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Revision 96e3b88a

Added by Leszek Koltunski over 4 years ago

Introducing UBO to Effect Queues: step 1.

View differences:

src/main/java/org/distorted/library/effect/Effect.java
142 142
 *
143 143
 * @y.exclude
144 144
 */
145
  public int getAndAssociation()
145
  public void writeAssociations(int[] intUniforms, int index1, int index2)
146 146
    {
147
    return mAndAssociation;
148
    }
149

  
150
///////////////////////////////////////////////////////////////////////////////////////////////////
151
/**
152
 * Only for use by the library itself.
153
 *
154
 * @y.exclude
155
 */
156
  public int getEquAssociation()
157
    {
158
    return mEquAssociation;
147
    intUniforms[index1] = mAndAssociation;
148
    intUniforms[index2] = mEquAssociation;
159 149
    }
160 150

  
161 151
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/FragmentEffect.java
27 27
 */
28 28
public abstract class FragmentEffect extends Effect
29 29
  {
30
/**
31
 * 12: 4-per effect interpolated values, 3 dimensional Center (+padding), 3 dimensional Region (+padding).
32
 */
33
  public static final int NUM_UNIFORMS = 12;
30
  /**
31
   * 12: 4-per effect interpolated values, 3 dimensional Center (+padding), 3 dimensional Region (+padding).
32
   */
33
  public static final int NUM_FLOAT_UNIFORMS = 12;
34
  /**
35
   * 1: the name
36
   */
37
  public static final int NUM_INT_UNIFORMS = 1;
38

  
34 39
  static final int VALUES_OFFSET = 0;
35 40
  static final int CENTER_OFFSET = 5;
36 41
  static final int REGION_OFFSET = 8;
src/main/java/org/distorted/library/effect/MatrixEffect.java
25 25
 */
26 26
public abstract class MatrixEffect extends Effect
27 27
  {
28
/**
29
 * 7: 4 per-effect interpolated values + 3 dimensional center.
30
 */
31
  public static final int NUM_UNIFORMS = 7;
28
  /**
29
   * 7: 4 per-effect interpolated values + 3 dimensional center.
30
   */
31
  public static final int NUM_FLOAT_UNIFORMS = 7;
32
  /**
33
   * 0: nothing
34
   */
35
  public static final int NUM_INT_UNIFORMS = 1;
36

  
32 37
  static final int CENTER_OFFSET = 4;
33 38

  
34 39
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/MatrixEffectMove.java
50 50
 */
51 51
  public void apply(float[] matrixP, float[] matrixV, float[] uniforms, int index)
52 52
    {
53
    float sx = uniforms[NUM_UNIFORMS*index  ];
54
    float sy = uniforms[NUM_UNIFORMS*index+1];
55
    float sz = uniforms[NUM_UNIFORMS*index+2];
53
    float sx = uniforms[NUM_FLOAT_UNIFORMS*index  ];
54
    float sy = uniforms[NUM_FLOAT_UNIFORMS*index+1];
55
    float sz = uniforms[NUM_FLOAT_UNIFORMS*index+2];
56 56

  
57 57
    Matrix.translateM(matrixP, 0, sx, sy, sz);
58 58
    Matrix.translateM(matrixV, 0, sx, sy, sz);
src/main/java/org/distorted/library/effect/MatrixEffectQuaternion.java
56 56
 */
57 57
  public void apply(float[] matrixP, float[] matrixV, float[] uniforms, int index)
58 58
    {
59
    float qX = uniforms[NUM_UNIFORMS*index  ];
60
    float qY = uniforms[NUM_UNIFORMS*index+1];
61
    float qZ = uniforms[NUM_UNIFORMS*index+2];
62
    float qW = uniforms[NUM_UNIFORMS*index+3];
63

  
64
    float x = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET  ];
65
    float y = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+1];
66
    float z = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+2];
59
    float qX = uniforms[NUM_FLOAT_UNIFORMS*index  ];
60
    float qY = uniforms[NUM_FLOAT_UNIFORMS*index+1];
61
    float qZ = uniforms[NUM_FLOAT_UNIFORMS*index+2];
62
    float qW = uniforms[NUM_FLOAT_UNIFORMS*index+3];
63

  
64
    float x = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET  ];
65
    float y = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1];
66
    float z = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2];
67 67

  
68 68
    Matrix.translateM(matrixP, 0, x, y, z);
69 69
    multiplyByQuat   (matrixP, qX, qY, qZ, qW);
src/main/java/org/distorted/library/effect/MatrixEffectRotate.java
54 54
 */
55 55
  public void apply(float[] matrixP, float[] matrixV, float[] uniforms, int index)
56 56
    {
57
    float angle = uniforms[NUM_UNIFORMS*index  ];
58
    float axisX = uniforms[NUM_UNIFORMS*index+1];
59
    float axisY = uniforms[NUM_UNIFORMS*index+2];
60
    float axisZ = uniforms[NUM_UNIFORMS*index+3];
57
    float angle = uniforms[NUM_FLOAT_UNIFORMS*index  ];
58
    float axisX = uniforms[NUM_FLOAT_UNIFORMS*index+1];
59
    float axisY = uniforms[NUM_FLOAT_UNIFORMS*index+2];
60
    float axisZ = uniforms[NUM_FLOAT_UNIFORMS*index+3];
61 61

  
62
    float x = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET  ];
63
    float y = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+1];
64
    float z = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+2];
62
    float x = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET  ];
63
    float y = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1];
64
    float z = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2];
65 65

  
66 66
    Matrix.translateM(matrixP, 0, x, y, z);
67 67
    Matrix.rotateM   (matrixP, 0, angle, axisX, axisY, axisZ);
src/main/java/org/distorted/library/effect/MatrixEffectScale.java
57 57
 */
58 58
  public void apply(float[] matrixP, float[] matrixV, float[] uniforms, int index)
59 59
    {
60
    float sx = uniforms[NUM_UNIFORMS*index  ];
61
    float sy = uniforms[NUM_UNIFORMS*index+1];
62
    float sz = uniforms[NUM_UNIFORMS*index+2];
60
    float sx = uniforms[NUM_FLOAT_UNIFORMS*index  ];
61
    float sy = uniforms[NUM_FLOAT_UNIFORMS*index+1];
62
    float sz = uniforms[NUM_FLOAT_UNIFORMS*index+2];
63 63

  
64 64
    Matrix.scaleM(matrixP, 0, sx, sy, sz);
65 65
    Matrix.scaleM(matrixV, 0, sy*sz, sx*sz, sx*sy);
src/main/java/org/distorted/library/effect/MatrixEffectShear.java
54 54
 */
55 55
  public void apply(float[] matrixP, float[] matrixV, float[] uniforms, int index)
56 56
    {
57
    float sx = uniforms[NUM_UNIFORMS*index  ];
58
    float sy = uniforms[NUM_UNIFORMS*index+1];
59
    float sz = uniforms[NUM_UNIFORMS*index+2];
57
    float sx = uniforms[NUM_FLOAT_UNIFORMS*index  ];
58
    float sy = uniforms[NUM_FLOAT_UNIFORMS*index+1];
59
    float sz = uniforms[NUM_FLOAT_UNIFORMS*index+2];
60 60

  
61
    float x  = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET  ];
62
    float y  = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+1];
63
    float z  = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+2];
61
    float x  = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET  ];
62
    float y  = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1];
63
    float z  = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2];
64 64

  
65 65
    Matrix.translateM(matrixP, 0, x, y, z);
66 66

  
src/main/java/org/distorted/library/effect/PostprocessEffect.java
36 36
public abstract class PostprocessEffect extends Effect implements InternalMaster.Slave
37 37
  {
38 38
  private static final int MIPMAP = 0;
39
/**
40
 * 5: 5 per-effect interpolated values.
41
 */
42
  public static final int NUM_UNIFORMS = 6;
39
  /**
40
   * 5 per-effect interpolated values.
41
   */
42
  public static final int NUM_FLOAT_UNIFORMS = 6;
43
  /**
44
   * 1: the name of the effect
45
   */
46
  public static final int NUM_INT_UNIFORMS = 1;
43 47

  
44 48
  static final int POS_DATA_SIZE= 2;
45 49
  static final int TEX_DATA_SIZE= 2;
src/main/java/org/distorted/library/effect/VertexEffect.java
29 29
 */
30 30
public abstract class VertexEffect extends Effect
31 31
  {
32
/**
33
 * 12: 5 per-effect interpolated values, 3-dimensional center, 4-dimensional Region
34
 */
35
  public static final int NUM_UNIFORMS = 12;
32
  /**
33
   * 12: 5 per-effect interpolated values, 3-dimensional center, 4-dimensional Region
34
   */
35
  public static final int NUM_FLOAT_UNIFORMS = 12;
36
  /**
37
   * 3: name, AND association, equ Association
38
   */
39
  public static final int NUM_INT_UNIFORMS = 3;
40

  
36 41
  static final int VALUES_OFFSET = 0;
37 42
  static final int CENTER_OFFSET = 5;
38 43
  static final int REGION_OFFSET = 8;
src/main/java/org/distorted/library/effectqueue/EffectQueue.java
24 24
import org.distorted.library.effect.EffectType;
25 25
import org.distorted.library.main.DistortedLibrary;
26 26
import org.distorted.library.main.InternalMaster;
27
import org.distorted.library.mesh.MeshBase;
28 27

  
29 28
import java.util.ArrayList;
30 29
import java.util.HashMap;
......
44 43
  private static final int DETACH = 2;
45 44
  private static final int DETALL = 3;
46 45

  
46
  long mTime;
47 47
  int mNumEffects;              // 'ToBe' will be more than mNumEffects if doWork() hasn't
48 48
  private int mNumEffectsToBe;  // added them yet (or less if it hasn't removed some yet)
49
  float[] mUniforms;
50
  private int mNumUniforms;
49
  private int mNumFloatUniforms, mNumIntUniforms;
51 50
  Effect[] mEffects;
52
  int[] mName;
53
  int[] mAndAssociation;
54
  int[] mEquAssociation;
55
  long mTime;
56 51

  
57
  private static int[] mMax = new int[EffectType.LENGTH];
52
  float[] mFloatUniforms;
53
  int[] mIntUniforms;
54

  
55
  static int[] mMax = new int[EffectType.LENGTH];
58 56
  private static long mNextID;
59 57
  private static HashMap<ArrayList<Long>,Long> mMapID = new HashMap<>(); // maps lists of Effect IDs (longs) to a
60 58
                                                                         // single long - the queue ID.
......
65 63
  private static class Job
66 64
    {
67 65
    int type;
68
    int num;
66
    int num1, num2;
69 67
    boolean notify;
70 68
    Effect effect;
71 69

  
72
    Job(int t, int m, boolean n, Effect e)
70
    Job(int t, int m1, int m2, boolean n, Effect e)
73 71
      {
74 72
      type  = t;
75
      num   = m;
73
      num1  = m1;
74
      num2  = m2;
76 75
      notify= n;
77 76
      effect= e;
78 77
      }
......
87 86
  
88 87
///////////////////////////////////////////////////////////////////////////////////////////////////
89 88
   
90
  EffectQueue(int numUniforms, int index)
89
  EffectQueue(int numFloatUniforms, int numIntUniforms, int index)
91 90
    {
92
    mCreated            = false;
93
    mTime               = 0;
94
    mID                 = 0;
95
    mNumEffects         = 0;
96
    mNumEffectsToBe     = 0;
97
    mIndex              = index;
98
    mNumUniforms        = numUniforms;
99

  
100
    mJobs.add(new Job(CREATE,numUniforms,false,null)); // create the stuff that depends on max number
101
    InternalMaster.newSlave(this);                     // of uniforms later, on first render.
91
    mCreated          = false;
92
    mTime             = 0;
93
    mID               = 0;
94
    mNumEffects       = 0;
95
    mNumEffectsToBe   = 0;
96
    mIndex            = index;
97
    mNumFloatUniforms = numFloatUniforms;
98
    mNumIntUniforms   = numIntUniforms;
99

  
100
    mJobs.add(new Job(CREATE,numFloatUniforms,numIntUniforms, false,null)); // create the stuff that depends on max number
101
    InternalMaster.newSlave(this);                                          // of uniforms later, on first render.
102 102
    }
103 103

  
104 104
///////////////////////////////////////////////////////////////////////////////////////////////////
......
108 108
    {
109 109
    if( !source.mCreated )
110 110
      {
111
      mCreated            = false;
112
      mTime               = 0;
113
      mID                 = 0;
114
      mNumEffects         = 0;
115
      mNumEffectsToBe     = 0;
116
      mIndex              = source.mIndex;
117
      mNumUniforms        = source.mNumUniforms;
111
      mCreated          = false;
112
      mTime             = 0;
113
      mID               = 0;
114
      mNumEffects       = 0;
115
      mNumEffectsToBe   = 0;
116
      mIndex            = source.mIndex;
117
      mNumFloatUniforms = source.mNumFloatUniforms;
118
      mNumIntUniforms   = source.mNumIntUniforms;
118 119

  
119 120
      int numJobs = source.mJobs.size();
120 121

  
......
128 129
      }
129 130
    else
130 131
      {
131
      mCreated            = true;
132
      mTime               = source.mTime;
133
      mID                 = source.mID;
134
      mNumEffects         = source.mNumEffects;
135
      mNumEffectsToBe     = source.mNumEffectsToBe;
136
      mIndex              = source.mIndex;
137
      mNumUniforms        = source.mNumUniforms;
132
      mCreated          = true;
133
      mTime             = source.mTime;
134
      mID               = source.mID;
135
      mNumEffects       = source.mNumEffects;
136
      mNumEffectsToBe   = source.mNumEffectsToBe;
137
      mIndex            = source.mIndex;
138
      mNumFloatUniforms = source.mNumFloatUniforms;
139
      mNumIntUniforms   = source.mNumIntUniforms;
138 140

  
139 141
      int max = mMax[mIndex];
140
      if( max>0 )
141
        {
142
        mUniforms        = new float[max*source.mNumUniforms];
143
        mEffects         = new Effect[max];
144
        mName            = new int[max];
145
        mAndAssociation  = new int[max];
146
        mEquAssociation  = new int[max];
147
        }
148 142

  
149
      for(int i=0; i<mNumEffects; i++ )
143
      if( max>0 )
150 144
        {
151
        mEffects[i]         = source.mEffects[i];
152
        mName[i]            = source.mName[i];
153
        mAndAssociation[i]  = source.mAndAssociation[i];
154
        mEquAssociation[i]  = source.mEquAssociation[i];
145
        mEffects       = new Effect[max];
146
        mFloatUniforms = new float[max*source.mNumFloatUniforms];
147
        mIntUniforms   = new int[max*source.mNumIntUniforms];
148

  
149
        if( mNumEffects>=0 )
150
          {
151
          System.arraycopy(source.mEffects, 0, mEffects, 0, mNumEffects);
152
          }
153

  
154
        if( mNumIntUniforms*mNumEffects>=0 )
155
          {
156
          System.arraycopy(source.mIntUniforms, 0, mIntUniforms, 0, mNumIntUniforms*mNumEffects);
157
          }
155 158
        }
156 159
      }
157 160
    }
......
268 271
    {
269 272
    mNumEffects--;
270 273

  
271
    for(int j=effect; j<mNumEffects; j++ )
274
    int max = mMax[mIndex];
275

  
276
    for(int i=effect; i<mNumEffects; i++ )
272 277
      {
273
      mEffects[j]         = mEffects[j+1];
274
      mName[j]            = mName[j+1];
275
      mAndAssociation[j]  = mAndAssociation[j+1];
276
      mEquAssociation[j]  = mEquAssociation[j+1];
278
      mEffects[i]= mEffects[i+1];
279

  
280
      for(int j=0; j<mNumIntUniforms; j++)
281
        {
282
        mIntUniforms[j*max + i] = mIntUniforms[j*max + i+1];
283
        }
277 284
      }
278 285

  
279 286
    mEffects[mNumEffects] = null;
......
289 296
      {
290 297
      if( mEffects[i].getName() == name )
291 298
        {
292
        mJobs.add(new Job(DETACH,0,true,mEffects[i]));
299
        mJobs.add(new Job(DETACH,0,0,true,mEffects[i]));
293 300
        ret++;
294 301
        }
295 302
      }
......
311 318
      {
312 319
      if( mEffects[i].getID() == id )
313 320
        {
314
        mJobs.add(new Job(DETACH,0,true,mEffects[i]));
321
        mJobs.add(new Job(DETACH,0,0,true,mEffects[i]));
315 322
        InternalMaster.newSlave(this);
316 323
        mNumEffectsToBe--;
317 324
        return 1;
......
329 336
      {
330 337
      if( mEffects[i]==effect )
331 338
        {
332
        mJobs.add(new Job(DETACH,0,true,mEffects[i]));
339
        mJobs.add(new Job(DETACH,0,0,true,mEffects[i]));
333 340
        InternalMaster.newSlave(this);
334 341
        mNumEffectsToBe--;
335 342
        return 1;
......
345 352

  
346 353
  public synchronized int removeAll(boolean notify)
347 354
    {
348
    mJobs.add(new Job(DETALL,0,notify,null));
355
    mJobs.add(new Job(DETALL,0,0,notify,null));
349 356
    InternalMaster.newSlave(this);
350 357
    mNumEffectsToBe = 0;
351 358
    return mNumEffects;
......
357 364
    {
358 365
    if( mMax[mIndex]>mNumEffectsToBe || !mCreated )
359 366
      {
360
      mJobs.add(new Job(ATTACH,-1,false,effect));
367
      mJobs.add(new Job(ATTACH,-1,0,false,effect));
361 368
      InternalMaster.newSlave(this);
362 369
      mNumEffectsToBe++;
363 370
      return true;
......
372 379
    {
373 380
    if( mMax[mIndex]>mNumEffectsToBe || !mCreated )
374 381
      {
375
      mJobs.add(new Job(ATTACH,position,false,effect));
382
      mJobs.add(new Job(ATTACH,position,0,false,effect));
376 383
      InternalMaster.newSlave(this);
377 384
      mNumEffectsToBe++;
378 385
      return true;
......
427 434
        case CREATE: int max = mMax[mIndex];
428 435
                     if( max>0 )
429 436
                       {
430
                       mUniforms        = new float[max*job.num];
431
                       mEffects         = new Effect[max];
432
                       mName            = new int[max];
433
                       mAndAssociation  = new int[max];
434
                       mEquAssociation  = new int[max];
437
                       mEffects       = new Effect[max];
438
                       mFloatUniforms = new float[max*job.num1];
439
                       mIntUniforms   = new int[max*job.num2];
435 440
                       }
436 441
                     mCreated = true;
437 442

  
438 443
                     break;
439 444
        case ATTACH: if( mMax[mIndex]>mNumEffects ) // it is possible that we have first
440 445
                       {                            // added effects and then lowered mMax
441
                       int position = job.num;
446
                       int position = job.num1;
442 447

  
443 448
                       if( position==-1 )
444 449
                         {
445
                         mEffects[mNumEffects]        = job.effect;
446
                         mName[mNumEffects]           = job.effect.getName().ordinal();
447
                         mAndAssociation[mNumEffects] = job.effect.getAndAssociation();
448
                         mEquAssociation[mNumEffects] = job.effect.getEquAssociation();
450
                         mEffects[mNumEffects]     = job.effect;
451
                         mIntUniforms[mNumEffects] = job.effect.getName().ordinal();
449 452

  
450 453
                         mNumEffects++;
451 454
                         changed = true;
......
454 457
                         {
455 458
                         for(int j=mNumEffects; j>position; j--)
456 459
                           {
457
                           mEffects[j]         = mEffects[j-1];
458
                           mName[j]            = mName[j-1];
459
                           mAndAssociation[j]  = mAndAssociation[j-1];
460
                           mEquAssociation[j]  = mEquAssociation[j-1];
460
                           mEffects[j]     = mEffects[j-1];
461
                           mIntUniforms[j] = mIntUniforms[j-1];
461 462
                           }
462 463

  
463
                         mEffects[position]        = job.effect;
464
                         mName[position]           = job.effect.getName().ordinal();
465
                         mAndAssociation[position] = job.effect.getAndAssociation();
466
                         mEquAssociation[position] = job.effect.getEquAssociation();
464
                         mEffects[position]     = job.effect;
465
                         mIntUniforms[position] = job.effect.getName().ordinal();
467 466

  
468 467
                         mNumEffects++;
469 468
                         changed = true;
src/main/java/org/distorted/library/effectqueue/EffectQueueFragment.java
29 29

  
30 30
class EffectQueueFragment extends EffectQueue
31 31
  {
32
  private static final int NUM_UNIFORMS = FragmentEffect.NUM_UNIFORMS;
32
  private static final int NUM_FLOAT_UNIFORMS = FragmentEffect.NUM_FLOAT_UNIFORMS;
33
  private static final int NUM_INT_UNIFORMS   = FragmentEffect.NUM_INT_UNIFORMS;
34

  
33 35
  private static final int INDEX = EffectType.FRAGMENT.ordinal();
34 36

  
35 37
  private static int[] mNumEffectsH = new int[MAIN_VARIANTS];
......
40 42
   
41 43
  EffectQueueFragment()
42 44
    { 
43
    super(NUM_UNIFORMS,INDEX);
45
    super(NUM_FLOAT_UNIFORMS, NUM_INT_UNIFORMS, INDEX);
44 46
    }
45 47

  
46 48
///////////////////////////////////////////////////////////////////////////////////////////////////
......
69 71

  
70 72
    for(int i=0; i<mNumEffects; i++)
71 73
      {
72
      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, currTime, step) )
74
      if( mEffects[i].compute(mFloatUniforms, NUM_FLOAT_UNIFORMS*i, currTime, step) )
73 75
        {
74 76
        EffectMessageSender.newMessage(mEffects[i]);
75 77
        }
......
86 88

  
87 89
    if( mNumEffects>0 )
88 90
      {
89
      GLES30.glUniform1iv( mNameH[variant]    ,                 mNumEffects, mName    ,0);
90
      GLES30.glUniform4fv( mUniformsH[variant],(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
91
for(int i=0; i<mNumEffects; i++)
92
  {
93
  String f =
94
  mFloatUniforms[12*i]+" "+
95
  mFloatUniforms[12*i+1]+" "+
96
  mFloatUniforms[12*i+2]+" "+
97
  mFloatUniforms[12*i+3]+" "+
98
  mFloatUniforms[12*i+4]+" "+
99
  mFloatUniforms[12*i+5]+" "+
100
  mFloatUniforms[12*i+6]+" "+
101
  mFloatUniforms[12*i+7]+" "+
102
  mFloatUniforms[12*i+8]+" "+
103
  mFloatUniforms[12*i+9]+" "+
104
  mFloatUniforms[12*i+10]+" "+
105
  mFloatUniforms[12*i+11];
106

  
107
  android.util.Log.e("frag", i+" name: "+mIntUniforms[i]+" float: "+f);
108
  }
109

  
110
      GLES30.glUniform1iv( mNameH[variant]    ,                       mNumEffects, mIntUniforms  , 0);
111
      GLES30.glUniform4fv( mUniformsH[variant],(NUM_FLOAT_UNIFORMS/4)*mNumEffects, mFloatUniforms, 0);
91 112
      }  
92 113
    }
93 114
  }
src/main/java/org/distorted/library/effectqueue/EffectQueueMatrix.java
29 29
///////////////////////////////////////////////////////////////////////////////////////////////////
30 30

  
31 31
class EffectQueueMatrix extends EffectQueue
32
  {   
33
  private static final int NUM_UNIFORMS = MatrixEffect.NUM_UNIFORMS;
32
  {
33
  private static final int NUM_FLOAT_UNIFORMS = MatrixEffect.NUM_FLOAT_UNIFORMS;
34
  private static final int NUM_INT_UNIFORMS   = MatrixEffect.NUM_INT_UNIFORMS;
35

  
34 36
  private static final int INDEX = EffectType.MATRIX.ordinal();
35 37

  
36 38
  private static float[] mMVPMatrix       = new float[16];
......
45 47
   
46 48
  EffectQueueMatrix()
47 49
    { 
48
    super(NUM_UNIFORMS,INDEX );
50
    super(NUM_FLOAT_UNIFORMS, NUM_INT_UNIFORMS, INDEX);
49 51
    }
50 52

  
51 53
///////////////////////////////////////////////////////////////////////////////////////////////////
......
74 76

  
75 77
    for(int i=0; i<mNumEffects; i++)
76 78
      {
77
      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, currTime, step) )
79
      if( mEffects[i].compute(mFloatUniforms, NUM_FLOAT_UNIFORMS*i, currTime, step) )
78 80
        {
79 81
        EffectMessageSender.newMessage(mEffects[i]);
80 82
        }
......
115 117
    // the 'Model' part of the MV matrix
116 118
    for(int i=mNumEffects-1; i>=0; i--)
117 119
      {
118
      ((MatrixEffect)mEffects[i]).apply(mModelViewMatrixP,mModelViewMatrixV,mUniforms,i);
120
      ((MatrixEffect)mEffects[i]).apply(mModelViewMatrixP,mModelViewMatrixV,mFloatUniforms,i);
119 121
      }
120 122

  
121 123
    // combined Model-View-Projection matrix
src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.java
47 47
 */
48 48
public class EffectQueuePostprocess extends EffectQueue
49 49
  {
50
  private static final int NUM_UNIFORMS = PostprocessEffect.NUM_UNIFORMS;
50
  private static final int NUM_FLOAT_UNIFORMS = PostprocessEffect.NUM_FLOAT_UNIFORMS;
51
  private static final int NUM_INT_UNIFORMS   = PostprocessEffect.NUM_INT_UNIFORMS;
52

  
51 53
  private static final int INDEX = EffectType.POSTPROCESS.ordinal();
52 54

  
53 55
  private int mHalo;
......
62 64

  
63 65
  EffectQueuePostprocess()
64 66
    { 
65
    super(NUM_UNIFORMS,INDEX );
67
    super(NUM_FLOAT_UNIFORMS, NUM_INT_UNIFORMS, INDEX );
66 68
    }
67 69

  
68 70
///////////////////////////////////////////////////////////////////////////////////////////////////
......
89 91
      // first zero out the 'alpha' because BLUR effect will not overwrite this (it is a 1D effect)
90 92
      // and if previously there was a GLOW effect here then mA would be non-zero and we don't want
91 93
      // that (see preprocess())
92
      mUniforms[NUM_UNIFORMS*i+5]=0.0f;
94
      mFloatUniforms[NUM_FLOAT_UNIFORMS*i+5]=0.0f;
93 95

  
94
      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, currTime, step) )
96
      if( mEffects[i].compute(mFloatUniforms, NUM_FLOAT_UNIFORMS*i, currTime, step) )
95 97
        {
96 98
        EffectMessageSender.newMessage(mEffects[i]);
97 99
        }
98 100

  
99
      halo = (int)mUniforms[NUM_UNIFORMS*i];
101
      halo = (int)mFloatUniforms[NUM_FLOAT_UNIFORMS*i];
100 102
      if( halo>mHalo ) mHalo = halo;
101 103
      }
102 104

  
103 105
    // TODO  (now only really works in case of 1 effect!)
104 106
    if( mNumEffects>0 )
105 107
      {
106
      mR = mUniforms[2];
107
      mG = mUniforms[3];
108
      mB = mUniforms[4];
109
      mA = mUniforms[5];
108
      mR = mFloatUniforms[2];
109
      mG = mFloatUniforms[3];
110
      mB = mFloatUniforms[4];
111
      mA = mFloatUniforms[5];
110 112
      }
111 113

  
112 114
    mTime = currTime;
......
214 216

  
215 217
    for(int i=0; i<mNumEffects; i++)
216 218
      {
217
      numRenders += ((PostprocessEffect)mEffects[i]).apply(mUniforms,NUM_UNIFORMS*i, buffer);
219
      numRenders += ((PostprocessEffect)mEffects[i]).apply(mFloatUniforms,NUM_FLOAT_UNIFORMS*i, buffer);
218 220
      }
219 221

  
220 222
    GLES30.glEnable(GLES30.GL_BLEND);
src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
32 32
 * @y.exclude
33 33
 */
34 34
public class EffectQueueVertex extends EffectQueue
35
  { 
36
  private static final int NUM_UNIFORMS = VertexEffect.NUM_UNIFORMS;
35
  {
36
  private static final int NUM_FLOAT_UNIFORMS = VertexEffect.NUM_FLOAT_UNIFORMS;
37
  private static final int NUM_INT_UNIFORMS   = VertexEffect.NUM_INT_UNIFORMS;
38

  
37 39
  private static final int INDEX = EffectType.VERTEX.ordinal();
38 40

  
39 41
  private static int[] mNumEffectsH    = new int[MAIN_VARIANTS];
......
47 49
   
48 50
  public EffectQueueVertex()
49 51
    { 
50
    super(NUM_UNIFORMS,INDEX);
52
    super(NUM_FLOAT_UNIFORMS, NUM_INT_UNIFORMS, INDEX);
51 53
    }
52 54

  
53 55
///////////////////////////////////////////////////////////////////////////////////////////////////
......
83 85

  
84 86
    for(int i=0; i<mNumEffects; i++)
85 87
      {
86
      mAndAssociation[i] = mEffects[i].getAndAssociation();
87
      mEquAssociation[i] = mEffects[i].getEquAssociation();
88
      mEffects[i].writeAssociations(mIntUniforms, mMax[INDEX]+i, 2*mMax[INDEX]+i);
88 89

  
89
      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, currTime, step) )
90
      if( mEffects[i].compute(mFloatUniforms, NUM_FLOAT_UNIFORMS*i, currTime, step) )
90 91
        {
91 92
        EffectMessageSender.newMessage(mEffects[i]);
92 93
        }
......
108 109

  
109 110
    if( mNumEffects>0 )
110 111
      {
111
      GLES30.glUniform1iv( mNameH[variant]          ,                 mNumEffects, mName          , 0);
112
      GLES30.glUniform1iv( mAndAssociationH[variant],                 mNumEffects, mAndAssociation, 0);
113
      GLES30.glUniform1iv( mEquAssociationH[variant],                 mNumEffects, mEquAssociation, 0);
114
      GLES30.glUniform4fv( mUniformsH[variant]      ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms      , 0);
112
      GLES30.glUniform1iv( mNameH[variant]          ,                       mNumEffects, mIntUniforms   , 0            );
113
      GLES30.glUniform1iv( mAndAssociationH[variant],                       mNumEffects, mIntUniforms   ,   mMax[INDEX]);
114
      GLES30.glUniform1iv( mEquAssociationH[variant],                       mNumEffects, mIntUniforms   , 2*mMax[INDEX]);
115
      GLES30.glUniform4fv( mUniformsH[variant]      ,(NUM_FLOAT_UNIFORMS/4)*mNumEffects, mFloatUniforms , 0            );
115 116
      }
116 117
    }
117 118
  }
src/main/java/org/distorted/library/mesh/AssociationUniformBlock.java
79 79
 */
80 80
   public static void setAssociationSize(int size)
81 81
     {
82
     mAssociationSize = size;
82
     if( size>0 ) mAssociationSize = size;  // if we are not using any VertexEffects, there
83
                                            // will be no 'meshAssociation' UBO in the shader,
84
                                            // and thus its detected size will be 0. Do not change
85
                                            // the initial guess then - we still might need the
86
                                            // associations for applying the MatrixEffects to a
87
                                            // mesh, for one.
83 88
     }
84 89

  
85 90
///////////////////////////////////////////////////////////////////////////////////////////////////
......
136 141

  
137 142
     if( mAssociationSize != 4*oldLen )
138 143
       {
144
       android.util.Log.e("ass", "assSize="+mAssociationSize+" oldLen="+oldLen);
145

  
139 146
       int[] tmp = new int[oldLen];
140 147
       System.arraycopy(mAssociations, 0, tmp, 0, oldLen);
141 148

  
src/main/res/raw/main_fragment_shader.glsl
120 120
    diff   = (v_Position - fUniforms[effect+1].yzw)/fUniforms[effect+2].xyz;
121 121
    degree = max(0.0,1.0-dot(diff,diff));
122 122

  
123
    color.a *= (degree*(fUniforms[effect].x-1.0)+1.0);
124

  
123 125
    // ENABLED EFFECTS WILL BE INSERTED HERE
124 126

  
125 127
    effect+=3;
src/main/res/raw/main_vertex_shader.glsl
49 49
#if NUM_VERTEX>0
50 50
uniform int vNumEffects;             // total number of vertex effects
51 51
uniform int vName[NUM_VERTEX];       // their names.
52
uniform int vEffAndAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component.
53
uniform int vEffEquAssoc[NUM_VERTEX];// Components the vertex effects work on. Likewise used to connect an effect to a Mesh component.
54

  
52 55
uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
53 56
                                     // The first vec4 is the Interpolated values,
54 57
                                     // second vec4: first float - cache, next 3: Center, the third -  the Region.
55
uniform int vEffAndAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component.
56
uniform int vEffEquAssoc[NUM_VERTEX];// Components the vertex effects work on. Likewise used to connect an effect to a Mesh component.
57 58

  
58
layout (std140, binding=1) uniform meshAssociation
59
layout (shared, binding=1) uniform meshAssociation
59 60
  {
60 61
  int vComAndAssoc[MAX_COMPON]; // 'logical AND' association of the component.
61 62
  int vComEquAssoc[MAX_COMPON]; // 'equal' association of the component.

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