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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.effectqueue;
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import android.opengl.GLES30;
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import org.distorted.library.effect.EffectType;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.message.EffectMessageSender;
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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 in Meshes)
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*
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* @y.exclude
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*/
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public class EffectQueueVertex extends EffectQueue
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{
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private static final int NUM_FLOAT_UNIFORMS = VertexEffect.NUM_FLOAT_UNIFORMS;
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private static final int NUM_INT_UNIFORMS = VertexEffect.NUM_INT_UNIFORMS;
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private static final int INDEX = EffectType.VERTEX.ordinal();
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private static int[] mNumEffectsH = new int[MAIN_VARIANTS];
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private static int[] mInflateH = new int[MAIN_VARIANTS];
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private static int[] mPropertiesH = new int[MAIN_VARIANTS];
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private static int[] mUniformsH = new int[MAIN_VARIANTS];
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public EffectQueueVertex()
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{
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super(NUM_FLOAT_UNIFORMS, NUM_INT_UNIFORMS, INDEX);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public EffectQueueVertex(EffectQueueVertex source)
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{
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super(source);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void uniforms(int mProgramH, int variant)
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{
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mNumEffectsH[variant]= GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
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mInflateH[variant] = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
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mPropertiesH[variant]= GLES30.glGetUniformLocation( mProgramH, "vProperties");
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mUniformsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
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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 called from DistortedEffects)
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*
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* @y.exclude
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*/
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public void setAssociation(long effectID)
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{
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for(int j=0; j<mNumEffects; j++)
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{
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if (mEffects[j].getID() == effectID)
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{
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mEffects[j].writeAssociations(mIntUniforms, NUM_INT_UNIFORMS*j+1, NUM_INT_UNIFORMS*j+3);
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}
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}
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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 in Meshes)
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*
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* @y.exclude
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*/
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public void compute(long currTime)
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{
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if( currTime==mTime ) return;
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if( mTime==0 ) mTime = currTime;
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long step = (currTime-mTime);
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for(int i=0; i<mNumEffects; i++)
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{
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if( mEffects[i].compute(mFloatUniforms, NUM_FLOAT_UNIFORMS*i, currTime, step) )
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{
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EffectMessageSender.newMessage(mEffects[i]);
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}
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}
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mTime = currTime;
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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 in Meshes)
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*
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* @y.exclude
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*/
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public void send(float inflate, int variant)
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{
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GLES30.glUniform1i( mNumEffectsH[variant], mNumEffects);
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GLES30.glUniform1f( mInflateH[variant] , inflate );
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if( mNumEffects>0 )
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{
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GLES30.glUniform4iv( mPropertiesH[variant], mNumEffects, mIntUniforms , 0);
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GLES30.glUniform4fv( mUniformsH[variant] ,(NUM_FLOAT_UNIFORMS/4)*mNumEffects, mFloatUniforms , 0);
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}
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}
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}
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