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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.mesh;
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import android.opengl.GLES30;
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import android.util.Log;
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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.effectqueue.EffectQueueVertex;
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import org.distorted.library.main.DistortedLibrary;
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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 java.io.InputStream;
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import java.io.OutputStream;
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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 MAX_COMPONENTS= 100;
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static final int DEFAULT_ASSOCIATION = 0xffffffff;
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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 INF_DATA_SIZE= 3; // 'inflate' 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 INF_ATTRIB = POS_DATA_SIZE + NOR_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 + INF_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 + INF_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_INF = INF_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 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, InfX,InfY,InfZ
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private float[] mVertAttribs2; // packed: TexS,TexT, Component
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private float mInflate;
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private boolean[] mNeedsAdjustment;
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private int[] mAssociation;
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private static int[] mComponentAssociationH = new int[EffectQueue.MAIN_VARIANTS];
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private static class Component
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{
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private int mEndIndex;
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private Static4D mTextureMap;
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private EffectQueueVertex mQueue;
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Component(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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mQueue = new EffectQueueVertex();
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}
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Component(Component 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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mQueue = new EffectQueueVertex(original.mQueue);
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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<Component> mComponent;
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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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mComponent = new ArrayList<>();
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mAssociation= new int[MAX_COMPONENTS];
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for(int i=0; i<MAX_COMPONENTS; i++) mAssociation[i] = DEFAULT_ASSOCIATION;
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mNeedsAdjustment = new boolean[1];
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mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER , GLES30.GL_STATIC_READ);
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mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER , GLES30.GL_STATIC_READ);
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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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int size = original.mComponent.size();
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mComponent = new ArrayList<>();
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for(int i=0; i<size; i++)
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{
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Component comp = new Component(original.mComponent.get(i));
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mComponent.add(comp);
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}
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mAssociation= new int[MAX_COMPONENTS];
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System.arraycopy(original.mAssociation, 0, mAssociation, 0, MAX_COMPONENTS);
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if( deep )
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{
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mNeedsAdjustment = new boolean[1];
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mNeedsAdjustment[0] = original.mNeedsAdjustment[0];
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mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_READ);
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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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mVBO1.invalidate();
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}
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else
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{
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mNeedsAdjustment = original.mNeedsAdjustment;
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mVBO1 = original.mVBO1;
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mVertAttribs1 = original.mVertAttribs1;
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}
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mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_READ);
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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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mVBO2.invalidate();
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mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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mTFO.invalidate();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static int getMaxComponents()
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{
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return MAX_COMPONENTS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static void getUniforms(int mProgramH, int variant)
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{
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mComponentAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComponAssoc");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int numComponents()
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{
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return mComponent.size();
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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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mComponent.add(new Component(mNumVertices-1));
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mVBO1.invalidate();
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mVBO2.invalidate();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// called from MeshJoined
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void join(MeshBase[] meshes)
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{
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MeshBase mesh;
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Component comp;
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int origComponents=0, numComponents, numVertices, numMeshes = meshes.length;
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int origVertices = mNumVertices;
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// compute new numVertices; take care of Components
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if( origVertices>0 )
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{
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origComponents = mComponent.size();
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mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
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mComponent.get(origComponents-1).mEndIndex = mNumVertices-1;
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}
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for(int i=0; i<numMeshes; i++)
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{
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mesh = meshes[i];
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numComponents = mesh.mComponent.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);
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for(int j=0; j<numComponents; j++)
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{
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comp = new Component(mesh.mComponent.get(j));
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comp.mEndIndex += (extraVerticesBefore+mNumVertices+extraVerticesAfter);
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mComponent.add(comp);
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if( origComponents<MAX_COMPONENTS )
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{
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mAssociation[origComponents] = mesh.mAssociation[j];
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origComponents++;
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}
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}
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mNumVertices += (extraVerticesBefore+numVertices+extraVerticesAfter);
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}
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// allocate new attrib array
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float[] newAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
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float[] newAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
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numVertices = origVertices;
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if( origVertices>0 )
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{
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System.arraycopy(mVertAttribs1, 0, newAttribs1, 0, VERT1_ATTRIBS*numVertices);
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System.arraycopy(mVertAttribs2, 0, newAttribs2, 0, VERT2_ATTRIBS*numVertices);
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System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS );
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System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS );
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origVertices++;
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if( numVertices%2==1 )
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{
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System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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origVertices++;
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}
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}
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for(int i=0; i<numMeshes; i++)
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{
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mesh = meshes[i];
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numVertices = mesh.mNumVertices;
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if( origVertices>0 )
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{
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System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS );
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System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS );
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origVertices++;
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}
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System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
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System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
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origVertices+=numVertices;
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if( i<numMeshes-1 )
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{
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System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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origVertices++;
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if( numVertices%2==1 )
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{
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System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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origVertices++;
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}
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}
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}
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if( origVertices!=mNumVertices )
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{
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android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
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}
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int endIndex, index=0, numComp = mComponent.size();
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for(int component=0; component<numComp; component++)
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{
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endIndex = mComponent.get(component).mEndIndex;
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for( ; index<=endIndex; index++) newAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = component;
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}
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mVertAttribs1 = newAttribs1;
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mVertAttribs2 = newAttribs2;
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mVBO1.invalidate();
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mVBO2.invalidate();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Not part of public API, do not document (public only because has to be used from the main package)
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*
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* @y.exclude
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*/
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public void copyTransformToVertex()
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{
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ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
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TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
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if( buffer!=null )
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{
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FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
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feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
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mVBO1.update(mVertAttribs1);
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}
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else
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{
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int error = GLES30.glGetError();
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Log.e("mesh", "failed to map tf buffer, error="+error);
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}
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GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
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int numComp = mComponent.size();
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for(int i=0; i<numComp; i++)
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{
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mComponent.get(i).mQueue.removeAll(false);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Not part of public API, do not document (public only because has to be used from the main package)
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*
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* @y.exclude
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*/
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public void computeQueue()
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{
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int numComp = mComponent.size();
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for(int i=0; i<numComp; i++)
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{
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mComponent.get(i).mQueue.compute(1);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Not part of public API, do not document (public only because has to be used from the main package)
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*
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* @y.exclude
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*/
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public void sendQueue()
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{
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int numComp = mComponent.size();
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for(int i=0; i<numComp; i++)
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{
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mComponent.get(i).mQueue.send(0.0f,3);
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}
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}
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405
|
|
406
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
407
|
/**
|
408
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
409
|
*
|
410
|
* @y.exclude
|
411
|
*/
|
412
|
public int getTFO()
|
413
|
{
|
414
|
return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
|
415
|
}
|
416
|
|
417
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
418
|
/**
|
419
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
420
|
*
|
421
|
* @y.exclude
|
422
|
*/
|
423
|
public int getNumVertices()
|
424
|
{
|
425
|
return mNumVertices;
|
426
|
}
|
427
|
|
428
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
429
|
/**
|
430
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
431
|
*
|
432
|
* @y.exclude
|
433
|
*/
|
434
|
public void send(int variant)
|
435
|
{
|
436
|
GLES30.glUniform1iv( mComponentAssociationH[variant], MAX_COMPONENTS, mAssociation, 0);
|
437
|
}
|
438
|
|
439
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
440
|
/**
|
441
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
442
|
*
|
443
|
* @y.exclude
|
444
|
*/
|
445
|
public void bindVertexAttribs(DistortedProgram program)
|
446
|
{
|
447
|
if( mNeedsAdjustment[0] )
|
448
|
{
|
449
|
mNeedsAdjustment[0] = false;
|
450
|
DistortedLibrary.adjustVertices(this);
|
451
|
}
|
452
|
|
453
|
int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1);
|
454
|
int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2);
|
455
|
|
456
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
|
457
|
GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
|
458
|
GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
|
459
|
GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
|
460
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
|
461
|
GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
|
462
|
GLES30.glVertexAttribPointer(program.mAttribute[4], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
|
463
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
|
464
|
}
|
465
|
|
466
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
467
|
/**
|
468
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
469
|
*
|
470
|
* @y.exclude
|
471
|
*/
|
472
|
public void bindTransformAttribs(DistortedProgram program)
|
473
|
{
|
474
|
int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
|
475
|
|
476
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
|
477
|
GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
|
478
|
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
|
479
|
}
|
480
|
|
481
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
482
|
/**
|
483
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
484
|
*
|
485
|
* @y.exclude
|
486
|
*/
|
487
|
public void setInflate(float inflate)
|
488
|
{
|
489
|
mInflate = inflate;
|
490
|
}
|
491
|
|
492
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
493
|
/**
|
494
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
495
|
*
|
496
|
* @y.exclude
|
497
|
*/
|
498
|
public float getInflate()
|
499
|
{
|
500
|
return mInflate;
|
501
|
}
|
502
|
|
503
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
504
|
/**
|
505
|
* Read this mesh from a InputStream.
|
506
|
*/
|
507
|
void read(final InputStream stream)
|
508
|
{
|
509
|
|
510
|
}
|
511
|
|
512
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
513
|
// PUBLIC API
|
514
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
515
|
/**
|
516
|
* Save the Mesh to a OutputStream.
|
517
|
*/
|
518
|
public void save(final OutputStream stream)
|
519
|
{
|
520
|
|
521
|
}
|
522
|
|
523
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
524
|
|
525
|
/**
|
526
|
* When rendering this Mesh, do we want to render the Normal vectors as well?
|
527
|
* <p>
|
528
|
* Will work only on OpenGL ES >= 3.0 devices.
|
529
|
*
|
530
|
* @param show Controls if we render the Normal vectors or not.
|
531
|
*/
|
532
|
public void setShowNormals(boolean show)
|
533
|
{
|
534
|
mShowNormals = show;
|
535
|
}
|
536
|
|
537
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
538
|
/**
|
539
|
* When rendering this mesh, should we also draw the normal vectors?
|
540
|
*
|
541
|
* @return <i>true</i> if we do render normal vectors
|
542
|
*/
|
543
|
public boolean getShowNormals()
|
544
|
{
|
545
|
return mShowNormals;
|
546
|
}
|
547
|
|
548
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
549
|
/**
|
550
|
* Release all internal resources.
|
551
|
*/
|
552
|
public void markForDeletion()
|
553
|
{
|
554
|
mVertAttribs1 = null;
|
555
|
mVertAttribs2 = null;
|
556
|
|
557
|
mVBO1.markForDeletion();
|
558
|
mVBO2.markForDeletion();
|
559
|
mTFO.markForDeletion();
|
560
|
}
|
561
|
|
562
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
563
|
/**
|
564
|
* Apply a Vertex Effect to the vertex mesh.
|
565
|
* <p>
|
566
|
* This is a static, permanent modification of the vertices contained in this Mesh. If the effects
|
567
|
* contain any Dynamics, the Dynamics will be evaluated at 0.
|
568
|
*
|
569
|
* We would call this several times building up a list of Effects to do. This list of effects gets
|
570
|
* lazily executed only when the Mesh is used for rendering for the first time.
|
571
|
*
|
572
|
* @param effect Vertex Effect to apply to the Mesh.
|
573
|
*/
|
574
|
public void apply(VertexEffect effect)
|
575
|
{
|
576
|
int numComp = mComponent.size();
|
577
|
|
578
|
for(int i=0; i<numComp; i++)
|
579
|
{
|
580
|
mComponent.get(i).mQueue.add(effect);
|
581
|
}
|
582
|
|
583
|
mNeedsAdjustment[0] = true;
|
584
|
}
|
585
|
|
586
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
587
|
/**
|
588
|
* Sets texture maps for (some of) the components of this mesh.
|
589
|
* <p>
|
590
|
* Format: ( x of lower-left corner, y of lower-left corner, width, height ).
|
591
|
* For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
|
592
|
* upper-left quadrant of the texture.
|
593
|
* <p>
|
594
|
* Probably the most common user case would be sending as many maps as there are components in this
|
595
|
* Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
|
596
|
* to null (those will be ignored as well). So if there are 5 components, and we want to set the map
|
597
|
* of the 2nd and 4rd one, call this with
|
598
|
* maps = new Static4D[4]
|
599
|
* maps[0] = null
|
600
|
* maps[1] = the map for the 2nd component
|
601
|
* maps[2] = null
|
602
|
* maps[3] = the map for the 4th component
|
603
|
*
|
604
|
* A map's width and height have to be non-zero (but can be negative!)
|
605
|
*
|
606
|
* @param maps List of texture maps to apply to the texture's components.
|
607
|
*/
|
608
|
public void setTextureMap(Static4D[] maps)
|
609
|
{
|
610
|
int num_comp = mComponent.size();
|
611
|
int num_maps = maps.length;
|
612
|
int min = Math.min(num_comp, num_maps);
|
613
|
int vertex = 0;
|
614
|
Static4D newMap, oldMap;
|
615
|
Component comp;
|
616
|
float newW, newH, ratW, ratH, movX, movY;
|
617
|
|
618
|
for(int i=0; i<min; i++)
|
619
|
{
|
620
|
newMap = maps[i];
|
621
|
comp = mComponent.get(i);
|
622
|
|
623
|
if( newMap!=null )
|
624
|
{
|
625
|
newW = newMap.get2();
|
626
|
newH = newMap.get3();
|
627
|
|
628
|
if( newW!=0.0f && newH!=0.0f )
|
629
|
{
|
630
|
oldMap = comp.mTextureMap;
|
631
|
ratW = newW/oldMap.get2();
|
632
|
ratH = newH/oldMap.get3();
|
633
|
movX = newMap.get0() - ratW*oldMap.get0();
|
634
|
movY = newMap.get1() - ratH*oldMap.get1();
|
635
|
|
636
|
for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
|
637
|
{
|
638
|
mVertAttribs2[index ] = ratW*mVertAttribs2[index ] + movX;
|
639
|
mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
|
640
|
}
|
641
|
comp.setMap(newMap);
|
642
|
}
|
643
|
}
|
644
|
|
645
|
vertex= comp.mEndIndex+1;
|
646
|
}
|
647
|
|
648
|
mVBO2.invalidate();
|
649
|
}
|
650
|
|
651
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
652
|
/**
|
653
|
* Return the texture map of one of the components.
|
654
|
*
|
655
|
* @param component The component number whose texture map we want to retrieve.
|
656
|
*/
|
657
|
public Static4D getTextureMap(int component)
|
658
|
{
|
659
|
return (component>=0 && component<mComponent.size()) ? mComponent.get(component).mTextureMap : null;
|
660
|
}
|
661
|
|
662
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
663
|
/**
|
664
|
* Set Effect association.
|
665
|
*
|
666
|
* This creates an association between a Component of this Mesh and a Vertex Effect.
|
667
|
* One can set the association of an Effect and of a Component, and the Effect will only be active on
|
668
|
* vertices of Components such that
|
669
|
*
|
670
|
* (effect assoc) & (component assoc) != 0 || (effect component) == (mesh component)
|
671
|
*
|
672
|
* (see main_vertex_shader)
|
673
|
*
|
674
|
* The point: this way we can configure the system so that each Vertex Effect acts only on a certain
|
675
|
* subset of a Mesh, thus potentially significantly reducing the number of render calls.
|
676
|
*/
|
677
|
public void setEffectAssociation(int component, int association)
|
678
|
{
|
679
|
if( component>=0 && component<MAX_COMPONENTS )
|
680
|
{
|
681
|
mAssociation[component] = association;
|
682
|
}
|
683
|
}
|
684
|
|
685
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
686
|
/**
|
687
|
* Copy the Mesh.
|
688
|
*
|
689
|
* @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
|
690
|
* normals and inflates (the rest, in particular the mVertAttribs2 containing texture
|
691
|
* coordinates and effect associations, is always deep copied)
|
692
|
*/
|
693
|
public abstract MeshBase copy(boolean deep);
|
694
|
}
|