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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ e8925fcd

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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.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 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_EFFECT_COMPONENTS= 100;
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   private 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 int[] mEquAssociation;
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   private int[] mAndAssociation;
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   DeferredJobs.JobNode[] mJobNode;
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   private static int[] mEquAssociationH = new int[EffectQueue.MAIN_VARIANTS];
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   private static int[] mAndAssociationH = new int[EffectQueue.MAIN_VARIANTS];
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   private static class TexComponent
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     {
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     private int mEndIndex;
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     private 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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     mEquAssociation= new int[MAX_EFFECT_COMPONENTS];
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     mAndAssociation= new int[MAX_EFFECT_COMPONENTS];
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     mJobNode = new DeferredJobs.JobNode[1];
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     for(int i=0; i<MAX_EFFECT_COMPONENTS; i++)
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       {
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       mAndAssociation[i] = DEFAULT_ASSOCIATION;
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       mEquAssociation[i] = i;
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       }
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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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     mAndAssociation= new int[MAX_EFFECT_COMPONENTS];
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     System.arraycopy(original.mAndAssociation, 0, mAndAssociation, 0, MAX_EFFECT_COMPONENTS);
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     mEquAssociation= new int[MAX_EFFECT_COMPONENTS];
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     System.arraycopy(original.mEquAssociation, 0, mEquAssociation, 0, MAX_EFFECT_COMPONENTS);
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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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     mTFO.invalidate();
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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_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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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_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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     }
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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 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[] matrix   = 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(matrix,0);
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     effect.compute(uniforms,0,0,0);
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     effect.apply(matrix, uniforms, 0);
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     for(int i=0; i<numComp; i++)
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       {
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       start = end;
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       end   = mEffComponent.get(i);
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       if( (andAssoc & mAndAssociation[i]) != 0 || (equAssoc == mEquAssociation[i]) )
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         {
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         applyMatrixToComponent(matrix,start+1,end+1);
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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[] matrix, int start, int end)
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     {
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     float x,y,z;
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     for(int index=start; 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  ] = matrix[0]*x + matrix[4]*y + matrix[ 8]*z + matrix[12];
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       mVertAttribs1[index+POS_ATTRIB+1] = matrix[1]*x + matrix[5]*y + matrix[ 9]*z + matrix[13];
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       mVertAttribs1[index+POS_ATTRIB+2] = matrix[2]*x + matrix[6]*y + matrix[10]*z + matrix[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  ] = matrix[0]*x + matrix[4]*y + matrix[ 8]*z;
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       mVertAttribs1[index+NOR_ATTRIB+1] = matrix[1]*x + matrix[5]*y + matrix[ 9]*z;
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       mVertAttribs1[index+NOR_ATTRIB+2] = matrix[2]*x + matrix[6]*y + matrix[10]*z;
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       x = mVertAttribs1[index+INF_ATTRIB  ];
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       y = mVertAttribs1[index+INF_ATTRIB+1];
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       z = mVertAttribs1[index+INF_ATTRIB+2];
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       mVertAttribs1[index+INF_ATTRIB  ] = matrix[0]*x + matrix[4]*y + matrix[ 8]*z;
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       mVertAttribs1[index+INF_ATTRIB+1] = matrix[1]*x + matrix[5]*y + matrix[ 9]*z;
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       mVertAttribs1[index+INF_ATTRIB+2] = matrix[2]*x + matrix[6]*y + matrix[10]*z;
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   int numTexComponents()
312
     {
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     return mTexComponent.size();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   int numEffComponents()
319
     {
320
     return mEffComponent.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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326
   void setAttribs(float[] vert1Attribs, float[] vert2Attribs)
327
     {
328
     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();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void joinAttribs(MeshBase[] meshes)
342
     {
343
     MeshBase mesh;
344
     TexComponent comp;
345
     int numMeshes = meshes.length;
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     int numVertices,origVertices = mNumVertices;
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     int origTexComponents=0,numTexComponents;
348
     int origEffComponents=0,numEffComponents;
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350
     if( origVertices>0 )
351
       {
352
       origTexComponents = mTexComponent.size();
353
       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
354
       mTexComponent.get(origTexComponents-1).mEndIndex = mNumVertices-1;
355
       origEffComponents = mEffComponent.size();
356
       mEffComponent.set(origEffComponents-1,mNumVertices-1);
357
       }
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359
     for(int i=0; i<numMeshes; i++)
360
       {
361
       mesh = meshes[i];
362
       numTexComponents = mesh.mTexComponent.size();
363
       numEffComponents = mesh.mEffComponent.size();
364
       numVertices = mesh.mNumVertices;
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366
       int extraVerticesBefore = mNumVertices==0 ? 0:1;
367
       int extraVerticesAfter  = (i==numMeshes-1) ? 0 : (numVertices%2==1 ? 2:1);
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       for(int j=0; j<numTexComponents; j++)
370
         {
371
         comp = new TexComponent(mesh.mTexComponent.get(j));
372
         comp.mEndIndex += (extraVerticesBefore+mNumVertices+extraVerticesAfter);
373
         mTexComponent.add(comp);
374
         }
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       for(int j=0; j<numEffComponents; j++)
377
         {
378
         int index = mesh.mEffComponent.get(j);
379
         index += (extraVerticesBefore+mNumVertices+extraVerticesAfter);
380
         mEffComponent.add(index);
381

    
382
         if( origEffComponents<MAX_EFFECT_COMPONENTS )
383
           {
384
           mAndAssociation[origEffComponents] = mesh.mAndAssociation[j];
385
           mEquAssociation[origEffComponents] = mesh.mEquAssociation[j];
386
           origEffComponents++;
387
           }
388
         }
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390
       mNumVertices += (extraVerticesBefore+numVertices+extraVerticesAfter);
391
       }
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     float[] newAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
394
     float[] newAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
395
     numVertices = origVertices;
396

    
397
     if( origVertices>0 )
398
       {
399
       System.arraycopy(mVertAttribs1,                              0, newAttribs1,                          0, VERT1_ATTRIBS*numVertices);
400
       System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS            );
401
       System.arraycopy(mVertAttribs2,                              0, newAttribs2,                          0, VERT2_ATTRIBS*numVertices);
402
       System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS            );
403
       origVertices++;
404

    
405
       if( numVertices%2==1 )
406
         {
407
         System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
408
         System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
409
         origVertices++;
410
         }
411
       }
412

    
413
     for(int i=0; i<numMeshes; i++)
414
       {
415
       mesh = meshes[i];
416
       numVertices = mesh.mNumVertices;
417

    
418
       if( origVertices>0 )
419
         {
420
         System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
421
         System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
422
         origVertices++;
423
         }
424
       System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
425
       System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
426
       origVertices+=numVertices;
427

    
428
       if( i<numMeshes-1 )
429
         {
430
         System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
431
         System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
432
         origVertices++;
433

    
434
         if( numVertices%2==1 )
435
           {
436
           System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
437
           System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
438
           origVertices++;
439
           }
440
         }
441
       }
442

    
443
     if( origVertices!=mNumVertices )
444
       {
445
       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
446
       }
447

    
448
     int endIndex, index=0, numEffComp = mEffComponent.size();
449

    
450
     for(int component=0; component<numEffComp; component++)
451
       {
452
       endIndex = mEffComponent.get(component);
453

    
454
       for( ; index<=endIndex; index++) newAttribs2[VERT2_ATTRIBS*index+COM_ATTRIB] = component;
455
       }
456

    
457
     mVertAttribs1 = newAttribs1;
458
     mVertAttribs2 = newAttribs2;
459
     mVBO1.invalidate();
460
     mVBO2.invalidate();
461
     }
462

    
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
// called from MeshJoined
465

    
466
   void join(MeshBase[] meshes)
467
     {
468
     boolean immediateJoin = true;
469

    
470
     for (MeshBase mesh : meshes)
471
       {
472
       if (mesh.mJobNode[0] != null)
473
         {
474
         immediateJoin = false;
475
         break;
476
         }
477
       }
478

    
479
     if( immediateJoin ) joinAttribs(meshes);
480
     else                mJobNode[0] = DeferredJobs.join(this,meshes);
481
     }
482

    
483
///////////////////////////////////////////////////////////////////////////////////////////////////
484

    
485
   void textureMap(Static4D[] maps)
486
     {
487
     int num_comp = mTexComponent.size();
488
     int num_maps = maps.length;
489
     int min = Math.min(num_comp, num_maps);
490
     int vertex = 0;
491
     Static4D newMap, oldMap;
492
     TexComponent comp;
493
     float newW, newH, ratW, ratH, movX, movY;
494

    
495
     for(int i=0; i<min; i++)
496
       {
497
       newMap = maps[i];
498
       comp = mTexComponent.get(i);
499

    
500
       if( newMap!=null )
501
         {
502
         newW = newMap.get2();
503
         newH = newMap.get3();
504

    
505
         if( newW!=0.0f && newH!=0.0f )
506
           {
507
           oldMap = comp.mTextureMap;
508
           ratW = newW/oldMap.get2();
509
           ratH = newH/oldMap.get3();
510
           movX = newMap.get0() - ratW*oldMap.get0();
511
           movY = newMap.get1() - ratH*oldMap.get1();
512

    
513
           for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
514
             {
515
             mVertAttribs2[index  ] = ratW*mVertAttribs2[index  ] + movX;
516
             mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
517
             }
518
           comp.setMap(newMap);
519
           }
520
         }
521

    
522
       vertex= comp.mEndIndex+1;
523
       }
524

    
525
     mVBO2.invalidate();
526
     }
527

    
528
///////////////////////////////////////////////////////////////////////////////////////////////////
529

    
530
   public static int getMaxEffComponents()
531
     {
532
     return MAX_EFFECT_COMPONENTS;
533
     }
534

    
535
///////////////////////////////////////////////////////////////////////////////////////////////////
536

    
537
   public static void getUniforms(int mProgramH, int variant)
538
     {
539
     mEquAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComEquAssoc");
540
     mAndAssociationH[variant] = GLES30.glGetUniformLocation( mProgramH, "vComAndAssoc");
541
     }
542

    
543
///////////////////////////////////////////////////////////////////////////////////////////////////
544
/**
545
 * Not part of public API, do not document (public only because has to be used from the main package)
546
 *
547
 * @y.exclude
548
 */
549
   public void copyTransformToVertex()
550
     {
551
     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
552
                                                              TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
553
     if( buffer!=null )
554
       {
555
       FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
556
       feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
557
       mVBO1.update(mVertAttribs1);
558
       }
559
     else
560
       {
561
       int error = GLES30.glGetError();
562
       Log.e("mesh", "failed to map tf buffer, error="+error);
563
       }
564

    
565
     GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
566
     }
567

    
568
///////////////////////////////////////////////////////////////////////////////////////////////////
569
/**
570
 * Not part of public API, do not document (public only because has to be used from the main package)
571
 *
572
 * @y.exclude
573
 */
574
   public void debug()
575
     {
576
     if( mJobNode[0]!=null )
577
       {
578
       mJobNode[0].print(0);
579
       }
580
     else
581
       {
582
       android.util.Log.e("mesh", "JobNode null");
583
       }
584
     }
585

    
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587
/**
588
 * Not part of public API, do not document (public only because has to be used from the main package)
589
 *
590
 * @y.exclude
591
 */
592
   public void print()
593
     {
594
     StringBuffer sb = new StringBuffer();
595

    
596
     for(int i=0; i<mNumVertices; i++)
597
       {
598
       sb.append('(');
599
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB  ]);
600
       sb.append(',');
601
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+1]);
602
       sb.append(',');
603
       sb.append(mVertAttribs1[VERT1_ATTRIBS*i+POS_ATTRIB+2]);
604
       sb.append(") ");
605
       }
606

    
607
     StringBuffer sb2 = new StringBuffer();
608

    
609
     for(int i=0; i<mNumVertices; i++)
610
       {
611
       sb2.append(mVertAttribs2[VERT2_ATTRIBS*i+COM_ATTRIB]);
612
       sb2.append(' ');
613
       }
614

    
615
     Log.d("mesh", sb.toString()+"\n"+sb2.toString());
616
     }
617

    
618
///////////////////////////////////////////////////////////////////////////////////////////////////
619
/**
620
 * Not part of public API, do not document (public only because has to be used from the main package)
621
 *
622
 * @y.exclude
623
 */
624
   public int getTFO()
625
     {
626
     return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
627
     }
628

    
629
///////////////////////////////////////////////////////////////////////////////////////////////////
630
/**
631
 * Not part of public API, do not document (public only because has to be used from the main package)
632
 *
633
 * @y.exclude
634
 */
635
   public int getNumVertices()
636
     {
637
     return mNumVertices;
638
     }
639

    
640
///////////////////////////////////////////////////////////////////////////////////////////////////
641
/**
642
 * Not part of public API, do not document (public only because has to be used from the main package)
643
 *
644
 * @y.exclude
645
 */
646
   public void send(int variant)
647
     {
648
     GLES30.glUniform1iv( mEquAssociationH[variant], MAX_EFFECT_COMPONENTS, mEquAssociation, 0);
649
     GLES30.glUniform1iv( mAndAssociationH[variant], MAX_EFFECT_COMPONENTS, mAndAssociation, 0);
650
     }
651

    
652
///////////////////////////////////////////////////////////////////////////////////////////////////
653
/**
654
 * Not part of public API, do not document (public only because has to be used from the main package)
655
 *
656
 * @y.exclude
657
 */
658
   public void bindVertexAttribs(DistortedProgram program)
659
     {
660
     if( mJobNode[0]!=null )
661
       {
662
       mJobNode[0].execute();  // this will set itself to null
663
       }
664

    
665
     int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1);
666
     int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2);
667

    
668
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
669
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
670
     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
671
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
672
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
673
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
674
     GLES30.glVertexAttribPointer(program.mAttribute[4], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
675
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
676
     }
677

    
678
///////////////////////////////////////////////////////////////////////////////////////////////////
679
/**
680
 * Not part of public API, do not document (public only because has to be used from the main package)
681
 *
682
 * @y.exclude
683
 */
684
   public void bindTransformAttribs(DistortedProgram program)
685
     {
686
     int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
687

    
688
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
689
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
690
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
691
     }
692

    
693
///////////////////////////////////////////////////////////////////////////////////////////////////
694
/**
695
 * Not part of public API, do not document (public only because has to be used from the main package)
696
 *
697
 * @y.exclude
698
 */
699
   public void setInflate(float inflate)
700
     {
701
     mInflate = inflate;
702
     }
703

    
704
///////////////////////////////////////////////////////////////////////////////////////////////////
705
/**
706
 * Not part of public API, do not document (public only because has to be used from the main package)
707
 *
708
 * @y.exclude
709
 */
710
   public float getInflate()
711
     {
712
     return mInflate;
713
     }
714

    
715
///////////////////////////////////////////////////////////////////////////////////////////////////
716
// PUBLIC API
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718
/**
719
 * When rendering this Mesh, do we want to render the Normal vectors as well?
720
 * <p>
721
 * Will work only on OpenGL ES >= 3.0 devices.
722
 *
723
 * @param show Controls if we render the Normal vectors or not.
724
 */
725
   public void setShowNormals(boolean show)
726
     {
727
     mShowNormals = show;
728
     }
729

    
730
///////////////////////////////////////////////////////////////////////////////////////////////////
731
/**
732
 * When rendering this mesh, should we also draw the normal vectors?
733
 *
734
 * @return <i>true</i> if we do render normal vectors
735
 */
736
   public boolean getShowNormals()
737
     {
738
     return mShowNormals;
739
     }
740

    
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742
/**
743
 * Merge all texture components of this Mesh into a single one.
744
 */
745
   public void mergeTexComponents()
746
     {
747
     if( mJobNode[0]==null )
748
       {
749
       mergeTexComponentsNow();
750
       }
751
     else
752
       {
753
       mJobNode[0] = DeferredJobs.mergeTex(this);
754
       }
755
     }
756

    
757
///////////////////////////////////////////////////////////////////////////////////////////////////
758
/**
759
 * Merge all effect components of this Mesh into a single one.
760
 */
761
   public void mergeEffComponents()
762
     {
763
     if( mJobNode[0]==null )
764
       {
765
       mergeEffComponentsNow();
766
       }
767
     else
768
       {
769
       mJobNode[0] = DeferredJobs.mergeEff(this);
770
       }
771
     }
772

    
773
///////////////////////////////////////////////////////////////////////////////////////////////////
774
/**
775
 * Release all internal resources.
776
 */
777
   public void markForDeletion()
778
     {
779
     mVertAttribs1 = null;
780
     mVertAttribs2 = null;
781

    
782
     mVBO1.markForDeletion();
783
     mVBO2.markForDeletion();
784
     mTFO.markForDeletion();
785
     }
786

    
787
///////////////////////////////////////////////////////////////////////////////////////////////////
788
/**
789
 * Apply a Matrix Effect to the components which match the (addAssoc,equAssoc) association.
790
 * <p>
791
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effect
792
 * contains any Dynamics, they will be evaluated at 0.
793
 *
794
 * @param effect List of Matrix Effects to apply to the Mesh.
795
 * @param andAssoc 'Logical AND' association which defines which components will be affected.
796
 * @param equAssoc 'equality' association which defines which components will be affected.
797
 */
798
   public void apply(MatrixEffect effect, int andAssoc, int equAssoc)
799
     {
800
     if( mJobNode[0]==null )
801
       {
802
       applyMatrix(effect,andAssoc,equAssoc);
803
       }
804
     else
805
       {
806
       mJobNode[0] = DeferredJobs.matrix(this,effect,andAssoc,equAssoc);
807
       }
808
     }
809

    
810
///////////////////////////////////////////////////////////////////////////////////////////////////
811
/**
812
 * Apply a Vertex Effect to the vertex mesh.
813
 * <p>
814
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
815
 * contain any Dynamics, the Dynamics will be evaluated at 0.
816
 *
817
 * We would call this several times building up a list of Effects to do. This list of effects gets
818
 * lazily executed only when the Mesh is used for rendering for the first time.
819
 *
820
 * @param effect Vertex Effect to apply to the Mesh.
821
 */
822
   public void apply(VertexEffect effect)
823
     {
824
     mJobNode[0] = DeferredJobs.vertex(this,effect);
825
     }
826

    
827
///////////////////////////////////////////////////////////////////////////////////////////////////
828
/**
829
 * Sets texture maps for (some of) the components of this mesh.
830
 * <p>
831
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
832
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
833
 * upper-left quadrant of the texture.
834
 * <p>
835
 * Probably the most common user case would be sending as many maps as there are components in this
836
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
837
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
838
 * of the 2nd and 4rd one, call this with
839
 * maps = new Static4D[4]
840
 * maps[0] = null
841
 * maps[1] = the map for the 2nd component
842
 * maps[2] = null
843
 * maps[3] = the map for the 4th component
844
 *
845
 * A map's width and height have to be non-zero (but can be negative!)
846
 *
847
 * @param maps List of texture maps to apply to the texture's components.
848
 */
849
   public void setTextureMap(Static4D[] maps)
850
     {
851
     if( mJobNode[0]==null )
852
       {
853
       textureMap(maps);
854
       }
855
     else
856
       {
857
       mJobNode[0] = DeferredJobs.textureMap(this,maps);
858
       }
859
     }
860

    
861
///////////////////////////////////////////////////////////////////////////////////////////////////
862
/**
863
 * Return the texture map of one of the components.
864
 *
865
 * @param component The component number whose texture map we want to retrieve.
866
 */
867
   public Static4D getTextureMap(int component)
868
     {
869
     return (component>=0 && component<mTexComponent.size()) ? mTexComponent.get(component).mTextureMap : null;
870
     }
871

    
872
///////////////////////////////////////////////////////////////////////////////////////////////////
873
/**
874
 * Set Effect association.
875
 *
876
 * This creates an association between a Component of this Mesh and a Vertex Effect.
877
 * One can set two types of associations - an 'logical and' and a 'equal' associations and the Effect
878
 * will only be active on vertices of Components such that
879
 *
880
 * (effect andAssoc) & (component andAssoc) != 0 || (effect equAssoc) == (mesh equAssoc)
881
 *
882
 * (see main_vertex_shader)
883
 *
884
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
885
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
886
 */
887
  public void setEffectAssociation(int component, int andAssociation, int equAssociation)
888
    {
889
    if( component>=0 && component<MAX_EFFECT_COMPONENTS )
890
      {
891
      mAndAssociation[component] = andAssociation;
892
      mEquAssociation[component] = equAssociation;
893
      }
894
    }
895

    
896
///////////////////////////////////////////////////////////////////////////////////////////////////
897
/**
898
 * Copy the Mesh.
899
 *
900
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
901
 *             normals and inflates (the rest, in particular the mVertAttribs2 containing texture
902
 *             coordinates and effect associations, is always deep copied)
903
 */
904
   public abstract MeshBase copy(boolean deep);
905
   }
(2-2/8)