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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES30;
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import java.nio.FloatBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Abstract class which represents a Mesh, ie 3 arrays of Vertex attributes: 1) positions
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* 2) normals 3) texture coordinates.
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* <p>
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* If you want to render to a particular shape, extend from here, construct the attrib FloatBuffer
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* and provide correct numVertices.
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*/
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public abstract class MeshObject extends DistortedObject
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{
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private static final int BYTES_PER_FLOAT = 4;
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static final int POS_DATA_SIZE= 3;
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static final int NOR_DATA_SIZE= 3;
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static final int TEX_DATA_SIZE= 2;
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static final int OFFSET0 = 0;
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static final int OFFSET1 = (POS_DATA_SIZE )*BYTES_PER_FLOAT;
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static final int OFFSET2 = (POS_DATA_SIZE+NOR_DATA_SIZE )*BYTES_PER_FLOAT;
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static final int TFSIZE = (POS_DATA_SIZE+POS_DATA_SIZE )*BYTES_PER_FLOAT;
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static final int VERTSIZE= (POS_DATA_SIZE+NOR_DATA_SIZE+TEX_DATA_SIZE)*BYTES_PER_FLOAT;
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boolean mShowNormals;
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int numVertices;
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FloatBuffer mVertAttribs; // packed: PosX,PosY,PosZ, NorX, NorY,NorZ, TexS, TexT
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int[] mAttVBO = new int[1]; // server-side packed vertex attributes
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int[] mAttTFO = new int[1]; // transform feedback
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final float zFactor; // strange workaround for the fact that we need to somehow store the 'depth'
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// of the Mesh. Used in DistortedEffects. See DistortedTexture.getDepth().
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshObject(float factor)
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{
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super(DistortedObject.NOT_CREATED_YET,DistortedObject.TYPE_USER);
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zFactor = factor;
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mShowNormals = false;
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recreate();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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//
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// Do NOT release mVertAttribs etc as we will need them when we need to re-create the buffers after
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// a loss of OpenGL context!
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void create()
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{
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if( mAttVBO[0]<0 )
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{
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GLES30.glGenBuffers(1, mAttVBO, 0);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mAttVBO[0]);
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GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, numVertices*VERTSIZE, mVertAttribs, GLES30.GL_STATIC_READ);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
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}
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if( mAttTFO[0]<0 && Distorted.GLSL >= 300 )
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{
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GLES30.glGenBuffers(1, mAttTFO, 0);
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GLES30.glBindBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, mAttTFO[0]);
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GLES30.glBufferData(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, numVertices*TFSIZE, null, GLES30.GL_STATIC_READ);
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GLES30.glBindBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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void delete()
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{
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if( mAttVBO[0]>=0 )
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{
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GLES30.glDeleteBuffers(1, mAttVBO, 0);
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mAttVBO[0] = -1;
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}
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if( mAttTFO[0]>=0 )
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{
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GLES30.glDeleteBuffers(1, mAttTFO, 0);
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mAttTFO[0] = -1;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void recreate()
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{
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mAttVBO[0] = -1;
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mAttTFO[0] = -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// debugging only
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String printDetails()
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{
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return getClass().getSimpleName()+" vertices:"+ numVertices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* When rendering this Mesh, do we want to render the Normal vectors as well?
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* <p>
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* Will work only on OpenGL ES >= 3.0 devices.
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*
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* @param show Controls if we render the Normal vectors or not.
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*/
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public void setShowNormals(boolean show)
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{
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mShowNormals = (Distorted.GLSL >= 300 && show);
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}
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}
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