Project

General

Profile

Download (6.89 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / MeshObject.java @ 79921db2

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.library;
21

    
22
import android.opengl.GLES30;
23

    
24
import java.nio.FloatBuffer;
25

    
26
///////////////////////////////////////////////////////////////////////////////////////////////////
27
/**
28
 * Abstract class which represents a Mesh, ie 3 arrays of Vertex attributes: 1) positions
29
 * 2) normals 3) texture coordinates.
30
 * <p>
31
 * If you want to render to a particular shape, extend from here, construct the three FloatBuffers and
32
 * provide correct dataLength, i.e. the number of vertices.
33
 */
34
public abstract class MeshObject extends DistortedObject
35
   {
36
   static final int BYTES_PER_FLOAT   = 4; //
37
   static final int POSITION_DATA_SIZE= 3; // Size of the position data in elements
38
   static final int NORMAL_DATA_SIZE  = 3; // Size of the normal data in elements.
39
   static final int TEX_DATA_SIZE     = 2; // Size of the texture coordinate data in elements.
40

    
41
   int dataLength;
42
   FloatBuffer mMeshPositions, mMeshNormals, mMeshTexture;
43
   int[] mPosVBO = new int[1];
44
   int[] mNorVBO = new int[1];
45
   int[] mTexVBO = new int[1];
46

    
47
   int[] mPosTBO = new int[1]; // Transform Feedback
48
   int[] mNorTBO = new int[1]; // Transform Feedback
49

    
50
   final float zFactor; // strange workaround for the fact that we need to somehow store the 'depth'
51
                        // of the Mesh. Used in DistortedEffects. See DistortedTexture.getDepth().
52

    
53
///////////////////////////////////////////////////////////////////////////////////////////////////
54

    
55
   MeshObject(float factor)
56
     {
57
     super(DistortedObject.NOT_CREATED_YET,DistortedObject.TYPE_USER);
58

    
59
     zFactor = factor;
60
     recreate();
61
     }
62

    
63
///////////////////////////////////////////////////////////////////////////////////////////////////
64
// must be called from a thread holding OpenGL Context
65
//
66
// Do NOT release mMeshPositions etc as we will need them when we need to re-create the buffers after
67
// a loss of OpenGL context!
68

    
69
   void create()
70
     {
71
     if( mPosVBO[0]<0 )
72
       {
73
       GLES30.glGenBuffers(1, mPosVBO, 0);
74
       GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mPosVBO[0]);
75
       GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, dataLength*POSITION_DATA_SIZE*BYTES_PER_FLOAT, mMeshPositions, GLES30.GL_STATIC_DRAW);
76
       }
77
     if( mNorVBO[0]<0 )
78
       {
79
       GLES30.glGenBuffers(1, mNorVBO, 0);
80
       GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mNorVBO[0]);
81
       GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, dataLength*  NORMAL_DATA_SIZE*BYTES_PER_FLOAT, mMeshNormals  , GLES30.GL_STATIC_DRAW);
82
       }
83
     if( mTexVBO[0]<0 )
84
       {
85
       GLES30.glGenBuffers(1, mTexVBO, 0);
86
       GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mTexVBO[0]);
87
       GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, dataLength*     TEX_DATA_SIZE*BYTES_PER_FLOAT, mMeshTexture  , GLES30.GL_STATIC_DRAW);
88
       }
89

    
90
     if( mPosTBO[0]<0 )
91
       {
92
       GLES30.glBindBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, mPosTBO[0]);
93
       GLES30.glBufferData(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, dataLength*POSITION_DATA_SIZE*BYTES_PER_FLOAT, null, GLES30.GL_STATIC_READ);
94
       GLES30.glBindBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0);
95
       }
96
     if( mNorTBO[0]<0 )
97
       {
98
       GLES30.glBindBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, mNorTBO[0]);
99
       GLES30.glBufferData(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, dataLength*  NORMAL_DATA_SIZE*BYTES_PER_FLOAT, null, GLES30.GL_STATIC_READ);
100
       GLES30.glBindBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0);
101
       }
102

    
103
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
104
     }
105

    
106
///////////////////////////////////////////////////////////////////////////////////////////////////
107
// must be called from a thread holding OpenGL Context
108

    
109
   void delete()
110
     {
111
     if( mPosVBO[0]>=0 )
112
       {
113
       GLES30.glDeleteBuffers(1, mPosVBO, 0);
114
       mPosVBO[0] = -1;
115
       }
116
     if( mNorVBO[0]>=0 )
117
       {
118
       GLES30.glDeleteBuffers(1, mNorVBO, 0);
119
       mNorVBO[0] = -1;
120
       }
121
     if( mTexVBO[0]>=0 )
122
       {
123
       GLES30.glDeleteBuffers(1, mTexVBO, 0);
124
       mTexVBO[0] = -1;
125
       }
126
     if( mPosTBO[0]>=0 )
127
       {
128
       GLES30.glDeleteBuffers(1, mPosTBO, 0);
129
       mPosTBO[0] = -1;
130
       }
131
     if( mNorTBO[0]>=0 )
132
       {
133
       GLES30.glDeleteBuffers(1, mNorTBO, 0);
134
       mNorTBO[0] = -1;
135
       }
136
     }
137

    
138
///////////////////////////////////////////////////////////////////////////////////////////////////
139

    
140
   void recreate()
141
     {
142
     mPosVBO[0] = -1;
143
     mNorVBO[0] = -1;
144
     mTexVBO[0] = -1;
145
     mPosTBO[0] = -1;
146
     mNorTBO[0] = -1;
147
     }
148

    
149
///////////////////////////////////////////////////////////////////////////////////////////////////
150
// debugging only
151

    
152
   String printDetails()
153
     {
154
     return getClass().getSimpleName()+" vertices:"+dataLength;
155
     }
156

    
157
///////////////////////////////////////////////////////////////////////////////////////////////////
158
/**
159
 * Get the minimal set of Vertices which have the same convex hull as the whole set.
160
 * <p>
161
 * In case of Flat Meshes, the set is obviously just the 4 corners. In case of the Cubes Mesh,
162
 * it is a subset of the set of each rightmost- and leftmost- corners in each row.
163
 * <p>
164
 * This is used to be able to quickly compute, in window coordinates, the Mesh'es bounding rectangle.
165
 */
166
   abstract float[] getBoundingVertices();
167
   }
168

    
(26-26/26)