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Revision bc208a9c

Added by Leszek Koltunski almost 4 years ago

Introduce 'tags' (soon to be renamed to 'associations') to Mesh and VertexEffect.
A 'tag' is a way to associate a Vertex Effect only to a subgroup of a given Mesh's vertices (more precisely, only to an arbitrary subset of its Components)

View differences:

src/main/java/org/distorted/library/effect/Effect.java
48 48
  private final static float[] mUnity= new float[MAX_UNITY_DIM*NUM_EFFECTS];
49 49
  private final static int[]   mUnityDim = new int[NUM_EFFECTS];
50 50

  
51
  int mTag;
52

  
51 53
  static boolean[] mEnabled = new boolean[NUM_EFFECTS];
52 54

  
53 55
  static
......
65 67
    mCenterDim = name.getCenterDimension();
66 68
    mRegionDim = name.getRegionDimension();
67 69

  
70
    mTag = 0xffffffff;
71

  
68 72
    int n = name.ordinal();
69 73
    float[] u = name.getUnity();
70 74
    int l = u.length;
......
130 134
    return null;
131 135
    }
132 136

  
137
///////////////////////////////////////////////////////////////////////////////////////////////////
138
/**
139
 * Only for use by the library itself.
140
 *
141
 * @y.exclude
142
 */
143
  public int getTag()
144
    {
145
    return mTag;
146
    }
147

  
133 148
///////////////////////////////////////////////////////////////////////////////////////////////////
134 149
// PUBLIC API
135 150
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffect.java
58 58
    {
59 59
    return
60 60

  
61
        "if( vName[i]=="+effect+")\n" +
61
        "if( vName[i]=="+effect+" && (int(a_Tag) & vTag[i]) != 0 )\n" +
62 62
          "{\n" +
63 63
           code +"\n" +
64 64
          "}\n" +
......
187 187
    {
188 188
    return mNumEnabled;
189 189
    }
190

  
191
///////////////////////////////////////////////////////////////////////////////////////////////////
192
/**
193
 * Set a tag.
194
 *
195
 * A 'tag' of a Vertex Effect joins the effect with a component of a Mesh the effect gets applied to.
196
 * One can set a Tag of the effect and of a Component, and the Effect will only be active on vertices
197
 * of Components such that (effect tag) & (component tag) != 0. (see retSection() above)
198
 *
199
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
200
 * subset of the Mesh, thus potentially significantly reducing the number of render calls.
201
 */
202
  public void setTag(int tag)
203
    {
204
    mTag = tag;
205
    }
190 206
  }
src/main/java/org/distorted/library/effectqueue/EffectQueue.java
51 51
  long[] mCurrentDuration;
52 52
  Effect[] mEffects;
53 53
  int[] mName;
54
  int[] mTag;
54 55
  long mTime;
55 56

  
56 57
  private static int[] mMax = new int[EffectType.LENGTH];
......
141 142
        mCurrentDuration = new long[max];
142 143
        mEffects         = new Effect[max];
143 144
        mName            = new int[max];
145
        mTag             = new int[max];
144 146
        }
145 147

  
146 148
      for(int i=0; i<mNumEffects; i++ )
......
148 150
        mEffects[i]         = source.mEffects[i];
149 151
        mCurrentDuration[i] = source.mCurrentDuration[i];
150 152
        mName[i]            = source.mName[i];
153
        mTag[i]             = source.mTag[i];
151 154
        }
152 155
      }
153 156
    }
......
276 279
      mEffects[j]         = mEffects[j+1];
277 280
      mCurrentDuration[j] = mCurrentDuration[j+1];
278 281
      mName[j]            = mName[j+1];
282
      mTag[j]             = mTag[j+1];
279 283
      }
280 284

  
281 285
    mEffects[mNumEffects] = null;
......
426 430
                       mCurrentDuration = new long[max];
427 431
                       mEffects         = new Effect[max];
428 432
                       mName            = new int[max];
433
                       mTag             = new int[max];
429 434
                       }
430 435
                     mCreated = true;
431 436

  
......
439 444
                         mCurrentDuration[mNumEffects] = 0;
440 445
                         mEffects[mNumEffects] = job.effect;
441 446
                         mName[mNumEffects] = job.effect.getName().ordinal();
447
                         mTag[mNumEffects]  = job.effect.getTag();
442 448

  
443 449
                         mNumEffects++;
444 450
                         changed = true;
......
450 456
                           mCurrentDuration[j] = mCurrentDuration[j-1];
451 457
                           mEffects[j]         = mEffects[j-1];
452 458
                           mName[j]            = mName[j-1];
459
                           mTag[j]             = mTag[j-1];
453 460
                           }
454 461

  
455 462
                         mCurrentDuration[position] = 0;
456 463
                         mEffects[position] = job.effect;
457 464
                         mName[position] = job.effect.getName().ordinal();
465
                         mTag[position]  = job.effect.getTag();
458 466

  
459 467
                         mNumEffects++;
460 468
                         changed = true;
src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
39 39
  private static int[] mNumEffectsH = new int[MAIN_VARIANTS];
40 40
  private static int[] mNameH       = new int[MAIN_VARIANTS];
41 41
  private static int[] mUniformsH   = new int[MAIN_VARIANTS];
42
  private static int[] mTagH        = new int[MAIN_VARIANTS];
42 43
  private static int[] mInflateH    = new int[MAIN_VARIANTS];
43 44

  
44 45
///////////////////////////////////////////////////////////////////////////////////////////////////
......
62 63
    mNumEffectsH[variant]= GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
63 64
    mNameH[variant]      = GLES30.glGetUniformLocation( mProgramH, "vName");
64 65
    mUniformsH[variant]  = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
66
    mTagH[variant]       = GLES30.glGetUniformLocation( mProgramH, "vTag");
65 67
    mInflateH[variant]   = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
66 68
    }
67 69

  
......
80 82
    for(int i=0; i<mNumEffects; i++)
81 83
      {
82 84
      mCurrentDuration[i] += step;
85
      mTag[i] = mEffects[i].getTag();
83 86

  
84 87
      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) )
85 88
        {
......
104 107
    if( mNumEffects>0 )
105 108
      {
106 109
      GLES30.glUniform1iv( mNameH[variant]    ,                 mNumEffects, mName    ,0);
110
      GLES30.glUniform1iv( mTagH[variant]     ,                 mNumEffects, mTag     ,0);
107 111
      GLES30.glUniform4fv( mUniformsH[variant],(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
108 112
      }
109 113
    }
src/main/java/org/distorted/library/mesh/MeshBase.java
43 43
 */
44 44
public abstract class MeshBase
45 45
   {
46
   static final float DEFAULT_TAG = 0xffffffff;
47

  
46 48
   // sizes of attributes of an individual vertex.
47 49
   private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z
48 50
   private static final int NOR_DATA_SIZE= 3; // normal vector: x,y,z
49 51
   private static final int INF_DATA_SIZE= 3; // 'inflate' vector: x,y,z
50 52
   private static final int TEX_DATA_SIZE= 2; // texture coordinates: s,t
53
   private static final int TAG_DATA_SIZE= 1; // tag, a single float
51 54

  
52 55
   static final int POS_ATTRIB   = 0;
53 56
   static final int NOR_ATTRIB   = POS_DATA_SIZE;
54 57
   static final int INF_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE;
55 58
   static final int TEX_ATTRIB   = 0;
59
   static final int TAG_ATTRIB   = TEX_DATA_SIZE;
60

  
56 61
   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)
57
   static final int VERT2_ATTRIBS= TEX_DATA_SIZE;                                  // number of attributes of a vertex (the 'preapply invariant' part)
62
   static final int VERT2_ATTRIBS= TEX_DATA_SIZE + TAG_DATA_SIZE;                  // number of attributes of a vertex (the 'preapply invariant' part)
58 63
   static final int TRAN_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a transform feedback vertex
59 64

  
60 65
   private static final int BYTES_PER_FLOAT = 4;
......
63 68
   private static final int OFFSET_NOR = NOR_ATTRIB*BYTES_PER_FLOAT;
64 69
   private static final int OFFSET_INF = INF_ATTRIB*BYTES_PER_FLOAT;
65 70
   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
71
   private static final int OFFSET_TAG = TAG_ATTRIB*BYTES_PER_FLOAT;
72

  
66 73
   private static final int TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
67 74
   private static final int VERT1_SIZE = VERT1_ATTRIBS*BYTES_PER_FLOAT;
68 75
   private static final int VERT2_SIZE = VERT2_ATTRIBS*BYTES_PER_FLOAT;
......
132 139

  
133 140
     int size = original.mComponent.size();
134 141
     mComponent = new ArrayList<>();
142

  
135 143
     for(int i=0; i<size; i++)
136 144
       {
137 145
       Component comp = new Component(original.mComponent.get(i));
......
392 400
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
393 401
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
394 402
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
403
     GLES30.glVertexAttribPointer(program.mAttribute[4], TAG_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TAG);
395 404
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
396 405
     }
397 406

  
......
574 583

  
575 584
///////////////////////////////////////////////////////////////////////////////////////////////////
576 585
/**
577
 * Deep copy
586
 * Set a component's tag.
587
 *
588
 * A 'tag' of a component associates all vertices which belong to the component with all Vertex Effects
589
 * with a matching tag - i.e. one can set a tag of an Effect and of a Component, and the Effect will
590
 * only be active on vertices of Components such that (effect tag) & (component tag) != 0.
591
 *
592
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
593
 * subset of the Mesh, thus potentially significantly reducing the number of render calls.
578 594
 */
579
   public abstract MeshBase deepCopy();
580
   }
595
  public void setTag(int component, int tag)
596
    {
597
    int num = mComponent.size();
581 598

  
599
    if( component>=0 && component<num )
600
      {
601
      int sta = component>0 ? mComponent.get(component-1).mEndIndex+1 : 0;
602
      int end = mComponent.get(component).mEndIndex;
582 603

  
604
      sta = sta*VERT2_ATTRIBS + TAG_ATTRIB;
605
      end = end*VERT2_ATTRIBS + TAG_ATTRIB;
583 606

  
607
      for(int i=sta; i<=end; i+=VERT2_ATTRIBS)
608
        {
609
        mVertAttribs2[i] = tag;
610
        }
611

  
612
      mVBO2.invalidate();
613
      }
614
    }
615

  
616
///////////////////////////////////////////////////////////////////////////////////////////////////
617
/**
618
 * Deep copy
619
 */
620
   public abstract MeshBase deepCopy();
621
   }
src/main/java/org/distorted/library/mesh/MeshCubes.java
643 643
       attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BACK]  + (1.0f-y) * mTexMappingH[BACK];
644 644
       }
645 645

  
646
     attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB] = DEFAULT_TAG;
647

  
646 648
     currVert++;
647 649
     }
648 650

  
......
675 677

  
676 678
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[TOP] +       x  * mTexMappingW[TOP];
677 679
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[TOP] + (0.5f-z) * mTexMappingH[TOP];
680
                   attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB  ] = DEFAULT_TAG;
678 681

  
679 682
                   break;
680 683
       case SOUTH: row = curr.row+1;
......
697 700

  
698 701
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[BOTTOM] +       x  * mTexMappingW[BOTTOM];
699 702
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BOTTOM] + (0.5f-z) * mTexMappingH[BOTTOM];
703
                   attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB  ] = DEFAULT_TAG;
700 704

  
701 705
                   break;
702 706
       case WEST : row = (back  ? (curr.row+1):(curr.row));
......
719 723

  
720 724
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[LEFT] + (0.5f-z) * mTexMappingW[LEFT];
721 725
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[LEFT] + (1.0f-y) * mTexMappingH[LEFT];
726
                   attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB  ] = DEFAULT_TAG;
722 727

  
723 728
                   break;
724 729
       case EAST : row = (back  ? (curr.row):(curr.row+1));
......
741 746

  
742 747
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[RIGHT] + (0.5f-z) * mTexMappingW[RIGHT];
743 748
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[RIGHT] + (1.0f-y) * mTexMappingH[RIGHT];
749
                   attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB  ] = DEFAULT_TAG;
744 750

  
745 751
                   break;
746 752
       }
......
766 772

  
767 773
     attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB  ];
768 774
     attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB+1];
775
     attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB  ] = DEFAULT_TAG;
769 776

  
770 777
     currVert++;
771 778
     }
src/main/java/org/distorted/library/mesh/MeshQuad.java
46 46

  
47 47
    attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB  ] = x;
48 48
    attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB+1] = 1.0f-y;
49
    attribs2[VERT2_ATTRIBS*index + TAG_ATTRIB  ] = DEFAULT_TAG;
49 50
    }
50 51

  
51 52
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/mesh/MeshRectangles.java
73 73

  
74 74
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
75 75
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = 1.0f-y;
76
     attribs2[VERT2_ATTRIBS*vertex + TAG_ATTRIB  ] = DEFAULT_TAG;
76 77

  
77 78
     return vertex+1;
78 79
     }
......
99 100

  
100 101
       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB  ];
101 102
       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB+1];
103
       attribs2[VERT2_ATTRIBS*vertex + TAG_ATTRIB  ] = DEFAULT_TAG;
102 104

  
103 105
       vertex++;
104 106
       }
src/main/java/org/distorted/library/mesh/MeshSphere.java
33 33
  private static final int NUMFACES = 16;
34 34
  private static final double P = Math.PI;
35 35

  
36
  // An array of 16 entries, each describing a single face of the solid in an (admittedly) weird
36
  // An array of 16 entries, each describing a single face of a solid in an (admittedly) weird
37 37
  // fashion. Each face is a triangle, with 2 vertices on the same latitude.
38 38
  // Single row is (longitude of V1, longitude of V2, (common) latitude of V1 and V2, latitude of V3)
39 39
  // longitude of V3 is simply midpoint of V1 and V2 so we don't have to specify it here.
......
95 95

  
96 96
      attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(currentVert-1) + TEX_ATTRIB  ];
97 97
      attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(currentVert-1) + TEX_ATTRIB+1];
98
      attribs2[VERT2_ATTRIBS*currentVert + TAG_ATTRIB  ] = DEFAULT_TAG;
98 99

  
99 100
      currentVert++;
100 101
      }
......
198 199

  
199 200
    attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB  ] = (float)texX;
200 201
    attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB+1] = (float)texY;
202
    attribs2[VERT2_ATTRIBS*currentVert + TAG_ATTRIB  ] = DEFAULT_TAG;
201 203

  
202 204
    currentVert++;
203 205

  
src/main/java/org/distorted/library/mesh/MeshTriangles.java
48 48

  
49 49
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
50 50
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y;
51
     attribs2[VERT2_ATTRIBS*vertex + TAG_ATTRIB  ] = DEFAULT_TAG;
51 52

  
52 53
     return vertex+1;
53 54
     }
src/main/res/raw/main_vertex_shader.glsl
25 25
in vec3 a_Inflate;                   // This vector describes the direction this vertex needs to go when we 'inflate' the whole mesh.
26 26
                                     // If the mesh is locally smooth, this is equal to the normal vector. Otherwise (on sharp edges) - no.
27 27
in vec2 a_TexCoordinate;             // Per-vertex texture coordinate.
28
in float a_Tag;                      // Per-vertex tag. Connects the vertex (really the mesh component the vertex is a member of) to a vertex effect.
29
                                     // An effect will only be active on a vertex iff (a_Tag & vTag[effect]) != 0.  ( see VertexEffect.retSection() )
28 30

  
29 31
out vec3 v_Position;                 //
30 32
out vec3 v_endPosition;              // for Transform Feedback only
......
46 48
uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
47 49
                                     // The first vec4 is the Interpolated values,
48 50
                                     // second vec4: first float - cache, next 3: Center, the third -  the Region.
51
uniform int vTag[NUM_VERTEX];        // Tags of the vertex effects. Tags are used to connect an effect to a Mesh component.
49 52

  
50 53
//////////////////////////////////////////////////////////////////////////////////////////////
51 54
// HELPER FUNCTIONS

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