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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ ae71f169

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski  leszek@koltunski.pl                                          //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// This library is free software; you can redistribute it and/or                                 //
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// modify it under the terms of the GNU Lesser General Public                                    //
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// License as published by the Free Software Foundation; either                                  //
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// version 2.1 of the License, or (at your option) any later version.                            //
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//                                                                                               //
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// This library 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 GNU                             //
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// Lesser General Public License for more details.                                               //
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//                                                                                               //
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// You should have received a copy of the GNU Lesser General Public                              //
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// License along with this library; if not, write to the Free Software                           //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA                //
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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 android.opengl.Matrix;
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import android.util.Log;
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import org.distorted.library.effect.MatrixEffect;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.effectqueue.EffectQueue;
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import org.distorted.library.main.InternalBuffer;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.type.Static4D;
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import org.distorted.library.uniformblock.UniformBlockAssociation;
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import org.distorted.library.uniformblock.UniformBlockCenter;
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import java.io.DataOutputStream;
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import java.io.IOException;
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import java.io.DataInputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abstract class which represents a Mesh, ie an array of vertices (rendered as a TRIANGLE_STRIP).
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 * <p>
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 * If you want to render to a particular shape, extend from here, construct a float array
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 * containing per-vertex attributes, and call back setAttribs().
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 */
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public abstract class MeshBase
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   {
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   private static final int ASSOC_UBO_BINDING  = 3;
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   private static final int CENTER_UBO_BINDING = 4;
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   // sizes of attributes of an individual vertex.
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   private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z
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   private static final int NOR_DATA_SIZE= 3; // normal vector: x,y,z
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   private static final int TEX_DATA_SIZE= 2; // texture coordinates: s,t
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   private static final int COM_DATA_SIZE= 1; // component number, a single float
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   static final int POS_ATTRIB   = 0;
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   static final int NOR_ATTRIB   = POS_DATA_SIZE;
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   static final int TEX_ATTRIB   = 0;
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   static final int COM_ATTRIB   = TEX_DATA_SIZE;
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   static final int VERT1_ATTRIBS= POS_DATA_SIZE + NOR_DATA_SIZE;  // number of attributes of a vertex (the part changed by preapply)
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   static final int VERT2_ATTRIBS= TEX_DATA_SIZE + COM_DATA_SIZE;  // number of attributes of a vertex (the 'preapply invariant' part)
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   static final int TRAN_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE;  // number of attributes of a transform feedback vertex
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   private static final int BYTES_PER_FLOAT = 4;
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   private static final int OFFSET_POS = POS_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_NOR = NOR_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_COM = COM_ATTRIB*BYTES_PER_FLOAT;
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   private static final int TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
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   private static final int VERT1_SIZE = VERT1_ATTRIBS*BYTES_PER_FLOAT;
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   private static final int VERT2_SIZE = VERT2_ATTRIBS*BYTES_PER_FLOAT;
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   private static final int[] mCenterBlockIndex = new int[EffectQueue.MAIN_VARIANTS];
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   private static final int[] mAssocBlockIndex  = new int[EffectQueue.MAIN_VARIANTS];
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   private static final int TEX_COMP_SIZE = 5; // 5 four-byte entities inside the component
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   private static boolean mUseCenters;
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   private static int mStride;
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   private static int mMaxComponents = 100;
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   private boolean mShowNormals;              // when rendering this mesh, draw normal vectors?
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   private InternalBuffer mVBO1, mVBO2, mTFO; // main vertex buffer and transform feedback buffer
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   private int mNumVertices;
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   private float[] mVertAttribs1;             // packed: PosX,PosY,PosZ, NorX,NorY,NorZ
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   private float[] mVertAttribs2;             // packed: TexS,TexT, Component
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   private float mInflate;
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   private final UniformBlockAssociation mUBA;
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   private UniformBlockCenter mUBC;
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   private boolean mStrideCorrected;
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   DeferredJobs.JobNode[] mJobNode;
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   private static class TexComponent
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     {
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     private int mEndIndex;
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     private final Static4D mTextureMap;
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     TexComponent(int end)
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       {
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       mEndIndex  = end;
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       mTextureMap= new Static4D(0,0,1,1);
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       }
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     TexComponent(TexComponent original)
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       {
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       mEndIndex = original.mEndIndex;
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       float x = original.mTextureMap.get0();
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       float y = original.mTextureMap.get1();
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       float z = original.mTextureMap.get2();
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       float w = original.mTextureMap.get3();
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       mTextureMap = new Static4D(x,y,z,w);
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       }
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     void setMap(Static4D map)
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       {
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       mTextureMap.set(map.get0(),map.get1(),map.get2(),map.get3());
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       }
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     }
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   private ArrayList<TexComponent> mTexComponent;
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   private ArrayList<Integer> mEffComponent;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   MeshBase()
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     {
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     mShowNormals  = false;
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     mInflate      = 0.0f;
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     mTexComponent = new ArrayList<>();
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     mEffComponent = new ArrayList<>();
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     mJobNode = new DeferredJobs.JobNode[1];
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     mUBA = new UniformBlockAssociation();
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     if( mUseCenters ) mUBC = new UniformBlockCenter();
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     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_DRAW);
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     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_DRAW);
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     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// copy constructor
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   MeshBase(MeshBase original, boolean deep)
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     {
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     mShowNormals= original.mShowNormals;
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     mInflate    = original.mInflate;
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     mNumVertices= original.mNumVertices;
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     mUBA = new UniformBlockAssociation(original.mUBA);
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     if( mUseCenters ) mUBC = new UniformBlockCenter(original.mUBC);
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     if( deep )
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       {
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       mJobNode = new DeferredJobs.JobNode[1];
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       if( original.mJobNode[0]==null ) copy(original);
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       else mJobNode[0] = DeferredJobs.copy(this,original);
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       }
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     else
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       {
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       mJobNode      = original.mJobNode;
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       mVBO1         = original.mVBO1;
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       mVertAttribs1 = original.mVertAttribs1;
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       shallowCopy(original);
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       }
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     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void copy(MeshBase original)
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     {
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     shallowCopy(original);
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     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_DRAW);
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     mVertAttribs1= new float[mNumVertices*VERT1_ATTRIBS];
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     System.arraycopy(original.mVertAttribs1,0,mVertAttribs1,0,mNumVertices*VERT1_ATTRIBS);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   private void shallowCopy(MeshBase original)
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     {
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     int texComSize = original.mTexComponent.size();
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     mTexComponent = new ArrayList<>();
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     for(int i=0; i<texComSize; i++)
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       {
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       TexComponent comp = new TexComponent(original.mTexComponent.get(i));
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       mTexComponent.add(comp);
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       }
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     mEffComponent = new ArrayList<>();
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     mEffComponent.addAll(original.mEffComponent);
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     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_DRAW);
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     mVertAttribs2= new float[mNumVertices*VERT2_ATTRIBS];
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     System.arraycopy(original.mVertAttribs2,0,mVertAttribs2,0,mNumVertices*VERT2_ATTRIBS);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void mergeTexComponentsNow()
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     {
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     int num = mTexComponent.size();
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     if( num>1 )
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       {
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       mTexComponent.clear();
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       mTexComponent.add(new TexComponent(mNumVertices-1));
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       mVBO2.invalidate();
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void addEmptyTexComponentNow()
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     {
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     mTexComponent.add(new TexComponent(mNumVertices-1));
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void mergeEffComponentsNow()
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     {
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     int num = mEffComponent.size();
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     if( num>1 )
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       {
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       mEffComponent.clear();
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       mEffComponent.add(mNumVertices-1);
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       for(int index=0; index<mNumVertices; index++)
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         {
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         mVertAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = 0;
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         }
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       mVBO2.invalidate();
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void applyMatrix(MatrixEffect effect, int andAssoc, int equAssoc)
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     {
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     float[] matrixP  = new float[16];
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     float[] matrixV  = new float[16];
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     float[] uniforms = new float[7];
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     int start, end=-1, numComp = mEffComponent.size();
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     Matrix.setIdentityM(matrixP,0);
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     Matrix.setIdentityM(matrixV,0);
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     effect.compute(uniforms,0,0,0);
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     effect.apply(matrixP, matrixV, uniforms, 0);
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     for(int comp=0; comp<numComp; comp++)
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       {
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       start = end+1;
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       end   = mEffComponent.get(comp);
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       if( mUBA.matchesAssociation(comp, andAssoc, equAssoc) )
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         {
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         applyMatrixToComponent(matrixP, matrixV, start, end);
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         }
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       }
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     mVBO1.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   private void applyMatrixToComponent(float[] matrixP, float[] matrixV, int start, int end)
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     {
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     float x,y,z;
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     for(int index=start*VERT1_ATTRIBS; index<=end*VERT1_ATTRIBS; index+=VERT1_ATTRIBS )
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       {
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       x = mVertAttribs1[index+POS_ATTRIB  ];
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       y = mVertAttribs1[index+POS_ATTRIB+1];
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       z = mVertAttribs1[index+POS_ATTRIB+2];
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       mVertAttribs1[index+POS_ATTRIB  ] = matrixP[0]*x + matrixP[4]*y + matrixP[ 8]*z + matrixP[12];
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       mVertAttribs1[index+POS_ATTRIB+1] = matrixP[1]*x + matrixP[5]*y + matrixP[ 9]*z + matrixP[13];
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       mVertAttribs1[index+POS_ATTRIB+2] = matrixP[2]*x + matrixP[6]*y + matrixP[10]*z + matrixP[14];
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       x = mVertAttribs1[index+NOR_ATTRIB  ];
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       y = mVertAttribs1[index+NOR_ATTRIB+1];
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       z = mVertAttribs1[index+NOR_ATTRIB+2];
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       mVertAttribs1[index+NOR_ATTRIB  ] = matrixV[0]*x + matrixV[4]*y + matrixV[ 8]*z;
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       mVertAttribs1[index+NOR_ATTRIB+1] = matrixV[1]*x + matrixV[5]*y + matrixV[ 9]*z;
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       mVertAttribs1[index+NOR_ATTRIB+2] = matrixV[2]*x + matrixV[6]*y + matrixV[10]*z;
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       x = mVertAttribs1[index+NOR_ATTRIB  ];
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       y = mVertAttribs1[index+NOR_ATTRIB+1];
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       z = mVertAttribs1[index+NOR_ATTRIB+2];
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       float len1 = (float)Math.sqrt(x*x + y*y + z*z);
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       if( len1>0.0f )
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         {
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         mVertAttribs1[index+NOR_ATTRIB  ] /= len1;
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         mVertAttribs1[index+NOR_ATTRIB+1] /= len1;
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         mVertAttribs1[index+NOR_ATTRIB+2] /= len1;
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         }
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void setEffectAssociationNow(int component, int andAssociation, int equAssociation)
327
     {
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     mUBA.setEffectAssociationNow(component, andAssociation, equAssociation);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void setComponentCenterNow(int component, float x, float y, float z)
334
     {
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     if( mUBC!=null )
336
       {
337
       mUBC.setEffectCenterNow(component, x, y, z);
338
       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// when a derived class is done computing its mesh, it has to call this method.
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   void setAttribs(float[] vert1Attribs, float[] vert2Attribs)
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     {
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     mNumVertices = vert1Attribs.length/VERT1_ATTRIBS;
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     mVertAttribs1= vert1Attribs;
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     mVertAttribs2= vert2Attribs;
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     mTexComponent.add(new TexComponent(mNumVertices-1));
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     mEffComponent.add(mNumVertices-1);
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     mVBO1.invalidate();
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     mVBO2.invalidate();
355
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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359
   void joinAttribs(MeshBase[] meshes)
360
     {
361
     MeshBase mesh;
362
     TexComponent comp;
363
     int numMeshes = meshes.length;
364
     int numVertices,origVertices = mNumVertices;
365
     int origTexComponents,numTexComponents;
366
     int origEffComponents=0,numEffComponents;
367

    
368
     if( origVertices>0 )
369
       {
370
       origTexComponents = mTexComponent.size();
371
       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
372
       mTexComponent.get(origTexComponents-1).mEndIndex = mNumVertices-1;
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       origEffComponents = mEffComponent.size();
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       mEffComponent.set(origEffComponents-1,mNumVertices-1);
375
       }
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377
     for(int i=0; i<numMeshes; i++)
378
       {
379
       mesh = meshes[i];
380
       numTexComponents = mesh.mTexComponent.size();
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       numEffComponents = mesh.mEffComponent.size();
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       numVertices = mesh.mNumVertices;
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       int extraVerticesBefore = mNumVertices==0 ? 0:1;
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       int extraVerticesAfter  = (i==numMeshes-1) ? 0 : (numVertices%2==1 ? 2:1);
386

    
387
       for(int j=0; j<numTexComponents; j++)
388
         {
389
         comp = new TexComponent(mesh.mTexComponent.get(j));
390
         comp.mEndIndex += (extraVerticesBefore+mNumVertices);
391
         if( j==numTexComponents-1) comp.mEndIndex += extraVerticesAfter;
392
         mTexComponent.add(comp);
393
         }
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       for(int j=0; j<numEffComponents; j++)
396
         {
397
         int index = mesh.mEffComponent.get(j);
398
         index += (extraVerticesBefore+mNumVertices);
399
         if( j==numEffComponents-1 ) index += extraVerticesAfter;
400
         mEffComponent.add(index);
401

    
402
         if( origEffComponents<mMaxComponents )
403
           {
404
           mUBA.copy(origEffComponents, mesh.mUBA, j);
405
           if( mUseCenters ) mUBC.copy(origEffComponents, mesh.mUBC, j);
406
           origEffComponents++;
407
           }
408
         }
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410
       mNumVertices += (extraVerticesBefore+numVertices+extraVerticesAfter);
411
       }
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413
     float[] newAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
414
     float[] newAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
415
     numVertices = origVertices;
416

    
417
     if( origVertices>0 )
418
       {
419
       System.arraycopy(mVertAttribs1,                              0, newAttribs1,                          0, VERT1_ATTRIBS*numVertices);
420
       System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS            );
421
       System.arraycopy(mVertAttribs2,                              0, newAttribs2,                          0, VERT2_ATTRIBS*numVertices);
422
       System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS            );
423
       origVertices++;
424

    
425
       if( numVertices%2==1 )
426
         {
427
         System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
428
         System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
429
         origVertices++;
430
         }
431
       }
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433
     for(int i=0; i<numMeshes; i++)
434
       {
435
       mesh = meshes[i];
436
       numVertices = mesh.mNumVertices;
437

    
438
       if( origVertices>0 )
439
         {
440
         System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
441
         System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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         origVertices++;
443
         }
444
       System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
445
       System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
446
       origVertices+=numVertices;
447

    
448
       if( i<numMeshes-1 )
449
         {
450
         System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
451
         System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
452
         origVertices++;
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454
         if( numVertices%2==1 )
455
           {
456
           System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
457
           System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
458
           origVertices++;
459
           }
460
         }
461
       }
462

    
463
     if( origVertices!=mNumVertices )
464
       {
465
       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
466
       }
467

    
468
     int endIndex, index=0, numEffComp = mEffComponent.size();
469

    
470
     for(int component=0; component<numEffComp; component++)
471
       {
472
       endIndex = mEffComponent.get(component);
473

    
474
       for( ; index<=endIndex; index++) newAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = component;
475
       }
476

    
477
     mVertAttribs1 = newAttribs1;
478
     mVertAttribs2 = newAttribs2;
479
     mVBO1.invalidate();
480
     mVBO2.invalidate();
481
     }
482

    
483
///////////////////////////////////////////////////////////////////////////////////////////////////
484
// called from MeshJoined
485

    
486
   void join(MeshBase[] meshes)
487
     {
488
     boolean immediateJoin = true;
489

    
490
     for (MeshBase mesh : meshes)
491
       {
492
       if (mesh.mJobNode[0] != null)
493
         {
494
         immediateJoin = false;
495
         break;
496
         }
497
       }
498

    
499
     if( immediateJoin ) joinAttribs(meshes);
500
     else                mJobNode[0] = DeferredJobs.join(this,meshes);
501
     }
502

    
503
///////////////////////////////////////////////////////////////////////////////////////////////////
504

    
505
   void textureMap(Static4D[] maps, int startComponent)
506
     {
507
     int num_comp = mTexComponent.size();
508
     if( startComponent>num_comp ) return;
509

    
510
     int num_maps = maps.length;
511
     int min = Math.min(num_comp-startComponent, num_maps);
512
     int vertex = startComponent>0 ? mTexComponent.get(startComponent-1).mEndIndex+1 : 0;
513
     Static4D newMap, oldMap;
514
     TexComponent comp;
515
     float newW, newH, ratW, ratH, movX, movY;
516

    
517
     for(int i=0; i<min; i++)
518
       {
519
       newMap = maps[i];
520
       comp = mTexComponent.get(i+startComponent);
521

    
522
       if( newMap!=null )
523
         {
524
         newW = newMap.get2();
525
         newH = newMap.get3();
526

    
527
         if( newW!=0.0f && newH!=0.0f )
528
           {
529
           oldMap = comp.mTextureMap;
530
           ratW = newW/oldMap.get2();
531
           ratH = newH/oldMap.get3();
532
           movX = newMap.get0() - ratW*oldMap.get0();
533
           movY = newMap.get1() - ratH*oldMap.get1();
534

    
535
           for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
536
             {
537
             mVertAttribs2[index  ] = ratW*mVertAttribs2[index  ] + movX;
538
             mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
539
             }
540
           comp.setMap(newMap);
541
           }
542
         }
543

    
544
       vertex= comp.mEndIndex+1;
545
       }
546

    
547
     mVBO2.invalidate();
548
     }
549

    
550
///////////////////////////////////////////////////////////////////////////////////////////////////
551
/**
552
 * Are we going to need per-component centers (needed for correct postprocessing of concave meshes)
553
 * Switching this on allocates 16*MAX_EFFECT_COMPONENTS bytes for uniforms in the vertex shader.
554
 */
555
   public static void setUseCenters()
556
     {
557
     mUseCenters = true;
558
     }
559

    
560
///////////////////////////////////////////////////////////////////////////////////////////////////
561
/**
562
 * Are we using per-component centers?
563
 */
564
   public static boolean getUseCenters()
565
     {
566
     return mUseCenters;
567
     }
568

    
569
///////////////////////////////////////////////////////////////////////////////////////////////////
570

    
571
   public static int getMaxEffComponents()
572
     {
573
     return mMaxComponents;
574
     }
575

    
576
///////////////////////////////////////////////////////////////////////////////////////////////////
577
/**
578
 * How many mesh components are we going to need? Call before compilation of the shaders.
579
 */
580
   public static void setMaxEffComponents(int max)
581
     {
582
     mMaxComponents = max;
583
     }
584

    
585
///////////////////////////////////////////////////////////////////////////////////////////////////
586

    
587
   public static void getUniforms(int programH, int variant)
588
     {
589
     mCenterBlockIndex[variant]= GLES30.glGetUniformBlockIndex(programH, "componentCenter");
590
     mAssocBlockIndex[variant] = GLES30.glGetUniformBlockIndex(programH, "componentAssociation");
591

    
592
     if( mStride==0 )
593
       {
594
       String[] uniformNames = { "vComAssoc" };
595
       int[] indices = new int[1];
596
       int[] params  = new int[1];
597

    
598
       GLES30.glGetUniformIndices(programH, uniformNames, indices, 0);
599
       GLES30.glGetActiveUniformsiv( programH, 1, indices, 0, GLES30.GL_UNIFORM_ARRAY_STRIDE, params,0 );
600

    
601
       mStride = params[0]/4;
602
       }
603
     }
604

    
605
///////////////////////////////////////////////////////////////////////////////////////////////////
606
/**
607
 * Not part of public API, do not document (public only because has to be used from the main package)
608
 *
609
 * @y.exclude
610
 */
611
   public void copyTransformToVertex()
612
     {
613
     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
614
                                                              TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
615
     if( buffer!=null )
616
       {
617
       FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
618
       feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
619
       mVBO1.updateFloat(mVertAttribs1);
620
       }
621
     else
622
       {
623
       int error = GLES30.glGetError();
624
       Log.e("mesh", "failed to map tf buffer, error="+error);
625
       }
626

    
627
     GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER);
628
     }
629

    
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631
/**
632
 * Not part of public API, do not document (public only because has to be used from the main package)
633
 *
634
 * @y.exclude
635
 */
636
   public void debug()
637
     {
638
     if( mJobNode[0]!=null )
639
       {
640
       mJobNode[0].print(0);
641
       }
642
     else
643
       {
644
       android.util.Log.e("mesh", "JobNode null");
645
       }
646
     }
647

    
648
///////////////////////////////////////////////////////////////////////////////////////////////////
649
/**
650
 * Not part of public API, do not document (public only because has to be used from the main package)
651
 *
652
 * @y.exclude
653
 */
654
   public void printTexComponent(int comp)
655
     {
656
     if( comp>=0 && comp<getNumTexComponents() )
657
       {
658
       int beg = comp>0 ? mTexComponent.get(comp-1).mEndIndex+1 : 0;
659
       int end = mTexComponent.get(comp).mEndIndex;
660
       StringBuilder sb = new StringBuilder();
661

    
662
       for( int vert=beg; vert<=end; vert++)
663
         {
664
         sb.append('(');
665
         sb.append(mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB  ]);
666
         sb.append(',');
667
         sb.append(mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+1]);
668
         sb.append(',');
669
         sb.append(mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+2]);
670
         sb.append(") ");
671
         }
672

    
673
       Log.d("mesh", sb.toString() );
674
       }
675
     }
676

    
677
///////////////////////////////////////////////////////////////////////////////////////////////////
678
/**
679
 * Not part of public API, do not document (public only because has to be used from the main package)
680
 *
681
 * @y.exclude
682
 */
683
   public void printPos()
684
     {
685
     StringBuilder sb = new StringBuilder();
686

    
687
     for(int i=0; i<mNumVertices; i++)
688
       {
689
       sb.append('(');
690
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB  ]);
691
       sb.append(',');
692
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+1]);
693
       sb.append(',');
694
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+2]);
695
       sb.append(") ");
696
       }
697
     Log.d("mesh", sb.toString());
698
     }
699

    
700
///////////////////////////////////////////////////////////////////////////////////////////////////
701
/**
702
 * Not part of public API, do not document (public only because has to be used from the main package)
703
 *
704
 * @y.exclude
705
 */
706
   public void printCom()
707
     {
708
     StringBuilder sb = new StringBuilder();
709

    
710
     for(int i=0; i<mNumVertices; i++)
711
       {
712
       sb.append(mVertAttribs2[VERT2_ATTRIBS*i+COM_ATTRIB]);
713
       sb.append(' ');
714
       }
715

    
716
     Log.d("mesh", sb.toString());
717
     }
718

    
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720
/**
721
 * Not part of public API, do not document (public only because has to be used from the main package)
722
 *
723
 * @y.exclude
724
 */
725
   public void printTex()
726
     {
727
     int vert=0;
728
     int num = getNumTexComponents();
729
     StringBuilder sb = new StringBuilder();
730
     sb.append("tex components: ").append(num);
731

    
732
     for(int i=0; i<num; i++)
733
       {
734
       int end = mTexComponent.get(i).mEndIndex;
735
       sb.append("\n");
736

    
737
       for( ; vert<=end; vert++)
738
         {
739
         sb.append(' ');
740
         sb.append('(');
741
         sb.append(mVertAttribs2[VERT2_ATTRIBS*vert+TEX_ATTRIB]);
742
         sb.append(',');
743
         sb.append(mVertAttribs2[VERT2_ATTRIBS*vert+TEX_ATTRIB+1]);
744
         sb.append(')');
745
         }
746
       }
747

    
748
     Log.d("mesh", sb.toString());
749
     }
750

    
751
///////////////////////////////////////////////////////////////////////////////////////////////////
752
/**
753
 * Not part of public API, do not document (public only because has to be used from the main package)
754
 *
755
 * @y.exclude
756
 */
757
   public int getTFO()
758
     {
759
     return mTFO.createImmediatelyFloat(mNumVertices*TRAN_SIZE, null);
760
     }
761

    
762
///////////////////////////////////////////////////////////////////////////////////////////////////
763
/**
764
 * Not part of public API, do not document (public only because has to be used from the main package)
765
 *
766
 * @y.exclude
767
 */
768
   public int getNumVertices()
769
     {
770
     return mNumVertices;
771
     }
772

    
773
///////////////////////////////////////////////////////////////////////////////////////////////////
774
/**
775
 * Not part of public API, do not document (public only because has to be used from the main package)
776
 *
777
 * @y.exclude
778
 */
779
   public void send(int programH, int variant)
780
     {
781
     if( !mStrideCorrected )
782
       {
783
       mStrideCorrected = true;
784
       mUBA.correctStride(mStride);
785
       }
786

    
787
     int indexA = mUBA.getIndex();
788
     GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, ASSOC_UBO_BINDING, indexA);
789
     GLES30.glUniformBlockBinding(programH, mAssocBlockIndex[variant], ASSOC_UBO_BINDING);
790

    
791
     if( mUseCenters )
792
       {
793
       int indexC = mUBC.getIndex();
794
       GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, CENTER_UBO_BINDING, indexC);
795
       GLES30.glUniformBlockBinding(programH, mCenterBlockIndex[variant], CENTER_UBO_BINDING);
796
       }
797
     }
798

    
799
///////////////////////////////////////////////////////////////////////////////////////////////////
800
/**
801
 * Not part of public API, do not document (public only because has to be used from the main package)
802
 *
803
 * @y.exclude
804
 */
805
   public void bindVertexAttribs(DistortedProgram program)
806
     {
807
     if( mJobNode[0]!=null )
808
       {
809
       mJobNode[0].execute();  // this will set itself to null
810
       }
811

    
812
     int index1 = mVBO1.createImmediatelyFloat(mNumVertices*VERT1_SIZE, mVertAttribs1);
813
     int index2 = mVBO2.createImmediatelyFloat(mNumVertices*VERT2_SIZE, mVertAttribs2);
814
     int[] attr = program.mAttribute;
815

    
816
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
817
     GLES30.glVertexAttribPointer(attr[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
818
     GLES30.glVertexAttribPointer(attr[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
819
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
820
     GLES30.glVertexAttribPointer(attr[2], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
821

    
822
     // if we are not using component centers and there are no vertex effects enabled,
823
     // then this attribute does not exist in the Vertex Shader
824
     if( attr.length>=4 )
825
       {
826
       GLES30.glVertexAttribPointer(attr[3], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
827
       }
828

    
829
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
830
     }
831

    
832
///////////////////////////////////////////////////////////////////////////////////////////////////
833
/**
834
 * Not part of public API, do not document (public only because has to be used from the main package)
835
 *
836
 * @y.exclude
837
 */
838
   public void bindTransformAttribs(DistortedProgram program)
839
     {
840
     int index = mTFO.createImmediatelyFloat(mNumVertices*TRAN_SIZE, null);
841

    
842
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
843
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
844
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
845
     }
846

    
847
///////////////////////////////////////////////////////////////////////////////////////////////////
848
/**
849
 * Not part of public API, do not document (public only because has to be used from the main package)
850
 *
851
 * @y.exclude
852
 */
853
   public void setInflate(float inflate)
854
     {
855
     mInflate = inflate;
856
     }
857

    
858
///////////////////////////////////////////////////////////////////////////////////////////////////
859
/**
860
 * Not part of public API, do not document (public only because has to be used from the main package)
861
 *
862
 * @y.exclude
863
 */
864
   public float getInflate()
865
     {
866
     return mInflate;
867
     }
868

    
869
///////////////////////////////////////////////////////////////////////////////////////////////////
870
// Return the number of bytes read.
871

    
872
   int read(DataInputStream stream)
873
     {
874
     byte[] buffer = new byte[BYTES_PER_FLOAT*4];
875
     int version, numEff, numTex;
876

    
877
     //////////////////////////////////////////////////////////////////////////////////////////
878
     // read version, number of vertices, number of tex components, number of effect components
879
     //////////////////////////////////////////////////////////////////////////////////////////
880

    
881
     try
882
       {
883
       stream.read(buffer);
884
       ByteBuffer byteBuf = ByteBuffer.wrap(buffer);
885

    
886
       version = byteBuf.getInt(0);
887

    
888
       if( version==1 || version==2 )
889
         {
890
         mNumVertices= byteBuf.getInt(4);
891
         numTex      = byteBuf.getInt(8);
892
         numEff      = byteBuf.getInt(12);
893
         }
894
       else
895
         {
896
         android.util.Log.e("mesh", "Error: unknown mesh file version "+String.format("0x%08X", version));
897
         return 0;
898
         }
899
       }
900
     catch(Exception e)
901
       {
902
       android.util.Log.e("mesh", "Exception1 trying to read file: "+e.toString());
903
       return 0;
904
       }
905

    
906
     //////////////////////////////////////////////////////////////////////////////////////////
907
     // read contents of all texture and effect components
908
     //////////////////////////////////////////////////////////////////////////////////////////
909

    
910
     if( mNumVertices>0 && numEff>0 && numTex>0 )
911
       {
912
       int size = numEff+TEX_COMP_SIZE*numTex;
913
       float[] tmp = new float[size];
914
       mVertAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
915
       mVertAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
916

    
917
       // version 1 had extra 3 floats (the 'inflate' vector) in its vert1 array
918
       int vert1InFile = version==2 ? VERT1_ATTRIBS : VERT1_ATTRIBS+3;
919
       // ... and there was no center.
920
       int centerSize  = version==2 ? 3*numEff : 0;
921

    
922
       buffer = new byte[BYTES_PER_FLOAT*(size + centerSize + mNumVertices*(vert1InFile+VERT2_ATTRIBS))];
923

    
924
       try
925
         {
926
         stream.read(buffer);
927
         }
928
       catch(Exception e)
929
         {
930
         android.util.Log.e("mesh", "Exception2 trying to read file: "+e.toString());
931
         return 0;
932
         }
933

    
934
       ByteBuffer byteBuf = ByteBuffer.wrap(buffer);
935
       FloatBuffer floatBuf = byteBuf.asFloatBuffer();
936

    
937
       floatBuf.get(tmp,0,size);
938

    
939
       TexComponent tex;
940
       int index, texComp;
941
       float x, y, z, w;
942

    
943
       for(texComp=0; texComp<numTex; texComp++)
944
         {
945
         index = (int)tmp[TEX_COMP_SIZE*texComp];
946

    
947
         x= tmp[TEX_COMP_SIZE*texComp+1];
948
         y= tmp[TEX_COMP_SIZE*texComp+2];
949
         z= tmp[TEX_COMP_SIZE*texComp+3];
950
         w= tmp[TEX_COMP_SIZE*texComp+4];
951

    
952
         tex = new TexComponent(index);
953
         tex.setMap(new Static4D(x,y,z,w));
954

    
955
         mTexComponent.add(tex);
956
         }
957

    
958
       for(int effComp=0; effComp<numEff; effComp++)
959
         {
960
         index = (int)tmp[TEX_COMP_SIZE*texComp + effComp ];
961
         mEffComponent.add(index);
962
         }
963

    
964
       //////////////////////////////////////////////////////////////////////////////////////////
965
       // read vert1 array, vert2 array and (if version>1) the component centers.
966
       //////////////////////////////////////////////////////////////////////////////////////////
967

    
968
       switch(version)
969
         {
970
         case 1 : index = floatBuf.position();
971

    
972
                  for(int vert=0; vert<mNumVertices; vert++)
973
                    {
974
                    mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB  ] = floatBuf.get(index+POS_ATTRIB  );
975
                    mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+1] = floatBuf.get(index+POS_ATTRIB+1);
976
                    mVertAttribs1[VERT1_ATTRIBS*vert+POS_ATTRIB+2] = floatBuf.get(index+POS_ATTRIB+2);
977
                    mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB  ] = floatBuf.get(index+NOR_ATTRIB  );
978
                    mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB+1] = floatBuf.get(index+NOR_ATTRIB+1);
979
                    mVertAttribs1[VERT1_ATTRIBS*vert+NOR_ATTRIB+2] = floatBuf.get(index+NOR_ATTRIB+2);
980
                    index+=vert1InFile;
981
                    }
982
                  floatBuf.position(index);
983
                  break;
984
         case 2 : float[] centers = new float[3*numEff];
985
                  floatBuf.get(centers,0,3*numEff);
986

    
987
                  if( mUseCenters )
988
                    {
989
                    for(int eff=0; eff<numEff; eff++)
990
                      {
991
                      mUBC.setEffectCenterNow(eff, centers[3*eff], centers[3*eff+1], centers[3*eff+2]);
992
                      }
993
                    }
994

    
995
                  floatBuf.get(mVertAttribs1, 0, VERT1_ATTRIBS*mNumVertices);
996
                  break;
997
         default: android.util.Log.e("mesh", "Error: unknown mesh file version "+String.format("0x%08X", version));
998
                  return 0;
999
         }
1000

    
1001
       floatBuf.get(mVertAttribs2, 0, VERT2_ATTRIBS*mNumVertices);
1002
       }
1003

    
1004
     return BYTES_PER_FLOAT*( 4 + numEff+TEX_COMP_SIZE*numTex + VERT1_ATTRIBS*mNumVertices + VERT2_ATTRIBS*mNumVertices );
1005
     }
1006

    
1007
///////////////////////////////////////////////////////////////////////////////////////////////////
1008
/**
1009
 * @y.exclude
1010
 */
1011
   public int getLastVertexEff(int effComponent)
1012
     {
1013
     if( effComponent>=0 && effComponent<mTexComponent.size() )
1014
       {
1015
       return mEffComponent.get(effComponent);
1016
       }
1017

    
1018
     return 0;
1019
     }
1020

    
1021
///////////////////////////////////////////////////////////////////////////////////////////////////
1022
/**
1023
 * @y.exclude
1024
 */
1025
   public int getLastVertexTex(int texComponent)
1026
     {
1027
     if( texComponent>=0 && texComponent<mTexComponent.size() )
1028
       {
1029
       return mTexComponent.get(texComponent).mEndIndex;
1030
       }
1031

    
1032
     return 0;
1033
     }
1034

    
1035
///////////////////////////////////////////////////////////////////////////////////////////////////
1036
// PUBLIC API
1037
///////////////////////////////////////////////////////////////////////////////////////////////////
1038
/**
1039
 * Write the Mesh to a File.
1040
 */
1041
   public void write(DataOutputStream stream)
1042
     {
1043
     TexComponent tex;
1044

    
1045
     int numTex = mTexComponent.size();
1046
     int numEff = mEffComponent.size();
1047

    
1048
     try
1049
       {
1050
       stream.writeInt(2);  // version
1051
       stream.writeInt(mNumVertices);
1052
       stream.writeInt(numTex);
1053
       stream.writeInt(numEff);
1054

    
1055
       for(int i=0; i<numTex; i++)
1056
         {
1057
         tex = mTexComponent.get(i);
1058

    
1059
         stream.writeFloat((float)tex.mEndIndex);
1060
         stream.writeFloat(tex.mTextureMap.get0());
1061
         stream.writeFloat(tex.mTextureMap.get1());
1062
         stream.writeFloat(tex.mTextureMap.get2());
1063
         stream.writeFloat(tex.mTextureMap.get3());
1064
         }
1065

    
1066
       for(int i=0; i<numEff; i++)
1067
         {
1068
         stream.writeFloat((float)mEffComponent.get(i));
1069
         }
1070

    
1071
       float[] centers = mUseCenters ? mUBC.getBackingArray() : new float[4*numEff];
1072

    
1073
       for(int i=0; i<numEff; i++)
1074
         {
1075
         stream.writeFloat(centers[4*i  ]);
1076
         stream.writeFloat(centers[4*i+1]);
1077
         stream.writeFloat(centers[4*i+2]);
1078
         }
1079

    
1080
       ByteBuffer vertBuf1 = ByteBuffer.allocate(VERT1_SIZE*mNumVertices);
1081
       vertBuf1.asFloatBuffer().put(mVertAttribs1);
1082
       ByteBuffer vertBuf2 = ByteBuffer.allocate(VERT2_SIZE*mNumVertices);
1083
       vertBuf2.asFloatBuffer().put(mVertAttribs2);
1084

    
1085
       stream.write(vertBuf1.array());
1086
       stream.write(vertBuf2.array());
1087
       }
1088
     catch(IOException ex)
1089
       {
1090
       android.util.Log.e("mesh", "IOException trying to write a mesh: "+ex.toString());
1091
       }
1092
     }
1093

    
1094
///////////////////////////////////////////////////////////////////////////////////////////////////
1095
/**
1096
 * When rendering this Mesh, do we want to render the Normal vectors as well?
1097
 * <p>
1098
 * Will work only on OpenGL ES >= 3.0 devices.
1099
 *
1100
 * @param show Controls if we render the Normal vectors or not.
1101
 */
1102
   public void setShowNormals(boolean show)
1103
     {
1104
     mShowNormals = show;
1105
     }
1106

    
1107
///////////////////////////////////////////////////////////////////////////////////////////////////
1108
/**
1109
 * When rendering this mesh, should we also draw the normal vectors?
1110
 *
1111
 * @return <i>true</i> if we do render normal vectors
1112
 */
1113
   public boolean getShowNormals()
1114
     {
1115
     return mShowNormals;
1116
     }
1117

    
1118
///////////////////////////////////////////////////////////////////////////////////////////////////
1119
/**
1120
 * Merge all texture components of this Mesh into a single one.
1121
 */
1122
   public void mergeTexComponents()
1123
     {
1124
     if( mJobNode[0]==null )
1125
       {
1126
       mergeTexComponentsNow();
1127
       }
1128
     else
1129
       {
1130
       mJobNode[0] = DeferredJobs.mergeTex(this);
1131
       }
1132
     }
1133

    
1134
///////////////////////////////////////////////////////////////////////////////////////////////////
1135
/**
1136
 * Merge all effect components of this Mesh into a single one.
1137
 */
1138
   public void mergeEffComponents()
1139
     {
1140
     if( mJobNode[0]==null )
1141
       {
1142
       mergeEffComponentsNow();
1143
       }
1144
     else
1145
       {
1146
       mJobNode[0] = DeferredJobs.mergeEff(this);
1147
       }
1148
     }
1149

    
1150
///////////////////////////////////////////////////////////////////////////////////////////////////
1151
/**
1152
 * Release all internal resources.
1153
 */
1154
   public void markForDeletion()
1155
     {
1156
     mVertAttribs1 = null;
1157
     mVertAttribs2 = null;
1158

    
1159
     mVBO1.markForDeletion();
1160
     mVBO2.markForDeletion();
1161
     mTFO.markForDeletion();
1162
     mUBA.markForDeletion();
1163

    
1164
     if( mUBC!=null )
1165
       {
1166
       mUBC.markForDeletion();
1167
       }
1168
     }
1169

    
1170
///////////////////////////////////////////////////////////////////////////////////////////////////
1171
/**
1172
 * Apply a Matrix Effect to the components which match the (addAssoc,equAssoc) association.
1173
 * <p>
1174
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effect
1175
 * contains any Dynamics, they will be evaluated at 0.
1176
 *
1177
 * @param effect List of Matrix Effects to apply to the Mesh.
1178
 * @param andAssoc 'Logical AND' association which defines which components will be affected.
1179
 * @param equAssoc 'equality' association which defines which components will be affected.
1180
 */
1181
   public void apply(MatrixEffect effect, int andAssoc, int equAssoc)
1182
     {
1183
     if( mJobNode[0]==null )
1184
       {
1185
       applyMatrix(effect,andAssoc,equAssoc);
1186
       }
1187
     else
1188
       {
1189
       mJobNode[0] = DeferredJobs.matrix(this,effect,andAssoc,equAssoc);
1190
       }
1191
     }
1192

    
1193
///////////////////////////////////////////////////////////////////////////////////////////////////
1194
/**
1195
 * Apply a Vertex Effect to the vertex mesh.
1196
 * <p>
1197
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
1198
 * contain any Dynamics, the Dynamics will be evaluated at 0.
1199
 *
1200
 * We would call this several times building up a list of Effects to do. This list of effects gets
1201
 * lazily executed only when the Mesh is used for rendering for the first time.
1202
 *
1203
 * @param effect Vertex Effect to apply to the Mesh.
1204
 */
1205
   public void apply(VertexEffect effect)
1206
     {
1207
     mJobNode[0] = DeferredJobs.vertex(this,effect);
1208
     }
1209

    
1210
///////////////////////////////////////////////////////////////////////////////////////////////////
1211
/**
1212
 * Sets texture maps for (some of) the components of this mesh.
1213
 * <p>
1214
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
1215
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
1216
 * upper-left quadrant of the texture.
1217
 * <p>
1218
 * Probably the most common user case would be sending as many maps as there are components in this
1219
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
1220
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
1221
 * of the 2nd and 4rd one, call this with
1222
 * maps = new Static4D[4]
1223
 * maps[0] = null
1224
 * maps[1] = the map for the 2nd component
1225
 * maps[2] = null
1226
 * maps[3] = the map for the 4th component
1227
 *
1228
 * A map's width and height have to be non-zero (but can be negative!)
1229
 *
1230
 * @param maps            List of texture maps to apply to the texture's components.
1231
 * @param startComponent  the component the first of the maps refers to.
1232
 */
1233
   public void setTextureMap(Static4D[] maps, int startComponent)
1234
     {
1235
     if( mJobNode[0]==null )
1236
       {
1237
       textureMap(maps,startComponent);
1238
       }
1239
     else
1240
       {
1241
       mJobNode[0] = DeferredJobs.textureMap(this,maps,startComponent);
1242
       }
1243
     }
1244

    
1245
///////////////////////////////////////////////////////////////////////////////////////////////////
1246
/**
1247
 * Return the texture map of one of the components.
1248
 *
1249
 * @param component The component number whose texture map we want to retrieve.
1250
 */
1251
   public Static4D getTextureMap(int component)
1252
     {
1253
     return (component>=0 && component<mTexComponent.size()) ? mTexComponent.get(component).mTextureMap : null;
1254
     }
1255

    
1256
///////////////////////////////////////////////////////////////////////////////////////////////////
1257
/**
1258
 * Set Effect association.
1259
 *
1260
 * This creates an association between a Component of this Mesh and a Vertex Effect.
1261
 * One can set two types of associations - an 'logical and' and a 'equal' associations and the Effect
1262
 * will only be active on vertices of Components such that
1263
 *
1264
 * (effect andAssoc) & (component andAssoc) != 0 || (effect equAssoc) == (mesh equAssoc)
1265
 *
1266
 * (see main_vertex_shader)
1267
 *
1268
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
1269
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
1270
 */
1271
   public void setEffectAssociation(int component, int andAssociation, int equAssociation)
1272
     {
1273
     if( component>=0 && component<mMaxComponents )
1274
       {
1275
       if( mJobNode[0]==null )
1276
         {
1277
         setEffectAssociationNow(component, andAssociation, equAssociation);
1278
         }
1279
       else
1280
         {
1281
         mJobNode[0] = DeferredJobs.effectAssoc(this,component,andAssociation,equAssociation);
1282
         }
1283
       }
1284
     }
1285

    
1286
///////////////////////////////////////////////////////////////////////////////////////////////////
1287
/**
1288
 * Set center of a Component.
1289
 *
1290
 * A 'center' of a (effect) component is a 3D point in space. The array of centers gets sent to
1291
 * the vertex shader as a Uniform Buffer Object; in the vertex shader we can then use it to compute
1292
 * the 'Inflation' of the whole Mesh per-component. 'Inflation' is needed by postprocess effects to
1293
 * add the 'halo' around an object.
1294
 *
1295
 * This is all 'per-component' so that a user has a chance to make the halo look right in case of
1296
 * non-convex meshes: then we need to ensure that each component of such a mesh is a convex
1297
 * sub-mesh with its center being more-or-less the center of gravity of the sub-mesh.
1298
 */
1299
   public void setComponentCenter(int component, float centerX, float centerY, float centerZ)
1300
     {
1301
     if( component>=0 && component<mMaxComponents )
1302
       {
1303
       if( mJobNode[0]==null )
1304
         {
1305
         setComponentCenterNow(component, centerX, centerY, centerZ);
1306
         }
1307
       else
1308
         {
1309
         mJobNode[0] = DeferredJobs.componentCenter(this,component,centerX, centerY, centerZ);
1310
         }
1311
       }
1312
     }
1313

    
1314
///////////////////////////////////////////////////////////////////////////////////////////////////
1315
/**
1316
 * Set the centers of a all components to the same value in one go.
1317
 */
1318
   public void setAllComponentCenters(float centerX, float centerY, float centerZ)
1319
     {
1320
     if( mJobNode[0]==null )
1321
       {
1322
       setComponentCenterNow(-1, centerX, centerY, centerZ);
1323
       }
1324
     else
1325
       {
1326
       mJobNode[0] = DeferredJobs.componentCenter(this,-1,centerX, centerY, centerZ);
1327
       }
1328
     }
1329

    
1330
///////////////////////////////////////////////////////////////////////////////////////////////////
1331
/**
1332
 * Adds an empty (no vertices) texture component to the end of the text component list.
1333
 *
1334
 * Sometimes we want to do this to have several Meshes with equal number of tex components each.
1335
 */
1336
   public void addEmptyTexComponent()
1337
     {
1338
      if( mJobNode[0]==null )
1339
       {
1340
       addEmptyTexComponentNow();
1341
       }
1342
     else
1343
       {
1344
       mJobNode[0] = DeferredJobs.addEmptyTex(this);
1345
       }
1346
     }
1347

    
1348
///////////////////////////////////////////////////////////////////////////////////////////////////
1349
/**
1350
 * Return the number of texture components, i.e. individual subsets of the whole set of vertices
1351
 * which can be independently textured.
1352
 *
1353
 * @return The number of Texture Components of this Mesh.
1354
 */
1355
   public int getNumTexComponents()
1356
     {
1357
     return mTexComponent.size();
1358
     }
1359

    
1360
///////////////////////////////////////////////////////////////////////////////////////////////////
1361
/**
1362
 * Return the number of 'effect' components, i.e. individual subsets of the whole set of vertices
1363
 * to which a VertexEffect can be addressed, independently of other vertices.
1364
 *
1365
 * @return The number of Effect Components of this Mesh.
1366
 */
1367
   public int getNumEffComponents()
1368
     {
1369
     return mEffComponent.size();
1370
     }
1371

    
1372
///////////////////////////////////////////////////////////////////////////////////////////////////
1373
/**
1374
 * Copy the Mesh.
1375
 *
1376
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
1377
 *             and normals (the rest, in particular the mVertAttribs2 containing texture
1378
 *             coordinates and effect associations, is always deep copied)
1379
 */
1380
   public abstract MeshBase copy(boolean deep);
1381
   }
(2-2/10)