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Revision a2878a67

Added by Leszek Koltunski about 4 years ago

Remove the 'inflate' vertex attributs from the Mesh and file format, and replace that with a per-component 'inflate centers' (which are as of yet untested)

View differences:

src/main/java/org/distorted/library/effect/VertexEffectQuaternion.java
78 78

  
79 79
     + "n.x = qw*nx + qz*ny - qy*nz - qx*nw;          \n"
80 80
     + "n.y = qw*ny - qz*nx - qy*nw + qx*nz;          \n"
81
     + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;          \n"
82

  
83
     + "#ifdef PREAPPLY                                \n"
84

  
85
     + "float ix =  - inf.z*qy + inf.y*qz + inf.x*qw;  \n"
86
     + "float iy =  + inf.z*qx + inf.y*qw - inf.x*qz;  \n"
87
     + "float iz =  + inf.z*qw - inf.y*qx + inf.x*qy;  \n"
88
     + "float iw =  - inf.z*qz - inf.y*qy - inf.x*qx;  \n"
89

  
90
     + "inf.x = qw*ix + qz*iy - qy*iz - qx*iw;         \n"
91
     + "inf.y = qw*iy - qz*ix - qy*iw + qx*iz;         \n"
92
     + "inf.z = qw*iz - qz*iw + qy*ix - qx*iy;         \n"
93

  
94
     + "#endif                                         \n";
81
     + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;          \n";
95 82
    }
96 83

  
97 84
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffectRotate.java
95 95

  
96 96
    + "n.x = qw*nx + qz*ny - qy*nz - qx*nw;           \n"
97 97
    + "n.y = qw*ny - qz*nx - qy*nw + qx*nz;           \n"
98
    + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;           \n"
99

  
100
    + "#ifdef PREAPPLY                                \n"
101

  
102
    + "float ix =  - inf.z*qy + inf.y*qz + inf.x*qw;  \n"
103
    + "float iy =  + inf.z*qx + inf.y*qw - inf.x*qz;  \n"
104
    + "float iz =  + inf.z*qw - inf.y*qx + inf.x*qy;  \n"
105
    + "float iw =  - inf.z*qz - inf.y*qy - inf.x*qx;  \n"
106

  
107
    + "inf.x = qw*ix + qz*iy - qy*iz - qx*iw;         \n"
108
    + "inf.y = qw*iy - qz*ix - qy*iw + qx*iz;         \n"
109
    + "inf.z = qw*iz - qz*iw + qy*ix - qx*iy;         \n"
110

  
111
    + "#endif                                         \n";
98
    + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;           \n";
112 99
    }
113 100

  
114 101
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffectShear.java
72 72
    + "float new_nx = n.x - sy*n.y + sy*sz*n.z;         \n"
73 73
    + "float new_ny =-sx*n.x + tmp*(n.y - sz*n.z);      \n"
74 74
    + "n.x = new_nx;                                    \n"
75
    + "n.y = new_ny;                                    \n"
76

  
77
    + "#ifdef PREAPPLY                                  \n"
78

  
79
    + "float new_ix = inf.x - sy*inf.y + sy*sz*inf.z;   \n"
80
    + "float new_iy =-sx*inf.x + tmp*(inf.y - sz*inf.z);\n"
81
    + "inf.x = new_ix;                                  \n"
82
    + "inf.y = new_iy;                                  \n"
83

  
84
    + "#endif                                           \n";
75
    + "n.y = new_ny;                                    \n";
85 76
    }
86 77

  
87 78
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/main/DistortedLibrary.java
347 347

  
348 348
    fullVertHeader += "#define PREAPPLY\n";
349 349

  
350
    String[] feedback = { "v_Position", "v_endPosition", "v_Inflate" };
350
    String[] feedback = { "v_Position", "v_endPosition" };
351 351

  
352 352
    try
353 353
      {
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
class AssociationUniformBlock
31
  {
32
  private static final int ASSOCIATION_SIZE = 16*MAX_EFFECT_COMPONENTS;
33
  private static final int DEFAULT_ASSOCIATION = 0xffffffff;
34

  
35
  private InternalBuffer mUBO;
36
  private int[] mAssociations;
37

  
38
///////////////////////////////////////////////////////////////////////////////////////////////////
39

  
40
  AssociationUniformBlock()
41
    {
42
    mAssociations= new int[ASSOCIATION_SIZE/4];
43

  
44
    for(int i=0; i<MAX_EFFECT_COMPONENTS; i++)
45
      {
46
      mAssociations[4*i  ] = DEFAULT_ASSOCIATION;
47
      mAssociations[4*i+2] = i;
48
      }
49

  
50
    mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ);
51
    }
52

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

  
55
  AssociationUniformBlock( AssociationUniformBlock original)
56
    {
57
    int size = original.mAssociations.length;
58
    mAssociations= new int[size];
59
    System.arraycopy(original.mAssociations, 0, mAssociations, 0, size);
60

  
61
    mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ);
62
    }
63

  
64
///////////////////////////////////////////////////////////////////////////////////////////////////
65

  
66
   boolean matchesAssociation( int comp, int andAssoc, int equAssoc)
67
     {
68
     return (andAssoc & mAssociations[4*comp]) != 0 || (equAssoc == mAssociations[4*comp+2]);
69
     }
70

  
71
///////////////////////////////////////////////////////////////////////////////////////////////////
72

  
73
   void setEffectAssociationNow(int comp, int andAssociation, int equAssociation)
74
     {
75
     mAssociations[4*comp  ] = andAssociation;
76
     mAssociations[4*comp+2] = equAssociation;
77

  
78
     mUBO.invalidate();
79
     }
80

  
81
///////////////////////////////////////////////////////////////////////////////////////////////////
82

  
83
   int getIndex()
84
     {
85
     return mUBO.createImmediatelyInt( ASSOCIATION_SIZE, mAssociations);
86
     }
87

  
88
///////////////////////////////////////////////////////////////////////////////////////////////////
89

  
90
   void copy( int compTo, AssociationUniformBlock assocFrom, int compFrom)
91
     {
92
     mAssociations[4*compTo  ] = assocFrom.mAssociations[4*compFrom  ];
93
     mAssociations[4*compTo+2] = assocFrom.mAssociations[4*compFrom+2];
94
     }
95
  }
src/main/java/org/distorted/library/mesh/MeshBase.java
46 46
 */
47 47
public abstract class MeshBase
48 48
   {
49
   private static final int UBO_BINDING = 3;
49
   private static final int ASSOC_UBO_BINDING  = 3;
50
   private static final int CENTER_UBO_BINDING = 4;
50 51
           static final int MAX_EFFECT_COMPONENTS= 100;
51 52

  
52 53
   // sizes of attributes of an individual vertex.
53 54
   private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z
54 55
   private static final int NOR_DATA_SIZE= 3; // normal vector: x,y,z
55
   private static final int INF_DATA_SIZE= 3; // 'inflate' vector: x,y,z
56 56
   private static final int TEX_DATA_SIZE= 2; // texture coordinates: s,t
57 57
   private static final int COM_DATA_SIZE= 1; // component number, a single float
58 58

  
59 59
   static final int POS_ATTRIB   = 0;
60 60
   static final int NOR_ATTRIB   = POS_DATA_SIZE;
61
   static final int INF_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE;
62 61
   static final int TEX_ATTRIB   = 0;
63 62
   static final int COM_ATTRIB   = TEX_DATA_SIZE;
64 63

  
65
   static final int VERT1_ATTRIBS= POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a vertex (the part changed by preapply)
66
   static final int VERT2_ATTRIBS= TEX_DATA_SIZE + COM_DATA_SIZE;                  // number of attributes of a vertex (the 'preapply invariant' part)
67
   static final int TRAN_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a transform feedback vertex
64
   static final int VERT1_ATTRIBS= POS_DATA_SIZE + NOR_DATA_SIZE;  // number of attributes of a vertex (the part changed by preapply)
65
   static final int VERT2_ATTRIBS= TEX_DATA_SIZE + COM_DATA_SIZE;  // number of attributes of a vertex (the 'preapply invariant' part)
66
   static final int TRAN_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE;  // number of attributes of a transform feedback vertex
68 67

  
69 68
   private static final int BYTES_PER_FLOAT = 4;
70 69

  
71 70
   private static final int OFFSET_POS = POS_ATTRIB*BYTES_PER_FLOAT;
72 71
   private static final int OFFSET_NOR = NOR_ATTRIB*BYTES_PER_FLOAT;
73
   private static final int OFFSET_INF = INF_ATTRIB*BYTES_PER_FLOAT;
74 72
   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
75 73
   private static final int OFFSET_COM = COM_ATTRIB*BYTES_PER_FLOAT;
76 74

  
......
81 79
   private boolean mShowNormals;              // when rendering this mesh, draw normal vectors?
82 80
   private InternalBuffer mVBO1, mVBO2, mTFO; // main vertex buffer and transform feedback buffer
83 81
   private int mNumVertices;
84
   private float[] mVertAttribs1;             // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ
82
   private float[] mVertAttribs1;             // packed: PosX,PosY,PosZ, NorX,NorY,NorZ
85 83
   private float[] mVertAttribs2;             // packed: TexS,TexT, Component
86 84
   private float mInflate;
87
   private AssociationUniformBlock mAUB;
85
   private UniformBlockAssociation mUBA;
86
   private UniformBlockCenter mUBC;
88 87

  
89 88
   DeferredJobs.JobNode[] mJobNode;
90 89

  
91
   private static final int TEX_COMP_SIZE = 5; // 5 four-bytes entities inside the component
90
   private static final int TEX_COMP_SIZE = 5; // 5 four-byte entities inside the component
92 91

  
93 92
   private static class TexComponent
94 93
     {
......
131 130

  
132 131
     mJobNode = new DeferredJobs.JobNode[1];
133 132

  
134
     mAUB = new AssociationUniformBlock();
133
     mUBA = new UniformBlockAssociation();
134
     mUBC = new UniformBlockCenter();
135 135

  
136 136
     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
137 137
     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
......
147 147
     mInflate    = original.mInflate;
148 148
     mNumVertices= original.mNumVertices;
149 149

  
150
     mAUB = new AssociationUniformBlock(original.mAUB);
150
     mUBA = new UniformBlockAssociation(original.mUBA);
151
     mUBC = new UniformBlockCenter(original.mUBC);
151 152

  
152 153
     if( deep )
153 154
       {
......
254 255
       start = end+1;
255 256
       end   = mEffComponent.get(comp);
256 257

  
257
       if( mAUB.matchesAssociation(comp, andAssoc, equAssoc) )
258
       if( mUBA.matchesAssociation(comp, andAssoc, equAssoc) )
258 259
         {
259 260
         applyMatrixToComponent(matrixP, matrixV, start, end);
260 261
         }
......
299 300
         mVertAttribs1[index+NOR_ATTRIB+1] /= len1;
300 301
         mVertAttribs1[index+NOR_ATTRIB+2] /= len1;
301 302
         }
302

  
303
       x = mVertAttribs1[index+INF_ATTRIB  ];
304
       y = mVertAttribs1[index+INF_ATTRIB+1];
305
       z = mVertAttribs1[index+INF_ATTRIB+2];
306

  
307
       mVertAttribs1[index+INF_ATTRIB  ] = matrixV[0]*x + matrixV[4]*y + matrixV[ 8]*z;
308
       mVertAttribs1[index+INF_ATTRIB+1] = matrixV[1]*x + matrixV[5]*y + matrixV[ 9]*z;
309
       mVertAttribs1[index+INF_ATTRIB+2] = matrixV[2]*x + matrixV[6]*y + matrixV[10]*z;
310

  
311
       x = mVertAttribs1[index+INF_ATTRIB  ];
312
       y = mVertAttribs1[index+INF_ATTRIB+1];
313
       z = mVertAttribs1[index+INF_ATTRIB+2];
314

  
315
       float len2 = (float)Math.sqrt(x*x + y*y + z*z);
316

  
317
       if( len2>0.0f )
318
         {
319
         mVertAttribs1[index+INF_ATTRIB  ] /= len2;
320
         mVertAttribs1[index+INF_ATTRIB+1] /= len2;
321
         mVertAttribs1[index+INF_ATTRIB+2] /= len2;
322
         }
323 303
       }
324 304
     }
325 305

  
......
327 307

  
328 308
   void setEffectAssociationNow(int component, int andAssociation, int equAssociation)
329 309
     {
330
     mAUB.setEffectAssociationNow(component, andAssociation, equAssociation);
310
     mUBA.setEffectAssociationNow(component, andAssociation, equAssociation);
311
     }
312

  
313
///////////////////////////////////////////////////////////////////////////////////////////////////
314

  
315
   void setEffectCenterNow(int component, float x, float y, float z)
316
     {
317
     mUBC.setEffectCenterNow(component, x, y, z);
331 318
     }
332 319

  
333 320
///////////////////////////////////////////////////////////////////////////////////////////////////
......
393 380

  
394 381
         if( origEffComponents<MAX_EFFECT_COMPONENTS )
395 382
           {
396
           mAUB.copy(origEffComponents, mesh.mAUB, j);
383
           mUBA.copy(origEffComponents, mesh.mUBA, j);
384
           mUBC.copy(origEffComponents, mesh.mUBC, j);
397 385
           origEffComponents++;
398 386
           }
399 387
         }
......
690 678
 */
691 679
   public void send(int programH)
692 680
     {
693
     int index = mAUB.getIndex();
694
     GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, UBO_BINDING, index);
695
     GLES30.glUniformBlockBinding(programH, UBO_BINDING, index);
681
     int indexA = mUBA.getIndex();
682
     GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, ASSOC_UBO_BINDING, indexA);
683
     GLES30.glUniformBlockBinding(programH, ASSOC_UBO_BINDING, indexA);
684

  
685
     int indexC = mUBC.getIndex();
686
     GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, CENTER_UBO_BINDING, indexC);
687
     GLES30.glUniformBlockBinding(programH, CENTER_UBO_BINDING, indexC);
696 688
     }
697 689

  
698 690
///////////////////////////////////////////////////////////////////////////////////////////////////
......
727 719
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
728 720
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
729 721
     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
730
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
731 722
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
732
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
733
     GLES30.glVertexAttribPointer(program.mAttribute[4], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
723
     GLES30.glVertexAttribPointer(program.mAttribute[2], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
724
     GLES30.glVertexAttribPointer(program.mAttribute[3], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
734 725
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
735 726
     }
736 727

  
......
786 777

  
787 778
       version = byteBuf.getInt(0);
788 779

  
789
       if( version==1 )
780
       if( version==1 || version==2 )
790 781
         {
791 782
         mNumVertices= byteBuf.getInt(4);
792 783
         numTex      = byteBuf.getInt(8);
......
811 802
       mVertAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
812 803
       mVertAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
813 804

  
814
       buffer = new byte[BYTES_PER_FLOAT*(size + mNumVertices*(VERT1_ATTRIBS+VERT2_ATTRIBS))];
805
       // version 1 had extra 3 floats (the 'inflate' vector) in its vert1 array
806
       int vert1InFile = version==1 ? VERT1_ATTRIBS+3 : VERT1_ATTRIBS;
807

  
808
       buffer = new byte[BYTES_PER_FLOAT*(size + mNumVertices*(vert1InFile+VERT2_ATTRIBS))];
815 809

  
816 810
       try
817 811
         {
......
827 821
       FloatBuffer floatBuf = byteBuf.asFloatBuffer();
828 822

  
829 823
       floatBuf.get(tmp,0,size);
830
       floatBuf.get(mVertAttribs1, 0, VERT1_ATTRIBS*mNumVertices);
824

  
825
       switch(version)
826
         {
827
         case 1 : int index = floatBuf.position();
828

  
829
                  for(int vert=0; vert<mNumVertices; vert++)
830
                    {
831
                    mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB  ] = floatBuf.get(index+POS_ATTRIB  );
832
                    mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+1] = floatBuf.get(index+POS_ATTRIB+1);
833
                    mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+2] = floatBuf.get(index+POS_ATTRIB+2);
834
                    mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB  ] = floatBuf.get(index+NOR_ATTRIB  );
835
                    mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB+1] = floatBuf.get(index+NOR_ATTRIB+1);
836
                    mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB+2] = floatBuf.get(index+NOR_ATTRIB+2);
837
                    index+=vert1InFile;
838
                    }
839
                  floatBuf.position(index);
840
                  break;
841
         case 2 : floatBuf.get(mVertAttribs1, 0, VERT1_ATTRIBS*mNumVertices);
842
                  break;
843
         default: android.util.Log.e("mesh", "Error: unknown mesh file version "+String.format("0x%08X", version));
844
                  return 0;
845
         }
846

  
831 847
       floatBuf.get(mVertAttribs2, 0, VERT2_ATTRIBS*mNumVertices);
832 848

  
833 849
       TexComponent tex;
......
902 918

  
903 919
     try
904 920
       {
905
       stream.writeInt(1);  // version
921
       stream.writeInt(2);  // version
906 922
       stream.writeInt(mNumVertices);
907 923
       stream.writeInt(numTex);
908 924
       stream.writeInt(numEff);
......
1152 1168
 * Copy the Mesh.
1153 1169
 *
1154 1170
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
1155
 *             normals and inflates (the rest, in particular the mVertAttribs2 containing texture
1171
 *             and normals (the rest, in particular the mVertAttribs2 containing texture
1156 1172
 *             coordinates and effect associations, is always deep copied)
1157 1173
 */
1158 1174
   public abstract MeshBase copy(boolean deep);
src/main/java/org/distorted/library/mesh/MeshCubes.java
628 628
     attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = mNormalY[index];
629 629
     attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = mNormalZ[index];
630 630

  
631
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
632
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
633
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = vectZ;
634

  
635 631
     if( vectZ>0 )
636 632
       {
637 633
       attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[FRONT] +       x  * mTexMappingW[FRONT];
......
669 665
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = 1.0f;
670 666
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
671 667

  
672
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
673
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
674
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = z;
675

  
676 668
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[TOP] +       x  * mTexMappingW[TOP];
677 669
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[TOP] + (0.5f-z) * mTexMappingH[TOP];
678 670

  
......
691 683
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] =-1.0f;
692 684
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
693 685

  
694
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
695
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
696
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = z;
697

  
698 686
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[BOTTOM] +       x  * mTexMappingW[BOTTOM];
699 687
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BOTTOM] + (0.5f-z) * mTexMappingH[BOTTOM];
700 688

  
......
713 701
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = side==WEST ? 0.0f : (side==NORTH?-R:R);
714 702
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
715 703

  
716
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
717
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
718
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = z;
719

  
720 704
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[LEFT] + (0.5f-z) * mTexMappingW[LEFT];
721 705
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[LEFT] + (1.0f-y) * mTexMappingH[LEFT];
722 706

  
......
735 719
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = side==EAST ? 0.0f : (side==SOUTH?-R:R);
736 720
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
737 721

  
738
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
739
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
740
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = z;
741

  
742 722
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[RIGHT] + (0.5f-z) * mTexMappingW[RIGHT];
743 723
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[RIGHT] + (1.0f-y) * mTexMappingH[RIGHT];
744 724

  
......
760 740
     attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currVert-1) + NOR_ATTRIB+1];
761 741
     attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currVert-1) + NOR_ATTRIB+2];
762 742

  
763
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(currVert-1) + INF_ATTRIB  ];
764
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currVert-1) + INF_ATTRIB+1];
765
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currVert-1) + INF_ATTRIB+2];
766

  
767 743
     attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB  ];
768 744
     attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB+1];
769 745

  
src/main/java/org/distorted/library/mesh/MeshQuad.java
40 40
    attribs1[VERT1_ATTRIBS*index + NOR_ATTRIB+1] = 0.0f;
41 41
    attribs1[VERT1_ATTRIBS*index + NOR_ATTRIB+2] = 1.0f;
42 42

  
43
    attribs1[VERT1_ATTRIBS*index + INF_ATTRIB  ] = (x-0.5f);
44
    attribs1[VERT1_ATTRIBS*index + INF_ATTRIB+1] = (0.5f-y);
45
    attribs1[VERT1_ATTRIBS*index + INF_ATTRIB+2] = 0.01f   ;  // Inflated surface needs to be slightly in front
46

  
47 43
    attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB  ] = x;
48 44
    attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB+1] = 1.0f-y;
49 45
    }
src/main/java/org/distorted/library/mesh/MeshRectangles.java
67 67
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f;
68 68
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f;
69 69

  
70
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB  ] =    x;
71
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+1] =   -y;
72
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+2] = 0.01f;  // Inflated surface needs to be slightly in front
73

  
74 70
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x+0.5f;
75 71
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = 0.5f-y;
76 72

  
......
93 89
       attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB+1];
94 90
       attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB+2];
95 91

  
96
       attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(vertex-1) + INF_ATTRIB  ];
97
       attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + INF_ATTRIB+1];
98
       attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + INF_ATTRIB+2];
99

  
100 92
       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB  ];
101 93
       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB+1];
102 94

  
src/main/java/org/distorted/library/mesh/MeshSphere.java
89 89
      attribs1[VERT1_ATTRIBS*currentVert + NOR_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currentVert-1) + NOR_ATTRIB+1];
90 90
      attribs1[VERT1_ATTRIBS*currentVert + NOR_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currentVert-1) + NOR_ATTRIB+2];
91 91

  
92
      attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(currentVert-1) + INF_ATTRIB  ];
93
      attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currentVert-1) + INF_ATTRIB+1];
94
      attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currentVert-1) + INF_ATTRIB+2];
95

  
96 92
      attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(currentVert-1) + TEX_ATTRIB  ];
97 93
      attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(currentVert-1) + TEX_ATTRIB+1];
98 94

  
......
191 187
    attribs1[VERT1_ATTRIBS*currentVert + NOR_ATTRIB  ] = 2*x;//  the vertex coords, normal vector, and
192 188
    attribs1[VERT1_ATTRIBS*currentVert + NOR_ATTRIB+1] = 2*y;//  inflate vector have identical (x,y,z).
193 189
    attribs1[VERT1_ATTRIBS*currentVert + NOR_ATTRIB+2] = 2*z;//
194
                                                             //  TODO: think about some more efficient
195
    attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB  ] = x;  //  representation.
196
    attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB+1] = y;  //
197
    attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB+2] = z;  //
198 190

  
199 191
    attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB  ] = (float)texX;
200 192
    attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB+1] = (float)texY;
src/main/java/org/distorted/library/mesh/MeshTriangles.java
42 42
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f;
43 43
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f;
44 44

  
45
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB  ] = (x-0.5f);
46
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+1] = (y-0.33f);
47
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+2] = 0.01f   ;  // Inflated surface needs to be slightly in front
48

  
49 45
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
50 46
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y;
51 47

  
src/main/java/org/distorted/library/mesh/UniformBlockAssociation.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
class UniformBlockAssociation
31
  {
32
  private static final int BLOCK_SIZE = 16*MAX_EFFECT_COMPONENTS;
33
  private static final int DEFAULT_ASSOCIATION = 0xffffffff;
34

  
35
  private InternalBuffer mUBO;
36
  private int[] mAssociations;
37

  
38
///////////////////////////////////////////////////////////////////////////////////////////////////
39

  
40
  UniformBlockAssociation()
41
    {
42
    mAssociations= new int[BLOCK_SIZE/4];
43

  
44
    for(int i=0; i<MAX_EFFECT_COMPONENTS; i++)
45
      {
46
      mAssociations[4*i  ] = DEFAULT_ASSOCIATION;
47
      mAssociations[4*i+2] = i;
48
      }
49

  
50
    mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ);
51
    }
52

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

  
55
  UniformBlockAssociation(UniformBlockAssociation original)
56
    {
57
    int size = original.mAssociations.length;
58
    mAssociations= new int[size];
59
    System.arraycopy(original.mAssociations, 0, mAssociations, 0, size);
60

  
61
    mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ);
62
    }
63

  
64
///////////////////////////////////////////////////////////////////////////////////////////////////
65

  
66
   boolean matchesAssociation( int comp, int andAssoc, int equAssoc)
67
     {
68
     return (andAssoc & mAssociations[4*comp]) != 0 || (equAssoc == mAssociations[4*comp+2]);
69
     }
70

  
71
///////////////////////////////////////////////////////////////////////////////////////////////////
72

  
73
   void setEffectAssociationNow(int comp, int andAssociation, int equAssociation)
74
     {
75
     mAssociations[4*comp  ] = andAssociation;
76
     mAssociations[4*comp+2] = equAssociation;
77

  
78
     mUBO.invalidate();
79
     }
80

  
81
///////////////////////////////////////////////////////////////////////////////////////////////////
82

  
83
   int getIndex()
84
     {
85
     return mUBO.createImmediatelyInt( BLOCK_SIZE, mAssociations);
86
     }
87

  
88
///////////////////////////////////////////////////////////////////////////////////////////////////
89

  
90
   void copy(int compTo, UniformBlockAssociation assocFrom, int compFrom)
91
     {
92
     mAssociations[4*compTo  ] = assocFrom.mAssociations[4*compFrom  ];
93
     mAssociations[4*compTo+2] = assocFrom.mAssociations[4*compFrom+2];
94
     }
95
  }
src/main/java/org/distorted/library/mesh/UniformBlockCenter.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
class UniformBlockCenter
31
  {
32
  private static final int BLOCK_SIZE = 16*MAX_EFFECT_COMPONENTS;
33

  
34
  private InternalBuffer mUBO;
35
  private float[] mCenter;
36

  
37
///////////////////////////////////////////////////////////////////////////////////////////////////
38

  
39
  UniformBlockCenter()
40
    {
41
    mCenter= new float[BLOCK_SIZE/4];
42
    mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ);
43
    }
44

  
45
///////////////////////////////////////////////////////////////////////////////////////////////////
46

  
47
  UniformBlockCenter(UniformBlockCenter original)
48
    {
49
    int size = original.mCenter.length;
50
    mCenter= new float[size];
51
    System.arraycopy(original.mCenter, 0, mCenter, 0, size);
52

  
53
    mUBO = new InternalBuffer(GLES30.GL_UNIFORM_BUFFER, GLES30.GL_STATIC_READ);
54
    }
55

  
56
///////////////////////////////////////////////////////////////////////////////////////////////////
57

  
58
   void setEffectCenterNow(int comp, float x, float y, float z)
59
     {
60
     mCenter[4*comp  ] = x;
61
     mCenter[4*comp+1] = y;
62
     mCenter[4*comp+2] = z;
63

  
64
     mUBO.invalidate();
65
     }
66

  
67
///////////////////////////////////////////////////////////////////////////////////////////////////
68

  
69
   int getIndex()
70
     {
71
     return mUBO.createImmediatelyFloat( BLOCK_SIZE, mCenter);
72
     }
73

  
74
///////////////////////////////////////////////////////////////////////////////////////////////////
75

  
76
   void copy(int compTo, UniformBlockCenter blockFrom, int compFrom)
77
     {
78
     mCenter[4*compTo  ] = blockFrom.mCenter[4*compFrom  ];
79
     mCenter[4*compTo+1] = blockFrom.mCenter[4*compFrom+1];
80
     mCenter[4*compTo+2] = blockFrom.mCenter[4*compFrom+2];
81
     }
82
  }
src/main/res/raw/main_vertex_shader.glsl
22 22

  
23 23
in vec3 a_Position;                   // Per-vertex position.
24 24
in vec3 a_Normal;                     // Per-vertex normal vector.
25
in vec3 a_Inflate;                    // This vector describes the direction this vertex needs to go when we 'inflate' the whole mesh.
26
                                      // If the mesh is locally smooth, this is equal to the normal vector. Otherwise (on sharp edges) - no.
27 25
in vec2 a_TexCoordinate;              // Per-vertex texture coordinate.
28 26
in float a_Component;                 // The component a vertex belongs to.
29 27
                                      // to a vertex effect. An effect will only be active on a vertex iff (a_Association & vAssociation[effect]) != 0.
30 28
                                      // ( see VertexEffect.retSection() )
31 29

  
32
out vec3 v_Position;                  //
30
out vec3 v_Position;                  // for Transform Feedback only
33 31
out vec3 v_endPosition;               // for Transform Feedback only
34

  
35
#ifdef PREAPPLY
36
out vec3 v_Inflate;                   // Transform Feedback for preapply effects
37
#endif
38

  
39 32
out vec3 v_Normal;                    //
40 33
out vec2 v_TexCoordinate;             //
41 34

  
......
46 39
uniform float u_Inflate;              // how much should we inflate (>0.0) or deflate (<0.0) the mesh.
47 40
uniform int u_TransformFeedback;      // are we doing the transform feedback now?
48 41

  
42
layout (std140, binding=4) uniform componentCenter
43
  {
44
  vec4 vComCenter[MAX_COMPON];        // centers of earch mesh component. 4 floats:
45
                                      // (x,y,z,unused)
46
  };
47

  
49 48
#if NUM_VERTEX>0
50 49
uniform int vNumEffects;              // total number of vertex effects
51 50
uniform ivec4 vProperties[NUM_VERTEX];// their properties, 4 ints:
......
58 57
                                      // The first vec4 is the Interpolated values,
59 58
                                      // second vec4: first float - cache, next 3: Center, the third -  the Region.
60 59

  
61
layout (std140, binding=3) uniform meshAssociation
60
layout (std140, binding=3) uniform componentAssociation
62 61
  {
63 62
  ivec4 vComAssoc[MAX_COMPON];        // component Associations, 4 ints:
64 63
                                      // 1: component's AND association
......
111 110

  
112 111
void main()
113 112
  {
114
  vec3 v = a_Position + u_Inflate*a_Inflate;
113
  int component = int(a_Component);
114
  vec3 v = a_Position + u_Inflate*(a_Position - vComCenter[component].xyz);
115 115
  vec3 n = a_Normal;
116 116

  
117
#ifdef PREAPPLY
118
  vec3 inf = a_Inflate;
119
#endif
120

  
121 117
#if NUM_VERTEX>0
122 118
  int effect=0;
123
  int component = int(a_Component);
124 119

  
125 120
  for(int i=0; i<vNumEffects; i++)
126 121
    {
......
136 131
#ifdef PREAPPLY
137 132
  v_Position   = v;
138 133
  v_endPosition= n;
139
  v_Inflate    = inf;
140 134
#else
141 135
  if( u_TransformFeedback == 1 )
142 136
    {

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