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Revision 78ff6ea9

Added by Leszek Koltunski over 3 years ago

Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.
Next: convert the last part, i.e. the float effect parameters.

View differences:

src/main/java/org/distorted/library/mesh/MeshBase.java
83 83
   private float[] mVertAttribs1;             // packed: PosX,PosY,PosZ, NorX,NorY,NorZ
84 84
   private float[] mVertAttribs2;             // packed: TexS,TexT, Component
85 85
   private float mInflate;
86
   private UniformBlockAssociation mUBA;
87
   private UniformBlockCenter mUBC;
86
   private final UniformBlockAssociation mUBA;
87
   private final UniformBlockCenter mUBC;
88 88

  
89 89
   DeferredJobs.JobNode[] mJobNode;
90 90

  
91
   private static int[] mCenterBlockIndex = new int[EffectQueue.MAIN_VARIANTS];
92
   private static int[] mAssocBlockIndex  = new int[EffectQueue.MAIN_VARIANTS];
91
   private static final int[] mCenterBlockIndex = new int[EffectQueue.MAIN_VARIANTS];
92
   private static final int[] mAssocBlockIndex  = new int[EffectQueue.MAIN_VARIANTS];
93 93

  
94 94
   private static final int TEX_COMP_SIZE = 5; // 5 four-byte entities inside the component
95 95

  
96 96
   private static class TexComponent
97 97
     {
98 98
     private int mEndIndex;
99
     private Static4D mTextureMap;
99
     private final Static4D mTextureMap;
100 100

  
101 101
     TexComponent(int end)
102 102
       {

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