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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 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.mesh;
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import android.opengl.GLES30;
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import org.distorted.library.main.InternalBuffer;
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import static org.distorted.library.mesh.MeshBase.MAX_EFFECT_COMPONENTS;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class AssociationUniformBlock
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{
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private static int mAssociationSize = 8*MAX_EFFECT_COMPONENTS;
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private static final int DEFAULT_ASSOCIATION = 0xffffffff;
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private InternalBuffer mUBO;
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private int[] mAssociations;
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private int mAssociationBlock;
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private boolean mNeedAdjustAssociation;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Public only because DistortedLibrary needs to see this to call setAssociationSize
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*
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* @y.exclude
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*/
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AssociationUniformBlock()
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{
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mNeedAdjustAssociation = true;
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mAssociationBlock = computeAssociationBlockSize();
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mAssociations= new int[mAssociationSize/4];
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for(int i=0; i<MAX_EFFECT_COMPONENTS; i++)
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{
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mAssociations[getAndIndex(i)] = DEFAULT_ASSOCIATION;
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mAssociations[getEquIndex(i)] = i;
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}
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mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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AssociationUniformBlock( AssociationUniformBlock original)
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{
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mNeedAdjustAssociation = original.mNeedAdjustAssociation;
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mAssociationBlock = original.mAssociationBlock;
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int size = original.mAssociations.length;
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mAssociations= new int[size];
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System.arraycopy(original.mAssociations, 0, mAssociations, 0, size);
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mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* @y.exclude
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*/
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public static void setAssociationSize(int size)
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{
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mAssociationSize = size;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getAndIndex(int component)
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{
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return mAssociationBlock*component;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getEquIndex(int component)
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{
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return mAssociationBlock*(MAX_EFFECT_COMPONENTS+component);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeAssociationBlockSize()
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{
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return 1 + (mAssociationSize/4 - 2*MAX_EFFECT_COMPONENTS) / (2*MAX_EFFECT_COMPONENTS-1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getAndAssoc(int comp)
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{
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return mAssociations[getAndIndex(comp)];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getEquAssoc(int comp)
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{
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return mAssociations[getEquIndex(comp)];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The problem here is that at MeshBase object creation time, we might not know the size of the
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// 'meshAssociation' Uniform Block Object in the vertex shader (the UBO is packed according to the
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// 'shared' layout, which means the size of the block is known only after linking the shaders).
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//
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// We thus, in the constructor, guess that the layout will be tight (so we will need 8*MAX_EFFECT_C
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// bytes there), allocate mAssociation already, and if later on, as a result of linking the shaders,
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// we get a call to setAssociationSize() which changes the size to something else, we need to reallocate.
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//
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// It can happen that even before the linking the value of mAssociationSize is already 'right' because
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// this is a static variable and it might persist from an earlier run. All the better then; this should
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// never be wrong.
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private void adjustAssociation()
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{
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int oldLen = mAssociations.length;
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if( mAssociationSize != 4*oldLen )
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{
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int[] tmp = new int[oldLen];
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System.arraycopy(mAssociations, 0, tmp, 0, oldLen);
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int newLen = mAssociationSize/4;
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mAssociations = new int[newLen];
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mAssociationBlock = computeAssociationBlockSize();
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for(int i=0; i<oldLen/2; i++)
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{
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mAssociations[getAndIndex(i)] = tmp[i]; // oldLen must be equal to
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mAssociations[getEquIndex(i)] = tmp[MAX_EFFECT_COMPONENTS+i]; // 8*MAX_EFFECT_COM
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean matchesAssociation( int component, int andAssoc, int equAssoc)
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{
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return (andAssoc & mAssociations[getAndIndex(component)]) != 0 || (equAssoc == mAssociations[getEquIndex(component)]);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setEffectAssociationNow(int component, int andAssociation, int equAssociation)
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{
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mAssociations[getAndIndex(component)] = andAssociation;
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mAssociations[getEquIndex(component)] = equAssociation;
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mUBO.invalidate();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getIndex()
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{
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if( mNeedAdjustAssociation )
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{
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mNeedAdjustAssociation = false;
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adjustAssociation();
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}
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return mUBO.createImmediatelyInt( mAssociationSize, mAssociations);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void copy( int compTo, AssociationUniformBlock assocFrom, int compFrom)
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{
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mAssociations[getAndIndex(compTo)] = assocFrom.getAndAssoc(compFrom);
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mAssociations[getEquIndex(compTo)] = assocFrom.getEquAssoc(compFrom);
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}
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}
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