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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ f4c5a46e

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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.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_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[] mAssociation;
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   DeferredJobs.JobNode[] mJobNode;
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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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     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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       }
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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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       }
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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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     mJobNode = new DeferredJobs.JobNode[1];
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     for(int i=0; i<MAX_COMPONENTS; i++) mAssociation[i] = DEFAULT_ASSOCIATION;
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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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       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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       mJobNode = new DeferredJobs.JobNode[1];
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       if( original.mJobNode[0]!=null )
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         {
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         mJobNode[0] = DeferredJobs.copy(this,original);
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         }
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       else
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         {
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         deepCopyAttribs1(original);
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         }
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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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       }
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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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   void deepCopyAttribs1(MeshBase original)
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     {
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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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   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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     }
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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 int getTFO()
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     {
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     return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
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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)
389
 *
390
 * @y.exclude
391 23b733db Leszek Koltunski
 */
392 0d4aae88 Leszek Koltunski
   public int getNumVertices()
393 23b733db Leszek Koltunski
     {
394 0d4aae88 Leszek Koltunski
     return mNumVertices;
395 23b733db Leszek Koltunski
     }
396
397 36d65d88 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
398
/**
399
 * Not part of public API, do not document (public only because has to be used from the main package)
400
 *
401
 * @y.exclude
402
 */
403
   public void send(int variant)
404
     {
405
     GLES30.glUniform1iv( mComponentAssociationH[variant], MAX_COMPONENTS, mAssociation, 0);
406
     }
407
408 044b5494 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
409 6c00149d Leszek Koltunski
/**
410
 * Not part of public API, do not document (public only because has to be used from the main package)
411
 *
412
 * @y.exclude
413
 */
414 da681e7e Leszek Koltunski
   public void bindVertexAttribs(DistortedProgram program)
415 6c00149d Leszek Koltunski
     {
416 71d8aba1 Leszek Koltunski
     if( mJobNode[0]!=null )
417 f046b159 Leszek Koltunski
       {
418 71d8aba1 Leszek Koltunski
       mJobNode[0].execute();  // this will set itself to null
419 f046b159 Leszek Koltunski
       }
420
421 e54bfada Leszek Koltunski
     int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1);
422
     int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2);
423 22e60fba Leszek Koltunski
424 e54bfada Leszek Koltunski
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
425
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
426
     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
427
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
428
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
429
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
430 36d65d88 Leszek Koltunski
     GLES30.glVertexAttribPointer(program.mAttribute[4], COM_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_COM);
431 b7074bc6 Leszek Koltunski
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
432 da681e7e Leszek Koltunski
     }
433
434
///////////////////////////////////////////////////////////////////////////////////////////////////
435
/**
436
 * Not part of public API, do not document (public only because has to be used from the main package)
437
 *
438
 * @y.exclude
439
 */
440
   public void bindTransformAttribs(DistortedProgram program)
441
     {
442 7e53a35f Leszek Koltunski
     int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
443 22e60fba Leszek Koltunski
444 b7074bc6 Leszek Koltunski
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
445
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
446
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
447 6c00149d Leszek Koltunski
     }
448
449 7a5e538a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
450
/**
451
 * Not part of public API, do not document (public only because has to be used from the main package)
452
 *
453
 * @y.exclude
454
 */
455
   public void setInflate(float inflate)
456
     {
457
     mInflate = inflate;
458
     }
459
460
///////////////////////////////////////////////////////////////////////////////////////////////////
461
/**
462
 * Not part of public API, do not document (public only because has to be used from the main package)
463
 *
464
 * @y.exclude
465
 */
466
   public float getInflate()
467
     {
468
     return mInflate;
469
     }
470
471 466450b5 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
472
// PUBLIC API
473 3fc9327a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
474
/**
475
 * When rendering this Mesh, do we want to render the Normal vectors as well?
476 420836fc leszek
 * <p>
477
 * Will work only on OpenGL ES >= 3.0 devices.
478 3fc9327a Leszek Koltunski
 *
479
 * @param show Controls if we render the Normal vectors or not.
480
 */
481
   public void setShowNormals(boolean show)
482
     {
483 b7074bc6 Leszek Koltunski
     mShowNormals = show;
484 3fc9327a Leszek Koltunski
     }
485 466450b5 Leszek Koltunski
486 6c00149d Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
487
/**
488
 * When rendering this mesh, should we also draw the normal vectors?
489
 *
490
 * @return <i>true</i> if we do render normal vectors
491
 */
492
   public boolean getShowNormals()
493
     {
494
     return mShowNormals;
495
     }
496
497 466450b5 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
498
/**
499
 * Release all internal resources.
500
 */
501
   public void markForDeletion()
502
     {
503 e54bfada Leszek Koltunski
     mVertAttribs1 = null;
504
     mVertAttribs2 = null;
505 466450b5 Leszek Koltunski
506 e54bfada Leszek Koltunski
     mVBO1.markForDeletion();
507
     mVBO2.markForDeletion();
508 466450b5 Leszek Koltunski
     mTFO.markForDeletion();
509
     }
510 fa8bc998 Leszek Koltunski
511
///////////////////////////////////////////////////////////////////////////////////////////////////
512
/**
513 f046b159 Leszek Koltunski
 * Apply a Vertex Effect to the vertex mesh.
514 fa8bc998 Leszek Koltunski
 * <p>
515 c90aca24 Leszek Koltunski
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
516 f046b159 Leszek Koltunski
 * contain any Dynamics, the Dynamics will be evaluated at 0.
517 fa8bc998 Leszek Koltunski
 *
518 f046b159 Leszek Koltunski
 * We would call this several times building up a list of Effects to do. This list of effects gets
519
 * lazily executed only when the Mesh is used for rendering for the first time.
520 e172985c Leszek Koltunski
 *
521 f046b159 Leszek Koltunski
 * @param effect Vertex Effect to apply to the Mesh.
522 fa8bc998 Leszek Koltunski
 */
523 f046b159 Leszek Koltunski
   public void apply(VertexEffect effect)
524 fa8bc998 Leszek Koltunski
     {
525 71d8aba1 Leszek Koltunski
     mJobNode[0] = DeferredJobs.vertex(this,effect);
526 c90aca24 Leszek Koltunski
     }
527
528
///////////////////////////////////////////////////////////////////////////////////////////////////
529
/**
530 a3a05347 Leszek Koltunski
 * Sets texture maps for (some of) the components of this mesh.
531 c90aca24 Leszek Koltunski
 * <p>
532 a3a05347 Leszek Koltunski
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
533
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
534 0d4aae88 Leszek Koltunski
 * upper-left quadrant of the texture.
535 a3a05347 Leszek Koltunski
 * <p>
536
 * Probably the most common user case would be sending as many maps as there are components in this
537
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
538
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
539
 * of the 2nd and 4rd one, call this with
540
 * maps = new Static4D[4]
541
 * maps[0] = null
542
 * maps[1] = the map for the 2nd component
543
 * maps[2] = null
544
 * maps[3] = the map for the 4th component
545
 *
546
 * A map's width and height have to be non-zero (but can be negative!)
547 e172985c Leszek Koltunski
 *
548
 * @param maps List of texture maps to apply to the texture's components.
549 c90aca24 Leszek Koltunski
 */
550 a3a05347 Leszek Koltunski
   public void setTextureMap(Static4D[] maps)
551 c90aca24 Leszek Koltunski
     {
552 0d4aae88 Leszek Koltunski
     int num_comp = mComponent.size();
553
     int num_maps = maps.length;
554 d917f059 Leszek Koltunski
     int min = Math.min(num_comp, num_maps);
555 de53cf3e Leszek Koltunski
     int vertex = 0;
556 a3a05347 Leszek Koltunski
     Static4D newMap, oldMap;
557 de53cf3e Leszek Koltunski
     Component comp;
558 a3a05347 Leszek Koltunski
     float newW, newH, ratW, ratH, movX, movY;
559 ea88d502 Leszek Koltunski
560 0d4aae88 Leszek Koltunski
     for(int i=0; i<min; i++)
561 ea88d502 Leszek Koltunski
       {
562 a3a05347 Leszek Koltunski
       newMap = maps[i];
563 7e53a35f Leszek Koltunski
       comp = mComponent.get(i);
564 a3a05347 Leszek Koltunski
565
       if( newMap!=null )
566 ea88d502 Leszek Koltunski
         {
567 a3a05347 Leszek Koltunski
         newW = newMap.get2();
568
         newH = newMap.get3();
569 de53cf3e Leszek Koltunski
570 a3a05347 Leszek Koltunski
         if( newW!=0.0f && newH!=0.0f )
571 de53cf3e Leszek Koltunski
           {
572 a3a05347 Leszek Koltunski
           oldMap = comp.mTextureMap;
573
           ratW = newW/oldMap.get2();
574
           ratH = newH/oldMap.get3();
575
           movX = newMap.get0() - ratW*oldMap.get0();
576
           movY = newMap.get1() - ratH*oldMap.get1();
577
578 e54bfada Leszek Koltunski
           for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
579 a3a05347 Leszek Koltunski
             {
580 e54bfada Leszek Koltunski
             mVertAttribs2[index  ] = ratW*mVertAttribs2[index  ] + movX;
581
             mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
582 a3a05347 Leszek Koltunski
             }
583
           comp.setMap(newMap);
584 de53cf3e Leszek Koltunski
           }
585 ea88d502 Leszek Koltunski
         }
586 7e53a35f Leszek Koltunski
587
       vertex= comp.mEndIndex+1;
588 ea88d502 Leszek Koltunski
       }
589 c90aca24 Leszek Koltunski
590 e54bfada Leszek Koltunski
     mVBO2.invalidate();
591 fa8bc998 Leszek Koltunski
     }
592 9099e567 Leszek Koltunski
593 e172985c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
594
/**
595
 * Return the texture map of one of the components.
596
 *
597
 * @param component The component number whose texture map we want to retrieve.
598
 */
599
   public Static4D getTextureMap(int component)
600
     {
601
     return (component>=0 && component<mComponent.size()) ? mComponent.get(component).mTextureMap : null;
602
     }
603 cbd502ec Leszek Koltunski
604
///////////////////////////////////////////////////////////////////////////////////////////////////
605
/**
606 1e672c1d Leszek Koltunski
 * Set Effect association.
607 bc208a9c Leszek Koltunski
 *
608 1e672c1d Leszek Koltunski
 * This creates an association between a Component of this Mesh and a Vertex Effect.
609
 * One can set the association of an Effect and of a Component, and the Effect will only be active on
610 36d65d88 Leszek Koltunski
 * vertices of Components such that
611
 *
612
 * (effect assoc) & (component assoc) != 0 || (effect component) == (mesh component)
613
 *
614
 * (see main_vertex_shader)
615 bc208a9c Leszek Koltunski
 *
616
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
617 1e672c1d Leszek Koltunski
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
618 cbd502ec Leszek Koltunski
 */
619 1e672c1d Leszek Koltunski
  public void setEffectAssociation(int component, int association)
620 bc208a9c Leszek Koltunski
    {
621 36d65d88 Leszek Koltunski
    if( component>=0 && component<MAX_COMPONENTS )
622 bc208a9c Leszek Koltunski
      {
623 36d65d88 Leszek Koltunski
      mAssociation[component] = association;
624 bc208a9c Leszek Koltunski
      }
625
    }
626
627
///////////////////////////////////////////////////////////////////////////////////////////////////
628
/**
629 4f81e0c8 Leszek Koltunski
 * Copy the Mesh.
630
 *
631
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
632
 *             normals and inflates (the rest, in particular the mVertAttribs2 containing texture
633 36d65d88 Leszek Koltunski
 *             coordinates and effect associations, is always deep copied)
634 bc208a9c Leszek Koltunski
 */
635 4f81e0c8 Leszek Koltunski
   public abstract MeshBase copy(boolean deep);
636 bc208a9c Leszek Koltunski
   }