Revision 7602a827
Added by Leszek Koltunski about 5 years ago
src/main/java/org/distorted/library/mesh/MeshBase.java | ||
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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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// This file is part of DistortedLibrary. //
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// // |
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// Distorted is free software: you can redistribute it and/or modify // |
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// DistortedLibrary 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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// DistortedLibrary 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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// along with DistortedLibrary. 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.GLES31; |
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import org.distorted.library.main.Distorted; |
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import org.distorted.library.main.DistortedBuffer;
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import org.distorted.library.main.DistortedLibrary;
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import org.distorted.library.main.InternalBuffer;
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import org.distorted.library.program.DistortedProgram; |
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import java.nio.ByteBuffer; |
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private static final int VERT_SIZE = VERT_ATTRIBS*BYTES_PER_FLOAT; |
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private boolean mShowNormals; // when rendering this mesh, draw normal vectors? |
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private DistortedBuffer mVBO, mTFO; // main vertex buffer and transform feedback buffer
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private InternalBuffer mVBO, mTFO; // main vertex buffer and transform feedback buffer
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private final float zFactor; // strange workaround for the fact that we need to somehow store the 'depth' |
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// of the Mesh. Used in DistortedEffects. See DistortedTexture.getDepth(). |
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private int mNumVertices; |
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zFactor = factor; |
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mShowNormals = false; |
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mVBO = new DistortedBuffer(GLES31.GL_ARRAY_BUFFER , GLES31.GL_STATIC_READ);
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mTFO = new DistortedBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, GLES31.GL_STATIC_READ);
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mVBO = new InternalBuffer(GLES31.GL_ARRAY_BUFFER , GLES31.GL_STATIC_READ);
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mTFO = new InternalBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, GLES31.GL_STATIC_READ);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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*/ |
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public void setShowNormals(boolean show) |
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{ |
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mShowNormals = (Distorted.GLSL >= 300 && show); |
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mShowNormals = (DistortedLibrary.GLSL >= 300 && show);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Rename all the classes that are not exported to application to 'Internal'