttribs1);
783
     int index2 = mVBO2.createImmediatelyFloat(mNumVertices*VERT2_SIZE, mVertAttribs2);
784

    
785
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
786
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
787
     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
788
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
789
     GLES30.glVertexAttribPointer(program.mAttribute[2], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
790
     GLES30.glVertexAttribPointer(program.mAttribute[3], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
791
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
792
     }
793

    
794
///////////////////////////////////////////////////////////////////////////////////////////////////
795
/**
796
 * Not part of public API, do not document (public only because has to be used from the main package)
797
 *
798
 * @y.exclude
799
 */
800
   public void bindTransformAttribs(DistortedProgram program)
801
     {
802
     int index = mTFO.createImmediatelyFloat(mNumVertices*TRAN_SIZE, null);
803

    
804
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
805
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
806
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
807
     }
808

    
809
///////////////////////////////////////////////////////////////////////////////////////////////////
810
/**
811
 * Not part of public API, do not document (public only because has to be used from the main package)
812
 *
813
 * @y.exclude
814
 */
815
   public void setInflate(float inflate)
816
     {
817
     mInflate = inflate;
818
     }
819

    
820
///////////////////////////////////////////////////////////////////////////////////////////////////
821
/**
822
 * Not part of public API, do not document (public only because has to be used from the main package)
823
 *
824
 * @y.exclude
825
 */
826
   public float getInflate()
827
     {
828
     return mInflate;
829
     }
830

    
831
///////////////////////////////////////////////////////////////////////////////////////////////////
832
// Return the number of bytes read.
833

    
834
   int read(DataInputStream stream)
835
     {
836
     byte[] buffer = new byte[BYTES_PER_FLOAT*4];
837
     int version, numEff, numTex;
838

    
839
     //////////////////////////////////////////////////////////////////////////////////////////
840
     // read version, number of vertices, number of tex components, number of effect components
841
     //////////////////////////////////////////////////////////////////////////////////////////
842

    
843
     try
844
       {
845
       stream.read(buffer);
846
       ByteBuffer byteBuf = ByteBuffer.wrap(buffer);
847

    
848
       version = byteBuf.getInt(0);
849

    
850
       if( version==1 || version==2 )
851
         {
852
         mNumVertices= byteBuf.getInt(4);
853
         numTex      = byteBuf.getInt(8);
854
         numEff      = byteBuf.getInt(12);
855
         }
856
       else
857
         {
858
         android.util.Log.e("mesh", "Error: unknown mesh file version "+String.format("0x%08X", version));
859
         return 0;
860
         }
861
       }
862
     catch(IOException e)
863
       {
864
       android.util.Log.e("mesh", "IOException1 trying to read file: "+e.toString());
865
       return 0;
866
       }
867

    
868
     //////////////////////////////////////////////////////////////////////////////////////////
869
     // read contents of all texture and effect components
870
     //////////////////////////////////////////////////////////////////////////////////////////
871

    
872
     if( mNumVertices>0 && numEff>0 && numTex>0 )
873
       {
874
       int size = numEff+TEX_COMP_SIZE*numTex;
875
       float[] tmp = new float[size];
876
       mVertAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
877
       mVertAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
878

    
879
       // version 1 had extra 3 floats (the 'inflate' vector) in its vert1 array
880
       int vert1InFile = version==2 ? VERT1_ATTRIBS : VERT1_ATTRIBS+3;
881
       // ... and there was no center.
882
       int centerSize  = version==2 ? 3*numEff : 0;
883

    
884
       buffer = new byte[BYTES_PER_FLOAT*(size + centerSize + mNumVertices*(vert1InFile+VERT2_ATTRIBS))];
885

    
886
       try
887
         {
888
         stream.read(buffer);
889
         }
890
       catch(IOException e)
891
         {
892
         android.util.Log.e("mesh", "IOException2 trying to read file: "+e.toString());
893
         return 0;
894
         }
895

    
896
       ByteBuffer byteBuf = ByteBuffer.wrap(buffer);
897
       FloatBuffer floatBuf = byteBuf.asFloatBuffer();
898

    
899
       floatBuf.get(tmp,0,size);
900

    
901
       TexComponent tex;
902
       int index, texComp;
903
       float x, y, z, w;
904

    
905
       for(texComp=0; texComp<numTex; texComp++)
906
         {
907
         index = (int)tmp[TEX_COMP_SIZE*texComp];
908

    
909
         x= tmp[TEX_COMP_SIZE*texComp+1];
910
         y= tmp[TEX_COMP_SIZE*texComp+2];
911
         z= tmp[TEX_COMP_SIZE*texComp+3];
912
         w= tmp[TEX_COMP_SIZE*texComp+4];
913

    
914
         tex = new TexComponent(index);
915
         tex.setMap(new Static4D(x,y,z,w));
916

    
917
         mTexComponent.add(tex);
918
         }
919

    
920
       for(int effComp=0; effComp<numEff; effComp++)
921
         {
922
         index = (int)tmp[TEX_COMP_SIZE*texComp + effComp ];
923
         mEffComponent.add(index);
924
         }
925

    
926
       //////////////////////////////////////////////////////////////////////////////////////////
927
       // read vert1 array, vert2 array and (if version>1) the component centers.
928
       //////////////////////////////////////////////////////////////////////////////////////////
929

    
930
       switch(version)
931
         {
932
         case 1 : index = floatBuf.position();
933

    
934
                  for(int vert=0; vert<mNumVertices; vert++)
935
                    {
936
                    mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB  ] = floatBuf.get(index+POS_ATTRIB  );
937
                    mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+1] = floatBuf.get(index+POS_ATTRIB+1);
938
                    mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+2] = floatBuf.get(index+POS_ATTRIB+2);
939
                    mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB  ] = floatBuf.get(index+NOR_ATTRIB  );
940
                    mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB+1] = floatBuf.get(index+NOR_ATTRIB+1);
941
                    mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB+2] = floatBuf.get(index+NOR_ATTRIB+2);
942
                    index+=vert1InFile;
943
                    }
944
                  floatBuf.position(index);
945
                  break;
946
         case 2 : float[] centers = new float[3*numEff];
947
                  floatBuf.get(centers,0,3*numEff);
948

    
949
                  if( mUseCenters )
950
                    {
951
                    for(int eff=0; eff<numEff; eff++)
952
                      {
953
                      mUBC.setEffectCenterNow(eff, centers[3*eff], centers[3*eff+1], centers[3*eff+2]);
954
                      }
955
                    }
956

    
957
                  floatBuf.get(mVertAttribs1, 0, VERT1_ATTRIBS*mNumVertices);
958
                  break;
959
         default: android.util.Log.e("mesh", "Error: unknown mesh file version "+String.format("0x%08X", version));
960
                  return 0;
961
         }
962

    
963
       floatBuf.get(mVertAttribs2, 0, VERT2_ATTRIBS*mNumVertices);
964
       }
965

    
966
     return BYTES_PER_FLOAT*( 4 + numEff+TEX_COMP_SIZE*numTex + VERT1_ATTRIBS*mNumVertices + VERT2_ATTRIBS*mNumVertices );
967
     }
968

    
969
///////////////////////////////////////////////////////////////////////////////////////////////////
970
/**
971
 * @y.exclude
972
 */
973
   public int getLastVertexEff(int effComponent)
974
     {
975
     if( effComponent>=0 && effComponent<mTexComponent.size() )
976
       {
977
       return mEffComponent.get(effComponent);
978
       }
979

    
980
     return 0;
981
     }
982

    
983
///////////////////////////////////////////////////////////////////////////////////////////////////
984
/**
985
 * @y.exclude
986
 */
987
   public int getLastVertexTex(int texComponent)
988
     {
989
     if( texComponent>=0 && texComponent<mTexComponent.size() )
990
       {
991
       return mTexComponent.get(texComponent).mEndIndex;
992
       }
993

    
994
     return 0;
995
     }
996

    
997
///////////////////////////////////////////////////////////////////////////////////////////////////
998
// PUBLIC API
999
///////////////////////////////////////////////////////////////////////////////////////////////////
1000
/**
1001
 * Write the Mesh to a File.
1002
 */
1003
   public void write(DataOutputStream stream)
1004
     {
1005
     TexComponent tex;
1006

    
1007
     int numTex = mTexComponent.size();
1008
     int numEff = mEffComponent.size();
1009

    
1010
     try
1011
       {
1012
       stream.writeInt(2);  // version
1013
       stream.writeInt(mNumVertices);
1014
       stream.writeInt(numTex);
1015
       stream.writeInt(numEff);
1016

    
1017
       for(int i=0; i<numTex; i++)
1018
         {
1019
         tex = mTexComponent.get(i);
1020

    
1021
         stream.writeFloat((float)tex.mEndIndex);
1022
         stream.writeFloat(tex.mTextureMap.get0());
1023
         stream.writeFloat(tex.mTextureMap.get1());
1024
         stream.writeFloat(tex.mTextureMap.get2());
1025
         stream.writeFloat(tex.mTextureMap.get3());
1026
         }
1027

    
1028
       for(int i=0; i<numEff; i++)
1029
         {
1030
         stream.writeFloat((float)mEffComponent.get(i));
1031
         }
1032

    
1033
       float[] centers = mUseCenters ? mUBC.getBackingArray() : new float[4*numEff];
1034

    
1035
       for(int i=0; i<numEff; i++)
1036
         {
1037
         stream.writeFloat(centers[4*i  ]);
1038
         stream.writeFloat(centers[4*i+1]);
1039
         stream.writeFloat(centers[4*i+2]);
1040
         }
1041

    
1042
       ByteBuffer vertBuf1 = ByteBuffer.allocate(VERT1_SIZE*mNumVertices);
1043
       vertBuf1.asFloatBuffer().put(mVertAttribs1);
1044
       ByteBuffer vertBuf2 = ByteBuffer.allocate(VERT2_SIZE*mNumVertices);
1045
       vertBuf2.asFloatBuffer().put(mVertAttribs2);
1046

    
1047
       stream.write(vertBuf1.array());
1048
       stream.write(vertBuf2.array());
1049
       }
1050
     catch(IOException ex)
1051
       {
1052
       android.util.Log.e("mesh", "IOException trying to write a mesh: "+ex.toString());
1053
       }
1054
     }
1055

    
1056
///////////////////////////////////////////////////////////////////////////////////////////////////
1057
/**
1058
 * When rendering this Mesh, do we want to render the Normal vectors as well?
1059
 * <p>
1060
 * Will work only on OpenGL ES >= 3.0 devices.
1061
 *
1062
 * @param show Controls if we render the Normal vectors or not.
1063
 */
1064
   public void setShowNormals(boolean show)
1065
     {
1066
     mShowNormals = show;
1067
     }
1068

    
1069
///////////////////////////////////////////////////////////////////////////////////////////////////
1070
/**
1071
 * When rendering this mesh, should we also draw the normal vectors?
1072
 *
1073
 * @return <i>true</i> if we do render normal vectors
1074
 */
1075
   public boolean getShowNormals()
1076
     {
1077
     return mShowNormals;
1078
     }
1079

    
1080
///////////////////////////////////////////////////////////////////////////////////////////////////
1081
/**
1082
 * Merge all texture components of this Mesh into a single one.
1083
 */
1084
   public void mergeTexComponents()
1085
     {
1086
     if( mJobNode[0]==null )
1087
       {
1088
       mergeTexComponentsNow();
1089
       }
1090
     else
1091
       {
1092
       mJobNode[0] = DeferredJobs.mergeTex(this);
1093
       }
1094
     }
1095

    
1096
///////////////////////////////////////////////////////////////////////////////////////////////////
1097
/**
1098
 * Merge all effect components of this Mesh into a single one.
1099
 */
1100
   public void mergeEffComponents()
1101
     {
1102
     if( mJobNode[0]==null )
1103
       {
1104
       mergeEffComponentsNow();
1105
       }
1106
     else
1107
       {
1108
       mJobNode[0] = DeferredJobs.mergeEff(this);
1109
       }
1110
     }
1111

    
1112
///////////////////////////////////////////////////////////////////////////////////////////////////
1113
/**
1114
 * Release all internal resources.
1115
 */
1116
   public void markForDeletion()
1117
     {
1118
     mVertAttribs1 = null;
1119
     mVertAttribs2 = null;
1120

    
1121
     mVBO1.markForDeletion();
1122
     mVBO2.markForDeletion();
1123
     mTFO.markForDeletion();
1124
     mUBA.markForDeletion();
1125

    
1126
     if( mUBC!=null )
1127
       {
1128
       mUBC.markForDeletion();
1129
       }
1130
     }
1131

    
1132
///////////////////////////////////////////////////////////////////////////////////////////////////
1133
/**
1134
 * Apply a Matrix Effect to the components which match the (addAssoc,equAssoc) association.
1135
 * <p>
1136
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effect
1137
 * contains any Dynamics, they will be evaluated at 0.
1138
 *
1139
 * @param effect List of Matrix Effects to apply to the Mesh.
1140
 * @param andAssoc 'Logical AND' association which defines which components will be affected.
1141
 * @param equAssoc 'equality' association which defines which components will be affected.
1142
 */
1143
   public void apply(MatrixEffect effect, int andAssoc, int equAssoc)
1144
     {
1145
     if( mJobNode[0]==null )
1146
       {
1147
       applyMatrix(effect,andAssoc,equAssoc);
1148
       }
1149
     else
1150
       {
1151
       mJobNode[0] = DeferredJobs.matrix(this,effect,andAssoc,equAssoc);
1152
       }
1153
     }
1154

    
1155
///////////////////////////////////////////////////////////////////////////////////////////////////
1156
/**
1157
 * Apply a Vertex Effect to the vertex mesh.
1158
 * <p>
1159
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
1160
 * contain any Dynamics, the Dynamics will be evaluated at 0.
1161
 *
1162
 * We would call this several times building up a list of Effects to do. This list of effects gets
1163
 * lazily executed only when the Mesh is used for rendering for the first time.
1164
 *
1165
 * @param effect Vertex Effect to apply to the Mesh.
1166
 */
1167
   public void apply(VertexEffect effect)
1168
     {
1169
     mJobNode[0] = DeferredJobs.vertex(this,effect);
1170
     }
1171

    
1172
///////////////////////////////////////////////////////////////////////////////////////////////////
1173
/**
1174
 * Sets texture maps for (some of) the components of this mesh.
1175
 * <p>
1176
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
1177
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
1178
 * upper-left quadrant of the texture.
1179
 * <p>
1180
 * Probably the most common user case would be sending as many maps as there are components in this
1181
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
1182
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
1183
 * of the 2nd and 4rd one, call this with
1184
 * maps = new Static4D[4]
1185
 * maps[0] = null
1186
 * maps[1] = the map for the 2nd component
1187
 * maps[2] = null
1188
 * maps[3] = the map for the 4th component
1189
 *
1190
 * A map's width and height have to be non-zero (but can be negative!)
1191
 *
1192
 * @param maps            List of texture maps to apply to the texture's components.
1193
 * @param startComponent  the component the first of the maps refers to.
1194
 */
1195
   public void setTextureMap(Static4D[] maps, int startComponent)
1196
     {
1197
     if( mJobNode[0]==null )
1198
       {
1199
       textureMap(maps,startComponent);
1200
       }
1201
     else
1202
       {
1203
       mJobNode[0] = DeferredJobs.textureMap(this,maps,startComponent);
1204
       }
1205
     }
1206

    
1207
///////////////////////////////////////////////////////////////////////////////////////////////////
1208
/**
1209
 * Return the texture map of one of the components.
1210
 *
1211
 * @param component The component number whose texture map we want to retrieve.
1212
 */
1213
   public Static4D getTextureMap(int component)
1214
     {
1215
     return (component>=0 && component<mTexComponent.size()) ? mTexComponent.get(component).mTextureMap : null;
1216
     }
1217

    
1218
///////////////////////////////////////////////////////////////////////////////////////////////////
1219
/**
1220
 * Set Effect association.
1221
 *
1222
 * This creates an association between a Component of this Mesh and a Vertex Effect.
1223
 * One can set two types of associations - an 'logical and' and a 'equal' associations and the Effect
1224
 * will only be active on vertices of Components such that
1225
 *
1226
 * (effect andAssoc) & (component andAssoc) != 0 || (effect equAssoc) == (mesh equAssoc)
1227
 *
1228
 * (see main_vertex_shader)
1229
 *
1230
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
1231
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
1232
 */
1233
   public void setEffectAssociation(int component, int andAssociation, int equAssociation)
1234
     {
1235
     if( component>=0 && component<mMaxComponents )
1236
       {
1237
       if( mJobNode[0]==null )
1238
         {
1239
         setEffectAssociationNow(component, andAssociation, equAssociation);
1240
         }
1241
       else
1242
         {
1243
         mJobNode[0] = DeferredJobs.effectAssoc(this,component,andAssociation,equAssociation);
1244
         }
1245
       }
1246
     }
1247

    
1248
///////////////////////////////////////////////////////////////////////////////////////////////////
1249
/**
1250
 * Set center of a Component.
1251
 *
1252
 * A 'center' of a (effect) component is a 3D point in space. The array of centers gets sent to
1253
 * the vertex shader as a Uniform Buffer Object; in the vertex shader we can then use it to compute
1254
 * the 'Inflation' of the whole Mesh per-component. 'Inflation' is needed by postprocess effects to
1255
 * add the 'halo' around an object.
1256
 *
1257
 * This is all 'per-component' so that a user has a chance to make the halo look right in case of
1258
 * non-convex meshes: then we need to ensure that each component of such a mesh is a convex
1259
 * sub-mesh with its center being more-or-less the center of gravity of the sub-mesh.
1260
 */
1261
   public void setComponentCenter(int component, float centerX, float centerY, float centerZ)
1262
     {
1263
     if( component>=0 && component<mMaxComponents )
1264
       {
1265
       if( mJobNode[0]==null )
1266
         {
1267
         setComponentCenterNow(component, centerX, centerY, centerZ);
1268
         }
1269
       else
1270
         {
1271
         mJobNode[0] = DeferredJobs.componentCenter(this,component,centerX, centerY, centerZ);
1272
         }
1273
       }
1274
     }
1275

    
1276
///////////////////////////////////////////////////////////////////////////////////////////////////
1277
/**
1278
 * Set the centers of a all components to the same value in one go.
1279
 */
1280
   public void setAllComponentCenters(float centerX, float centerY, float centerZ)
1281
     {
1282
     if( mJobNode[0]==null )
1283
       {
1284
       setComponentCenterNow(-1, centerX, centerY, centerZ);
1285
       }
1286
     else
1287
       {
1288
       mJobNode[0] = DeferredJobs.componentCenter(this,-1,centerX, centerY, centerZ);
1289
       }
1290
     }
1291

    
1292
///////////////////////////////////////////////////////////////////////////////////////////////////
1293
/**
1294
 * Adds an empty (no vertices) texture component to the end of the text component list.
1295
 *
1296
 * Sometimes we want to do this to have several Meshes with equal number of tex components each.
1297
 */
1298
   public void addEmptyTexComponent()
1299
     {
1300
      if( mJobNode[0]==null )
1301
       {
1302
       addEmptyTexComponentNow();
1303
       }
1304
     else
1305
       {
1306
       mJobNode[0] = DeferredJobs.addEmptyTex(this);
1307
       }
1308
     }
1309

    
1310
///////////////////////////////////////////////////////////////////////////////////////////////////
1311
/**
1312
 * Return the number of texture components, i.e. individual subsets of the whole set of vertices
1313
 * which can be independently textured.
1314
 *
1315
 * @return The number of Texture Components of this Mesh.
1316
 */
1317
   public int getNumTexComponents()
1318
     {
1319
     return mTexComponent.size();
1320
     }
1321

    
1322
///////////////////////////////////////////////////////////////////////////////////////////////////
1323
/**
1324
 * Return the number of 'effect' components, i.e. individual subsets of the whole set of vertices
1325
 * to which a VertexEffect can be addressed, independently of other vertices.
1326
 *
1327
 * @return The number of Effect Components of this Mesh.
1328
 */
1329
   public int getNumEffComponents()
1330
     {
1331
     return mEffComponent.size();
1332
     }
1333

    
1334
///////////////////////////////////////////////////////////////////////////////////////////////////
1335
/**
1336
 * Copy the Mesh.
1337
 *
1338
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
1339
 *             and normals (the rest, in particular the mVertAttribs2 containing texture
1340
 *             coordinates and effect associations, is always deep copied)
1341
 */
1342
   public abstract MeshBase copy(boolean deep);
1343
   }
(2-2/10)