Project

General

Profile

Download (21.4 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / mesh / MeshBase.java @ d917f059

1 d333eb6b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4 46b572b5 Leszek Koltunski
// This file is part of Distorted.                                                               //
5 d333eb6b Leszek Koltunski
//                                                                                               //
6 46b572b5 Leszek Koltunski
// Distorted is free software: you can redistribute it and/or modify                             //
7 d333eb6b Leszek Koltunski
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11 46b572b5 Leszek Koltunski
// Distorted is distributed in the hope that it will be useful,                                  //
12 d333eb6b Leszek Koltunski
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17 46b572b5 Leszek Koltunski
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18 d333eb6b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
19
20 6c00149d Leszek Koltunski
package org.distorted.library.mesh;
21 6a06a912 Leszek Koltunski
22 e6519ac8 Leszek Koltunski
import android.opengl.GLES31;
23 c90aca24 Leszek Koltunski
import android.opengl.Matrix;
24 6c00149d Leszek Koltunski
25 fa8bc998 Leszek Koltunski
import org.distorted.library.effect.MatrixEffect;
26 7602a827 Leszek Koltunski
import org.distorted.library.main.DistortedLibrary;
27
import org.distorted.library.main.InternalBuffer;
28 da681e7e Leszek Koltunski
import org.distorted.library.program.DistortedProgram;
29 a3a05347 Leszek Koltunski
import org.distorted.library.type.Static4D;
30 6c00149d Leszek Koltunski
31 c90aca24 Leszek Koltunski
import java.util.ArrayList;
32 6a06a912 Leszek Koltunski
33
///////////////////////////////////////////////////////////////////////////////////////////////////
34 e0b6c593 Leszek Koltunski
/**
35 e5ba319d Leszek Koltunski
 * Abstract class which represents a Mesh, ie an array of vertices (rendered as a TRIANGLE_STRIP).
36 e0b6c593 Leszek Koltunski
 * <p>
37 da681e7e Leszek Koltunski
 * If you want to render to a particular shape, extend from here, construct a float array
38 7a5e538a Leszek Koltunski
 * containing per-vertex attributes, and call back setAttribs().
39 e0b6c593 Leszek Koltunski
 */
40 715e7726 Leszek Koltunski
public abstract class MeshBase
41 6a06a912 Leszek Koltunski
   {
42 227b9bca Leszek Koltunski
   // sizes of attributes of an individual vertex.
43
   private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z
44
   private static final int NOR_DATA_SIZE= 3; // normal vector: x,y,z
45
   private static final int INF_DATA_SIZE= 3; // 'inflate' vector: x,y,z
46 7a5e538a Leszek Koltunski
   private static final int TEX_DATA_SIZE= 2; // texture coordinates: s,t
47 6f2d931d Leszek Koltunski
48
   static final int POS_ATTRIB   = 0;
49
   static final int NOR_ATTRIB   = POS_DATA_SIZE;
50
   static final int INF_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE;
51
   static final int TEX_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;
52 227b9bca Leszek Koltunski
   static final int VERT_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE + TEX_DATA_SIZE;  // number of attributes of a 'normal' vertex
53
   static final int TRAN_ATTRIBS = POS_DATA_SIZE + POS_DATA_SIZE;                                  // number of attributes of a transform feedback vertex
54 6a06a912 Leszek Koltunski
55 da681e7e Leszek Koltunski
   private static final int BYTES_PER_FLOAT = 4;
56 3ef3364d Leszek Koltunski
57 6f2d931d Leszek Koltunski
   private static final int OFFSET_POS = POS_ATTRIB*BYTES_PER_FLOAT;
58
   private static final int OFFSET_NOR = NOR_ATTRIB*BYTES_PER_FLOAT;
59
   private static final int OFFSET_INF = INF_ATTRIB*BYTES_PER_FLOAT;
60
   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
61 227b9bca Leszek Koltunski
   private static final int TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
62
   private static final int VERT_SIZE  = VERT_ATTRIBS*BYTES_PER_FLOAT;
63 a51fe521 Leszek Koltunski
64 fa8bc998 Leszek Koltunski
   private boolean mShowNormals;      // when rendering this mesh, draw normal vectors?
65
   private InternalBuffer mVBO, mTFO; // main vertex buffer and transform feedback buffer
66 da681e7e Leszek Koltunski
   private int mNumVertices;
67 fa8bc998 Leszek Koltunski
   private float[] mVertAttribs;      // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ, TexS,TexT
68 7a5e538a Leszek Koltunski
   private float mInflate;
69 1b059065 Leszek Koltunski
   private float mBoundingX, mBoundingY, mBoundingZ;
70 23b733db Leszek Koltunski
   private float mStretchX, mStretchY, mStretchZ;
71 3ef3364d Leszek Koltunski
72 c90aca24 Leszek Koltunski
   private class Component
73
     {
74
     private int mEndIndex;
75 a3a05347 Leszek Koltunski
     private Static4D mTextureMap;
76 c90aca24 Leszek Koltunski
77 0d4aae88 Leszek Koltunski
     Component(int end)
78 c90aca24 Leszek Koltunski
       {
79 a3a05347 Leszek Koltunski
       mEndIndex  = end;
80
       mTextureMap= new Static4D(0,0,1,1);
81 c90aca24 Leszek Koltunski
       }
82
     Component(Component original)
83
       {
84
       mEndIndex = original.mEndIndex;
85 a3a05347 Leszek Koltunski
86
       float x = original.mTextureMap.get0();
87
       float y = original.mTextureMap.get1();
88
       float z = original.mTextureMap.get2();
89
       float w = original.mTextureMap.get3();
90
       mTextureMap = new Static4D(x,y,z,w);
91 0d4aae88 Leszek Koltunski
       }
92
93 a3a05347 Leszek Koltunski
     void setMap(Static4D map)
94 0d4aae88 Leszek Koltunski
       {
95 a3a05347 Leszek Koltunski
       mTextureMap.set(map.get0(),map.get1(),map.get2(),map.get3());
96 c90aca24 Leszek Koltunski
       }
97
     }
98
99
   private ArrayList<Component> mComponent;
100
101 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
102 3ef3364d Leszek Koltunski
103 1b059065 Leszek Koltunski
   MeshBase(float bx, float by, float bz)
104 3ef3364d Leszek Koltunski
     {
105 1b059065 Leszek Koltunski
     mBoundingX = bx/2;
106
     mBoundingY = by/2;
107
     mBoundingZ = bz/2;
108 044b5494 Leszek Koltunski
109 23b733db Leszek Koltunski
     mStretchX = 1.0f;
110
     mStretchY = 1.0f;
111
     mStretchZ = 1.0f;
112
113 3fc9327a Leszek Koltunski
     mShowNormals = false;
114 c90aca24 Leszek Koltunski
     mInflate     = 0.0f;
115 0d4aae88 Leszek Koltunski
     mComponent   = new ArrayList<>();
116 c90aca24 Leszek Koltunski
117
     mVBO = new InternalBuffer(GLES31.GL_ARRAY_BUFFER             , GLES31.GL_STATIC_READ);
118
     mTFO = new InternalBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, GLES31.GL_STATIC_READ);
119
     }
120
121
///////////////////////////////////////////////////////////////////////////////////////////////////
122
// copy constructor
123
124
   MeshBase(MeshBase original)
125
     {
126 1b059065 Leszek Koltunski
     mBoundingX = original.mBoundingX;
127
     mBoundingY = original.mBoundingY;
128
     mBoundingZ = original.mBoundingZ;
129 044b5494 Leszek Koltunski
130 23b733db Leszek Koltunski
     mStretchX = original.mStretchX;
131
     mStretchY = original.mStretchY;
132
     mStretchZ = original.mStretchZ;
133
134 c90aca24 Leszek Koltunski
     mShowNormals = original.mShowNormals;
135
     mInflate     = original.mInflate;
136
137
     int size = original.mComponent.size();
138
     mComponent = new ArrayList<>();
139
     for(int i=0; i<size; i++)
140
       {
141
       Component comp = new Component(original.mComponent.get(i));
142
       mComponent.add(comp);
143
       }
144 42571056 Leszek Koltunski
145 7602a827 Leszek Koltunski
     mVBO = new InternalBuffer(GLES31.GL_ARRAY_BUFFER             , GLES31.GL_STATIC_READ);
146
     mTFO = new InternalBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, GLES31.GL_STATIC_READ);
147 c90aca24 Leszek Koltunski
148
     System.arraycopy(original.mVertAttribs,0,mVertAttribs,0,original.mNumVertices*VERT_ATTRIBS);
149
     setAttribs(mVertAttribs);
150 42571056 Leszek Koltunski
     }
151
152 0d4aae88 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
153
154
   int numComponents()
155
     {
156
     return mComponent.size();
157
     }
158
159
///////////////////////////////////////////////////////////////////////////////////////////////////
160
161
   void setBounding(float bx, float by, float bz)
162
     {
163
     mBoundingX = bx/2;
164
     mBoundingY = by/2;
165
     mBoundingZ = bz/2;
166
     }
167
168 42571056 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
169 6c00149d Leszek Koltunski
// when a derived class is done computing its mesh, it has to call this method.
170 42571056 Leszek Koltunski
171 227b9bca Leszek Koltunski
   void setAttribs(float[] vertexAttribs)
172 42571056 Leszek Koltunski
     {
173 227b9bca Leszek Koltunski
     mNumVertices = vertexAttribs.length/VERT_ATTRIBS;
174 fa8bc998 Leszek Koltunski
     mVertAttribs = vertexAttribs;
175 da681e7e Leszek Koltunski
176 0d4aae88 Leszek Koltunski
     mComponent.add(new Component(mNumVertices));
177 c90aca24 Leszek Koltunski
178 22e60fba Leszek Koltunski
     mVBO.invalidate();
179
     mTFO.invalidate();
180 42571056 Leszek Koltunski
     }
181
182
///////////////////////////////////////////////////////////////////////////////////////////////////
183 0d4aae88 Leszek Koltunski
// called from MeshJoined
184 42571056 Leszek Koltunski
185 0d4aae88 Leszek Koltunski
   void join(MeshBase[] meshes)
186 226144d0 leszek
     {
187 0d4aae88 Leszek Koltunski
     MeshBase mesh;
188
     Component comp;
189 e7f85322 Leszek Koltunski
     int numComponents, numVertices, numMeshes = meshes.length;
190 0d4aae88 Leszek Koltunski
     int origVertices = mNumVertices;
191 42571056 Leszek Koltunski
192 0d4aae88 Leszek Koltunski
     // compute new numVertices; take care of Components
193 044b5494 Leszek Koltunski
194 0d4aae88 Leszek Koltunski
     if( origVertices>0 )
195
       {
196 e7f85322 Leszek Koltunski
       numComponents = mComponent.size();
197 0d4aae88 Leszek Koltunski
       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
198 e7f85322 Leszek Koltunski
       mComponent.get(numComponents-1).mEndIndex = mNumVertices;
199 0d4aae88 Leszek Koltunski
       }
200 044b5494 Leszek Koltunski
201 e7f85322 Leszek Koltunski
     for(int i=0; i<numMeshes; i++)
202 0d4aae88 Leszek Koltunski
       {
203
       mesh = meshes[i];
204 e7f85322 Leszek Koltunski
       numComponents = mesh.mComponent.size();
205 044b5494 Leszek Koltunski
206 e7f85322 Leszek Koltunski
       for(int j=0; j<numComponents; j++)
207 0d4aae88 Leszek Koltunski
         {
208
         comp = new Component(mesh.mComponent.get(j));
209
         comp.mEndIndex += mNumVertices;
210
         mComponent.add(comp);
211
         }
212 23b733db Leszek Koltunski
213 e7f85322 Leszek Koltunski
       numVertices = mesh.mNumVertices;
214 22e60fba Leszek Koltunski
215 e7f85322 Leszek Koltunski
       if( mNumVertices==0 )
216
         {
217
         if( numMeshes>1 )
218
            mNumVertices += (numVertices%2==1 ? numVertices+2 : numVertices+1);
219
         else
220
            mNumVertices +=  numVertices;
221
         }
222
       else if( i==numMeshes-1 ) mNumVertices += (numVertices+1);
223
       else                      mNumVertices += (numVertices%2==1 ? numVertices+3 : numVertices+2);
224 0d4aae88 Leszek Koltunski
       }
225
226
     // allocate new attrib array
227
     float[] newAttribs = new float[VERT_ATTRIBS*mNumVertices];
228 e7f85322 Leszek Koltunski
     numVertices = origVertices;
229 0d4aae88 Leszek Koltunski
230
     if( origVertices>0 )
231
       {
232 e7f85322 Leszek Koltunski
       System.arraycopy(mVertAttribs,                             0, newAttribs,                         0, VERT_ATTRIBS*numVertices);
233 0d4aae88 Leszek Koltunski
       System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS    );
234
       origVertices++;
235
236 e7f85322 Leszek Koltunski
       if( numVertices%2==1 )
237 0d4aae88 Leszek Koltunski
         {
238
         System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
239
         origVertices++;
240
         }
241
       }
242
243 e7f85322 Leszek Koltunski
     for(int i=0; i<numMeshes; i++)
244 0d4aae88 Leszek Koltunski
       {
245
       mesh = meshes[i];
246 e7f85322 Leszek Koltunski
       numVertices = mesh.mNumVertices;
247 0d4aae88 Leszek Koltunski
248 22e60fba Leszek Koltunski
       if( origVertices>0 )
249
         {
250
         System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS    );
251
         origVertices++;
252
         }
253 e7f85322 Leszek Koltunski
       System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS*numVertices);
254
       origVertices+=numVertices;
255 0d4aae88 Leszek Koltunski
256 e7f85322 Leszek Koltunski
       if( i<numMeshes-1 )
257 0d4aae88 Leszek Koltunski
         {
258 e7f85322 Leszek Koltunski
         System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(numVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
259 0d4aae88 Leszek Koltunski
         origVertices++;
260
261 e7f85322 Leszek Koltunski
         if( numVertices%2==1 )
262 0d4aae88 Leszek Koltunski
           {
263 e7f85322 Leszek Koltunski
           System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(numVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
264 0d4aae88 Leszek Koltunski
           origVertices++;
265
           }
266
         }
267
       }
268
269
     if( origVertices!=mNumVertices )
270
       {
271
       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
272
       }
273
274
     mVertAttribs = newAttribs;
275
276 22e60fba Leszek Koltunski
     mVBO.invalidate();
277 23b733db Leszek Koltunski
     }
278
279
///////////////////////////////////////////////////////////////////////////////////////////////////
280
/**
281 0d4aae88 Leszek Koltunski
 * Not part of public API, do not document (public only because has to be used from the main package)
282
 *
283
 * @y.exclude
284 23b733db Leszek Koltunski
 */
285 0d4aae88 Leszek Koltunski
   public int getTFO()
286 23b733db Leszek Koltunski
     {
287 0d4aae88 Leszek Koltunski
     return mTFO.mIndex[0];
288 23b733db Leszek Koltunski
     }
289
290
///////////////////////////////////////////////////////////////////////////////////////////////////
291
/**
292 0d4aae88 Leszek Koltunski
 * Not part of public API, do not document (public only because has to be used from the main package)
293
 *
294
 * @y.exclude
295 23b733db Leszek Koltunski
 */
296 0d4aae88 Leszek Koltunski
   public int getNumVertices()
297 23b733db Leszek Koltunski
     {
298 0d4aae88 Leszek Koltunski
     return mNumVertices;
299 23b733db Leszek Koltunski
     }
300
301 044b5494 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
302 6c00149d Leszek Koltunski
/**
303
 * Not part of public API, do not document (public only because has to be used from the main package)
304
 *
305
 * @y.exclude
306
 */
307 da681e7e Leszek Koltunski
   public void bindVertexAttribs(DistortedProgram program)
308 6c00149d Leszek Koltunski
     {
309 22e60fba Leszek Koltunski
     mVBO.createImmediately(mNumVertices*VERT_SIZE, mVertAttribs);
310
311 da681e7e Leszek Koltunski
     GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mVBO.mIndex[0] );
312 227b9bca Leszek Koltunski
     GLES31.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, VERT_SIZE, OFFSET_POS);
313
     GLES31.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES31.GL_FLOAT, false, VERT_SIZE, OFFSET_NOR);
314
     GLES31.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES31.GL_FLOAT, false, VERT_SIZE, OFFSET_INF);
315
     GLES31.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, VERT_SIZE, OFFSET_TEX);
316 da681e7e Leszek Koltunski
     GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
317
     }
318
319
///////////////////////////////////////////////////////////////////////////////////////////////////
320
/**
321
 * Not part of public API, do not document (public only because has to be used from the main package)
322
 *
323
 * @y.exclude
324
 */
325
   public void bindTransformAttribs(DistortedProgram program)
326
     {
327 22e60fba Leszek Koltunski
     mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
328
329 da681e7e Leszek Koltunski
     GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mTFO.mIndex[0] );
330 227b9bca Leszek Koltunski
     GLES31.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, 0);
331 da681e7e Leszek Koltunski
     GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
332 6c00149d Leszek Koltunski
     }
333
334 7a5e538a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
335
/**
336
 * Not part of public API, do not document (public only because has to be used from the main package)
337
 *
338
 * @y.exclude
339
 */
340
   public void setInflate(float inflate)
341
     {
342
     mInflate = inflate;
343
     }
344
345
///////////////////////////////////////////////////////////////////////////////////////////////////
346
/**
347
 * Not part of public API, do not document (public only because has to be used from the main package)
348
 *
349
 * @y.exclude
350
 */
351
   public float getInflate()
352
     {
353
     return mInflate;
354
     }
355
356 466450b5 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
357
// PUBLIC API
358 3fc9327a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
359
/**
360
 * When rendering this Mesh, do we want to render the Normal vectors as well?
361 420836fc leszek
 * <p>
362
 * Will work only on OpenGL ES >= 3.0 devices.
363 3fc9327a Leszek Koltunski
 *
364
 * @param show Controls if we render the Normal vectors or not.
365
 */
366
   public void setShowNormals(boolean show)
367
     {
368 7602a827 Leszek Koltunski
     mShowNormals = (DistortedLibrary.GLSL >= 300 && show);
369 3fc9327a Leszek Koltunski
     }
370 466450b5 Leszek Koltunski
371 6c00149d Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
372
/**
373
 * When rendering this mesh, should we also draw the normal vectors?
374
 *
375
 * @return <i>true</i> if we do render normal vectors
376
 */
377
   public boolean getShowNormals()
378
     {
379
     return mShowNormals;
380
     }
381
382 466450b5 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
383
/**
384
 * Release all internal resources.
385
 */
386
   public void markForDeletion()
387
     {
388 fa8bc998 Leszek Koltunski
     mVertAttribs = null;
389 466450b5 Leszek Koltunski
390
     mVBO.markForDeletion();
391
     mTFO.markForDeletion();
392
     }
393 fa8bc998 Leszek Koltunski
394
///////////////////////////////////////////////////////////////////////////////////////////////////
395
/**
396 c90aca24 Leszek Koltunski
 * Apply all Effects to the vertex mesh. Overwrite the mesh in place.
397 fa8bc998 Leszek Koltunski
 * <p>
398 c90aca24 Leszek Koltunski
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
399
 * contain any Dynamics, they will be evaluated at 0.
400 fa8bc998 Leszek Koltunski
 *
401
 * Please note that calling this once with the complete list of Effects will be much faster than
402
 * calling it repeatedly with one Effect at a time, as we have to reallocate the array of vertices
403
 * each time.
404
 */
405
   public void apply(MatrixEffect[] effects)
406
     {
407 c90aca24 Leszek Koltunski
     float[][] matrix = new float[effects.length][16];
408
     float[] tmp;
409 0d4aae88 Leszek Koltunski
     float[] array = new float[7];
410 c90aca24 Leszek Koltunski
     float x,y,z;
411
     int numEffects = 0;
412
413
     for(MatrixEffect eff: effects)
414 fa8bc998 Leszek Koltunski
       {
415 c90aca24 Leszek Koltunski
       if( eff!=null )
416 fa8bc998 Leszek Koltunski
         {
417 c90aca24 Leszek Koltunski
         Matrix.setIdentityM(matrix[numEffects],0);
418
         eff.compute(array,0,0,0);
419
         eff.apply(matrix[numEffects], array, 0);
420
         numEffects++;
421 fa8bc998 Leszek Koltunski
         }
422
       }
423
424 7594a5d2 Leszek Koltunski
     for(int index=0; index<mNumVertices*VERT_ATTRIBS; index+=VERT_ATTRIBS )
425 c90aca24 Leszek Koltunski
       {
426
       for(int mat=0; mat<numEffects; mat++)
427
         {
428
         tmp = matrix[mat];
429
430
         x = mVertAttribs[index+POS_ATTRIB  ];
431
         y = mVertAttribs[index+POS_ATTRIB+1];
432
         z = mVertAttribs[index+POS_ATTRIB+2];
433
434
         mVertAttribs[index+POS_ATTRIB  ] = tmp[0]*x + tmp[4]*y + tmp[ 8]*z + tmp[12];
435
         mVertAttribs[index+POS_ATTRIB+1] = tmp[1]*x + tmp[5]*y + tmp[ 9]*z + tmp[13];
436
         mVertAttribs[index+POS_ATTRIB+2] = tmp[2]*x + tmp[6]*y + tmp[10]*z + tmp[14];
437
438
         x = mVertAttribs[index+NOR_ATTRIB  ];
439
         y = mVertAttribs[index+NOR_ATTRIB+1];
440
         z = mVertAttribs[index+NOR_ATTRIB+2];
441
442
         mVertAttribs[index+NOR_ATTRIB  ] = tmp[0]*x + tmp[4]*y + tmp[ 8]*z;
443
         mVertAttribs[index+NOR_ATTRIB+1] = tmp[1]*x + tmp[5]*y + tmp[ 9]*z;
444
         mVertAttribs[index+NOR_ATTRIB+2] = tmp[2]*x + tmp[6]*y + tmp[10]*z;
445
446
         x = mVertAttribs[index+INF_ATTRIB  ];
447
         y = mVertAttribs[index+INF_ATTRIB+1];
448
         z = mVertAttribs[index+INF_ATTRIB+2];
449
450
         mVertAttribs[index+INF_ATTRIB  ] = tmp[0]*x + tmp[4]*y + tmp[ 8]*z;
451
         mVertAttribs[index+INF_ATTRIB+1] = tmp[1]*x + tmp[5]*y + tmp[ 9]*z;
452
         mVertAttribs[index+INF_ATTRIB+2] = tmp[2]*x + tmp[6]*y + tmp[10]*z;
453
         }
454
       }
455
456 22e60fba Leszek Koltunski
     mTFO.invalidate();
457 c90aca24 Leszek Koltunski
     }
458
459
///////////////////////////////////////////////////////////////////////////////////////////////////
460
/**
461 a3a05347 Leszek Koltunski
 * Sets texture maps for (some of) the components of this mesh.
462 c90aca24 Leszek Koltunski
 * <p>
463 a3a05347 Leszek Koltunski
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
464
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
465 0d4aae88 Leszek Koltunski
 * upper-left quadrant of the texture.
466 a3a05347 Leszek Koltunski
 * <p>
467
 * Probably the most common user case would be sending as many maps as there are components in this
468
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
469
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
470
 * of the 2nd and 4rd one, call this with
471
 * maps = new Static4D[4]
472
 * maps[0] = null
473
 * maps[1] = the map for the 2nd component
474
 * maps[2] = null
475
 * maps[3] = the map for the 4th component
476
 *
477
 * A map's width and height have to be non-zero (but can be negative!)
478 c90aca24 Leszek Koltunski
 */
479 a3a05347 Leszek Koltunski
   public void setTextureMap(Static4D[] maps)
480 c90aca24 Leszek Koltunski
     {
481 0d4aae88 Leszek Koltunski
     int num_comp = mComponent.size();
482
     int num_maps = maps.length;
483 d917f059 Leszek Koltunski
     int min = Math.min(num_comp, num_maps);
484 de53cf3e Leszek Koltunski
     int vertex = 0;
485
     int index  = TEX_ATTRIB;
486 a3a05347 Leszek Koltunski
     Static4D newMap, oldMap;
487 de53cf3e Leszek Koltunski
     Component comp;
488 a3a05347 Leszek Koltunski
     float newW, newH, ratW, ratH, movX, movY;
489 ea88d502 Leszek Koltunski
490 0d4aae88 Leszek Koltunski
     for(int i=0; i<min; i++)
491 ea88d502 Leszek Koltunski
       {
492 a3a05347 Leszek Koltunski
       newMap = maps[i];
493
494
       if( newMap!=null )
495 ea88d502 Leszek Koltunski
         {
496 a3a05347 Leszek Koltunski
         newW = newMap.get2();
497
         newH = newMap.get3();
498 de53cf3e Leszek Koltunski
499 a3a05347 Leszek Koltunski
         if( newW!=0.0f && newH!=0.0f )
500 de53cf3e Leszek Koltunski
           {
501 a3a05347 Leszek Koltunski
           comp = mComponent.get(i);
502
           oldMap = comp.mTextureMap;
503
           ratW = newW/oldMap.get2();
504
           ratH = newH/oldMap.get3();
505
           movX = newMap.get0() - ratW*oldMap.get0();
506
           movY = newMap.get1() - ratH*oldMap.get1();
507
508
           for( ; vertex<=comp.mEndIndex; vertex++, index+=VERT_ATTRIBS)
509
             {
510
             mVertAttribs[index  ] = ratW*mVertAttribs[index  ] + movX;
511
             mVertAttribs[index+1] = ratH*mVertAttribs[index+1] + movY;
512
             }
513
           comp.setMap(newMap);
514 de53cf3e Leszek Koltunski
           }
515 ea88d502 Leszek Koltunski
         }
516
       }
517 c90aca24 Leszek Koltunski
518 22e60fba Leszek Koltunski
     mTFO.invalidate();
519 fa8bc998 Leszek Koltunski
     }
520 9099e567 Leszek Koltunski
521
///////////////////////////////////////////////////////////////////////////////////////////////////
522
/**
523 0d4aae88 Leszek Koltunski
 * Each mesh has its 'bounding box' - return half of its X-length.
524 9099e567 Leszek Koltunski
 * <p>
525 0d4aae88 Leszek Koltunski
 * In case of all 'simple' Meshes, the bounding box is always 1x1x1 (Sphere, Cubes) or 1x1x0
526
 * (Rectangles, Triangles, Quad - i.e. all 'flat' Meshes). But this can be something else in case of
527
 * MeshComponent.
528 9099e567 Leszek Koltunski
 */
529 0d4aae88 Leszek Koltunski
   public float getBoundingX()
530
    {
531
    return mBoundingX*mStretchX;
532
    }
533
534
///////////////////////////////////////////////////////////////////////////////////////////////////
535
/**
536
 * Each mesh has its 'bounding box' - return half of its Y-length.
537
 */
538
   public float getBoundingY()
539
    {
540
    return mBoundingY*mStretchY;
541
    }
542
543
///////////////////////////////////////////////////////////////////////////////////////////////////
544
/**
545
 * Each mesh has its 'bounding box' - return half of its Z-length.
546
 */
547
   public float getBoundingZ()
548
    {
549
    return mBoundingZ*mStretchZ;
550
    }
551
552
///////////////////////////////////////////////////////////////////////////////////////////////////
553
/**
554
 * Sometimes we want to display a Mesh on a rectangular screen. Then we need to stretch it by
555
 * different factors in x and y (or z) directions. If we also wanted do display some vertex effects
556
 * done on this mesh, let's say a bulge done by a Distort effect, and wanted the bulge to be round,
557
 * (i.e the same in x and y directions) then doing so without this method would be impossible.
558
 *
559
 * This sets 'stretch' factors in each 3 dimensions. All vertices of this Mesh will be premultiplied
560
 * by those factors in the very first line of the Vertex Shader, before any Effects are done on it.
561
 * Using this we can thus pre-stretch the mesh to aspect ratio equal to the surface we eventually
562
 * want to display the Mesh on, and this way we can achieve a round Distort bulge!
563
 *
564
 * This could also be used to pre-stretch a Rectangles Mesh to a size equal (in pixels) to the bitmap
565
 * this mesh is textured with - and this lets us work with all Effects in natural, pixel units.
566
 *
567
 * @param sx stretch factor in x.
568
 * @param sy stretch factor in y.
569
 * @param sz stretch factor in z.
570
 */
571
   public void setStretch(float sx, float sy, float sz)
572 9099e567 Leszek Koltunski
     {
573 0d4aae88 Leszek Koltunski
     mStretchX = sx;
574
     mStretchY = sy;
575
     mStretchZ = sz;
576
     }
577 9099e567 Leszek Koltunski
578 0d4aae88 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
579
/**
580
 * Returns the x-factor set by setStretch().
581
 */
582
   public float getStretchX()
583
     {
584
     return mStretchX;
585
     }
586 9099e567 Leszek Koltunski
587 0d4aae88 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
588
/**
589
 * Returns the y-factor set by setStretch().
590
 */
591
   public float getStretchY()
592
     {
593
     return mStretchY;
594
     }
595
596
///////////////////////////////////////////////////////////////////////////////////////////////////
597
/**
598
 * Returns the z-factor set by setStretch().
599
 */
600
   public float getStretchZ()
601
     {
602
     return mStretchZ;
603 9099e567 Leszek Koltunski
     }
604 6a06a912 Leszek Koltunski
   }
605 226144d0 leszek
606 3fc9327a Leszek Koltunski