Revision 97755c02
Added by Leszek Koltunski over 4 years ago
src/main/java/org/distorted/library/main/DistortedLibrary.java | ||
---|---|---|
36 | 36 |
import org.distorted.library.effect.PostprocessEffect; |
37 | 37 |
import org.distorted.library.effect.VertexEffect; |
38 | 38 |
import org.distorted.library.effectqueue.EffectQueueVertex; |
39 |
import org.distorted.library.mesh.AssociationUniformBlock; |
|
39 | 40 |
import org.distorted.library.mesh.DeferredJobs; |
40 | 41 |
import org.distorted.library.mesh.MeshBase; |
41 | 42 |
import org.distorted.library.message.EffectMessageSender; |
... | ... | |
308 | 309 |
int[] params = new int[1]; |
309 | 310 |
int index = GLES30.glGetUniformBlockIndex(mMainProgramH, "meshAssociation"); |
310 | 311 |
GLES30.glGetActiveUniformBlockiv( mMainProgramH, index, GLES30.GL_UNIFORM_BLOCK_DATA_SIZE, params, 0); |
311 |
MeshBase.setAssociationSize(params[0]);
|
|
312 |
AssociationUniformBlock.setAssociationSize(params[0]);
|
|
312 | 313 |
} |
313 | 314 |
|
314 | 315 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/mesh/AssociationUniformBlock.java | ||
---|---|---|
1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2020 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.mesh; |
|
21 |
|
|
22 |
import android.opengl.GLES30; |
|
23 |
|
|
24 |
import org.distorted.library.main.InternalBuffer; |
|
25 |
|
|
26 |
import static org.distorted.library.mesh.MeshBase.MAX_EFFECT_COMPONENTS; |
|
27 |
|
|
28 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
29 |
|
|
30 |
public class AssociationUniformBlock |
|
31 |
{ |
|
32 |
private static int mAssociationSize = 8*MAX_EFFECT_COMPONENTS; |
|
33 |
private static final int DEFAULT_ASSOCIATION = 0xffffffff; |
|
34 |
|
|
35 |
private InternalBuffer mUBO; |
|
36 |
|
|
37 |
private int[] mAssociations; |
|
38 |
private int mAssociationBlock; |
|
39 |
private boolean mNeedAdjustAssociation; |
|
40 |
|
|
41 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
42 |
/** |
|
43 |
* Public only because DistortedLibrary needs to see this to call setAssociationSize |
|
44 |
* |
|
45 |
* @y.exclude |
|
46 |
*/ |
|
47 |
AssociationUniformBlock() |
|
48 |
{ |
|
49 |
mNeedAdjustAssociation = true; |
|
50 |
mAssociationBlock = computeAssociationBlockSize(); |
|
51 |
mAssociations= new int[mAssociationSize/4]; |
|
52 |
|
|
53 |
for(int i=0; i<MAX_EFFECT_COMPONENTS; i++) |
|
54 |
{ |
|
55 |
mAssociations[getAndIndex(i)] = DEFAULT_ASSOCIATION; |
|
56 |
mAssociations[getEquIndex(i)] = i; |
|
57 |
} |
|
58 |
|
|
59 |
mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ); |
|
60 |
} |
|
61 |
|
|
62 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
63 |
|
|
64 |
AssociationUniformBlock( AssociationUniformBlock original) |
|
65 |
{ |
|
66 |
mNeedAdjustAssociation = original.mNeedAdjustAssociation; |
|
67 |
mAssociationBlock = original.mAssociationBlock; |
|
68 |
|
|
69 |
int size = original.mAssociations.length; |
|
70 |
mAssociations= new int[size]; |
|
71 |
System.arraycopy(original.mAssociations, 0, mAssociations, 0, size); |
|
72 |
|
|
73 |
mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ); |
|
74 |
} |
|
75 |
|
|
76 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
77 |
/** |
|
78 |
* @y.exclude |
|
79 |
*/ |
|
80 |
public static void setAssociationSize(int size) |
|
81 |
{ |
|
82 |
mAssociationSize = size; |
|
83 |
} |
|
84 |
|
|
85 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
86 |
|
|
87 |
private int getAndIndex(int component) |
|
88 |
{ |
|
89 |
return mAssociationBlock*component; |
|
90 |
} |
|
91 |
|
|
92 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
93 |
|
|
94 |
private int getEquIndex(int component) |
|
95 |
{ |
|
96 |
return mAssociationBlock*(MAX_EFFECT_COMPONENTS+component); |
|
97 |
} |
|
98 |
|
|
99 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
100 |
|
|
101 |
private int computeAssociationBlockSize() |
|
102 |
{ |
|
103 |
return 1 + (mAssociationSize/4 - 2*MAX_EFFECT_COMPONENTS) / (2*MAX_EFFECT_COMPONENTS-1); |
|
104 |
} |
|
105 |
|
|
106 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
107 |
|
|
108 |
private int getAndAssoc(int comp) |
|
109 |
{ |
|
110 |
return mAssociations[getAndIndex(comp)]; |
|
111 |
} |
|
112 |
|
|
113 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
114 |
|
|
115 |
private int getEquAssoc(int comp) |
|
116 |
{ |
|
117 |
return mAssociations[getEquIndex(comp)]; |
|
118 |
} |
|
119 |
|
|
120 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
121 |
// The problem here is that at MeshBase object creation time, we might not know the size of the |
|
122 |
// 'meshAssociation' Uniform Block Object in the vertex shader (the UBO is packed according to the |
|
123 |
// 'shared' layout, which means the size of the block is known only after linking the shaders). |
|
124 |
// |
|
125 |
// We thus, in the constructor, guess that the layout will be tight (so we will need 8*MAX_EFFECT_C |
|
126 |
// bytes there), allocate mAssociation already, and if later on, as a result of linking the shaders, |
|
127 |
// we get a call to setAssociationSize() which changes the size to something else, we need to reallocate. |
|
128 |
// |
|
129 |
// It can happen that even before the linking the value of mAssociationSize is already 'right' because |
|
130 |
// this is a static variable and it might persist from an earlier run. All the better then; this should |
|
131 |
// never be wrong. |
|
132 |
|
|
133 |
private void adjustAssociation() |
|
134 |
{ |
|
135 |
int oldLen = mAssociations.length; |
|
136 |
|
|
137 |
if( mAssociationSize != 4*oldLen ) |
|
138 |
{ |
|
139 |
int[] tmp = new int[oldLen]; |
|
140 |
System.arraycopy(mAssociations, 0, tmp, 0, oldLen); |
|
141 |
|
|
142 |
int newLen = mAssociationSize/4; |
|
143 |
mAssociations = new int[newLen]; |
|
144 |
mAssociationBlock = computeAssociationBlockSize(); |
|
145 |
|
|
146 |
for(int i=0; i<oldLen/2; i++) |
|
147 |
{ |
|
148 |
mAssociations[getAndIndex(i)] = tmp[i]; // oldLen must be equal to |
|
149 |
mAssociations[getEquIndex(i)] = tmp[MAX_EFFECT_COMPONENTS+i]; // 8*MAX_EFFECT_COM |
|
150 |
} |
|
151 |
} |
|
152 |
} |
|
153 |
|
|
154 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
155 |
|
|
156 |
boolean matchesAssociation( int component, int andAssoc, int equAssoc) |
|
157 |
{ |
|
158 |
return (andAssoc & mAssociations[getAndIndex(component)]) != 0 || (equAssoc == mAssociations[getEquIndex(component)]); |
|
159 |
} |
|
160 |
|
|
161 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
162 |
|
|
163 |
void setEffectAssociationNow(int component, int andAssociation, int equAssociation) |
|
164 |
{ |
|
165 |
mAssociations[getAndIndex(component)] = andAssociation; |
|
166 |
mAssociations[getEquIndex(component)] = equAssociation; |
|
167 |
|
|
168 |
mUBO.invalidate(); |
|
169 |
} |
|
170 |
|
|
171 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
172 |
|
|
173 |
int getIndex() |
|
174 |
{ |
|
175 |
if( mNeedAdjustAssociation ) |
|
176 |
{ |
|
177 |
mNeedAdjustAssociation = false; |
|
178 |
adjustAssociation(); |
|
179 |
} |
|
180 |
|
|
181 |
return mUBO.createImmediatelyInt( mAssociationSize, mAssociations); |
|
182 |
} |
|
183 |
|
|
184 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
185 |
|
|
186 |
void copy( int compTo, AssociationUniformBlock assocFrom, int compFrom) |
|
187 |
{ |
|
188 |
mAssociations[getAndIndex(compTo)] = assocFrom.getAndAssoc(compFrom); |
|
189 |
mAssociations[getEquIndex(compTo)] = assocFrom.getEquAssoc(compFrom); |
|
190 |
} |
|
191 |
} |
src/main/java/org/distorted/library/mesh/MeshBase.java | ||
---|---|---|
47 | 47 |
public abstract class MeshBase |
48 | 48 |
{ |
49 | 49 |
private static final int UBO_BINDING = 1; |
50 |
private static final int MAX_EFFECT_COMPONENTS= 100; |
|
51 |
private static final int DEFAULT_ASSOCIATION = 0xffffffff; |
|
50 |
static final int MAX_EFFECT_COMPONENTS= 100; |
|
52 | 51 |
|
53 | 52 |
// sizes of attributes of an individual vertex. |
54 | 53 |
private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z |
... | ... | |
79 | 78 |
private static final int VERT1_SIZE = VERT1_ATTRIBS*BYTES_PER_FLOAT; |
80 | 79 |
private static final int VERT2_SIZE = VERT2_ATTRIBS*BYTES_PER_FLOAT; |
81 | 80 |
|
82 |
private static int mAssociationSize = 8*MAX_EFFECT_COMPONENTS; |
|
83 |
|
|
84 | 81 |
private boolean mShowNormals; // when rendering this mesh, draw normal vectors? |
85 | 82 |
private InternalBuffer mVBO1, mVBO2, mTFO; // main vertex buffer and transform feedback buffer |
86 |
private InternalBuffer mUBO; // Uniform Buffer Object |
|
87 | 83 |
private int mNumVertices; |
88 | 84 |
private float[] mVertAttribs1; // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ |
89 | 85 |
private float[] mVertAttribs2; // packed: TexS,TexT, Component |
90 | 86 |
private float mInflate; |
91 |
private int[] mAssociations; |
|
92 |
private int mAssociationBlock; |
|
93 |
private boolean mNeedAdjustAssociation; |
|
87 |
private AssociationUniformBlock mAUB; |
|
94 | 88 |
|
95 | 89 |
DeferredJobs.JobNode[] mJobNode; |
96 | 90 |
|
... | ... | |
135 | 129 |
mTexComponent = new ArrayList<>(); |
136 | 130 |
mEffComponent = new ArrayList<>(); |
137 | 131 |
|
138 |
mNeedAdjustAssociation = true; |
|
139 |
mAssociationBlock = computeAssociationBlockSize(); |
|
140 |
mAssociations= new int[mAssociationSize/4]; |
|
141 |
|
|
142 | 132 |
mJobNode = new DeferredJobs.JobNode[1]; |
143 | 133 |
|
144 |
for(int i=0; i<MAX_EFFECT_COMPONENTS; i++) |
|
145 |
{ |
|
146 |
mAssociations[getAndIndex(i)] = DEFAULT_ASSOCIATION; |
|
147 |
mAssociations[getEquIndex(i)] = i; |
|
148 |
} |
|
134 |
mAUB = new AssociationUniformBlock(); |
|
149 | 135 |
|
150 | 136 |
mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER , GLES30.GL_STATIC_READ); |
151 | 137 |
mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER , GLES30.GL_STATIC_READ); |
152 | 138 |
mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ); |
153 |
mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER , GLES30.GL_STATIC_READ); |
|
154 | 139 |
} |
155 | 140 |
|
156 | 141 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
162 | 147 |
mInflate = original.mInflate; |
163 | 148 |
mNumVertices= original.mNumVertices; |
164 | 149 |
|
165 |
mNeedAdjustAssociation = original.mNeedAdjustAssociation; |
|
166 |
mAssociationBlock = original.mAssociationBlock; |
|
167 |
|
|
168 |
int size = original.mAssociations.length; |
|
169 |
mAssociations= new int[size]; |
|
170 |
System.arraycopy(original.mAssociations, 0, mAssociations, 0, size); |
|
150 |
mAUB = new AssociationUniformBlock(original.mAUB); |
|
171 | 151 |
|
172 | 152 |
if( deep ) |
173 | 153 |
{ |
... | ... | |
184 | 164 |
} |
185 | 165 |
|
186 | 166 |
mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ); |
187 |
mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER , GLES30.GL_STATIC_READ); |
|
188 |
} |
|
189 |
|
|
190 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
191 |
/** |
|
192 |
* @y.exclude |
|
193 |
*/ |
|
194 |
public static void setAssociationSize(int size) |
|
195 |
{ |
|
196 |
mAssociationSize = size; |
|
197 |
} |
|
198 |
|
|
199 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
200 |
|
|
201 |
private int getAndIndex(int component) |
|
202 |
{ |
|
203 |
return mAssociationBlock*component; |
|
204 |
} |
|
205 |
|
|
206 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
207 |
|
|
208 |
private int getEquIndex(int component) |
|
209 |
{ |
|
210 |
return mAssociationBlock*(MAX_EFFECT_COMPONENTS+component); |
|
211 |
} |
|
212 |
|
|
213 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
214 |
|
|
215 |
private int computeAssociationBlockSize() |
|
216 |
{ |
|
217 |
return 1 + (mAssociationSize/4 - 2*MAX_EFFECT_COMPONENTS) / (2*MAX_EFFECT_COMPONENTS-1); |
|
218 |
} |
|
219 |
|
|
220 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
221 |
// The problem here is that at MeshBase object creation time, we might not know the size of the |
|
222 |
// 'meshAssociation' Uniform Block Object in the vertex shader (the UBO is packed according to the |
|
223 |
// 'shared' layout, which means the size of the block is known only after linking the shaders). |
|
224 |
// |
|
225 |
// We thus, in the constructor, guess that the layout will be tight (so we will need 8*MAX_EFFECT_C |
|
226 |
// bytes there), allocate mAssociation already, and if later on, as a result of linking the shaders, |
|
227 |
// we get a call to setAssociationSize() which changes the size to something else, we need to reallocate. |
|
228 |
// |
|
229 |
// It can happen that even before the linking the value of mAssociationSize is already 'right' because |
|
230 |
// this is a static variable and it might persist from an earlier run. All the better then; this should |
|
231 |
// never be wrong. |
|
232 |
|
|
233 |
private void adjustAssociation() |
|
234 |
{ |
|
235 |
int oldLen = mAssociations.length; |
|
236 |
|
|
237 |
if( mAssociationSize != 4*oldLen ) |
|
238 |
{ |
|
239 |
int[] tmp = new int[oldLen]; |
|
240 |
System.arraycopy(mAssociations, 0, tmp, 0, oldLen); |
|
241 |
|
|
242 |
int newLen = mAssociationSize/4; |
|
243 |
mAssociations = new int[newLen]; |
|
244 |
mAssociationBlock = computeAssociationBlockSize(); |
|
245 |
|
|
246 |
for(int i=0; i<oldLen/2; i++) |
|
247 |
{ |
|
248 |
mAssociations[getAndIndex(i)] = tmp[i]; // oldLen must be equal to |
|
249 |
mAssociations[getEquIndex(i)] = tmp[MAX_EFFECT_COMPONENTS+i]; // 8*MAX_EFFECT_COM |
|
250 |
} |
|
251 |
} |
|
252 | 167 |
} |
253 | 168 |
|
254 | 169 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
334 | 249 |
effect.compute(uniforms,0,0,0); |
335 | 250 |
effect.apply(matrixP, matrixV, uniforms, 0); |
336 | 251 |
|
337 |
for(int i=0; i<numComp; i++)
|
|
252 |
for(int comp=0; comp<numComp; comp++)
|
|
338 | 253 |
{ |
339 | 254 |
start = end+1; |
340 |
end = mEffComponent.get(i);
|
|
255 |
end = mEffComponent.get(comp);
|
|
341 | 256 |
|
342 |
if( (andAssoc & mAssociations[getAndIndex(i)]) != 0 || (equAssoc == mAssociations[getEquIndex(i)]) )
|
|
257 |
if( mAUB.matchesAssociation(comp, andAssoc, equAssoc) )
|
|
343 | 258 |
{ |
344 | 259 |
applyMatrixToComponent(matrixP, matrixV, start, end); |
345 | 260 |
} |
... | ... | |
412 | 327 |
|
413 | 328 |
void setEffectAssociationNow(int component, int andAssociation, int equAssociation) |
414 | 329 |
{ |
415 |
mAssociations[getAndIndex(component)] = andAssociation; |
|
416 |
mAssociations[getEquIndex(component)] = equAssociation; |
|
417 |
|
|
418 |
mUBO.invalidate(); |
|
330 |
mAUB.setEffectAssociationNow(component, andAssociation, equAssociation); |
|
419 | 331 |
} |
420 | 332 |
|
421 | 333 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
481 | 393 |
|
482 | 394 |
if( origEffComponents<MAX_EFFECT_COMPONENTS ) |
483 | 395 |
{ |
484 |
mAssociations[getAndIndex(origEffComponents)] = mesh.mAssociations[mesh.getAndIndex(j)]; |
|
485 |
mAssociations[getEquIndex(origEffComponents)] = mesh.mAssociations[mesh.getEquIndex(j)]; |
|
396 |
mAUB.copy(origEffComponents, mesh.mAUB, j); |
|
486 | 397 |
origEffComponents++; |
487 | 398 |
} |
488 | 399 |
} |
... | ... | |
779 | 690 |
*/ |
780 | 691 |
public void send(int programH) |
781 | 692 |
{ |
782 |
if( mNeedAdjustAssociation ) |
|
783 |
{ |
|
784 |
mNeedAdjustAssociation = false; |
|
785 |
adjustAssociation(); |
|
786 |
} |
|
787 |
|
|
788 |
int index = mUBO.createImmediatelyInt( mAssociationSize, mAssociations); |
|
789 |
|
|
693 |
int index = mAUB.getIndex(); |
|
790 | 694 |
GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, UBO_BINDING, index); |
791 | 695 |
GLES30.glUniformBlockBinding(programH, UBO_BINDING, index); |
792 | 696 |
} |
Also available in: Unified diff
Move the 'effect association' part of MeshBase to a separate class.