v0.4.2: updated quad indicies to be stored in a VBO

This commit is contained in:
Evan Debenham
2016-08-19 19:22:42 -04:00
parent 2a5f887579
commit 0e7c12b61e
2 changed files with 34 additions and 11 deletions

View File

@@ -21,6 +21,8 @@
package com.watabou.glwrap;
import android.opengl.GLES20;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
@@ -37,6 +39,7 @@ public class Quad {
private static ShortBuffer indices;
private static int indexSize = 0;
private static int bufferIndex = -1;
public static FloatBuffer create() {
return ByteBuffer.
@@ -51,13 +54,32 @@ public class Quad {
order( ByteOrder.nativeOrder() ).
asFloatBuffer();
}
//sets up for drawing up to 32k quads in one command, shouldn't ever need to exceed this
public static void setupIndices(){
ShortBuffer indices = getIndices( Short.MAX_VALUE );
if (bufferIndex == -1){
int[] buf = new int[1];
GLES20.glGenBuffers(1, buf, 0);
bufferIndex = buf[0];
}
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, bufferIndex);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, (indices.capacity()*2), indices, GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
}
public static void bindIndices(){
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, bufferIndex);
}
public static void releaseIndices(){
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
}
public static ShortBuffer getIndices( int size ) {
if (size > indexSize) {
// TODO: Optimize it!
indexSize = size;
indices = ByteBuffer.
allocateDirect( size * SIZE * Short.SIZE / 8 ).

View File

@@ -55,6 +55,9 @@ public class NoosaScript extends Script {
uColorA = uniform( "uColorA" );
aXY = attribute( "aXYZW" );
aUV = attribute( "aUV" );
Quad.setupIndices();
Quad.bindIndices();
}
@@ -75,11 +78,13 @@ public class NoosaScript extends Script {
vertices.position( 2 );
aUV.vertexPointer( 2, 4, vertices );
Quad.releaseIndices();
GLES20.glDrawElements( GLES20.GL_TRIANGLES, size, GLES20.GL_UNSIGNED_SHORT, indices );
Quad.bindIndices();
}
//FIXME need to do some voodoo to get this working properly on android 2.2
public void drawQuad( FloatBuffer vertices ) {
vertices.position( 0 );
@@ -88,7 +93,7 @@ public class NoosaScript extends Script {
vertices.position( 2 );
aUV.vertexPointer( 2, 4, vertices );
GLES20.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE, GLES20.GL_UNSIGNED_SHORT, Quad.getIndices( 1 ) );
GLES20.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE, GLES20.GL_UNSIGNED_SHORT, 0 );
}
@@ -104,11 +109,7 @@ public class NoosaScript extends Script {
vertices.position( 2 );
aUV.vertexPointer( 2, 4, vertices );
GLES20.glDrawElements(
GLES20.GL_TRIANGLES,
Quad.SIZE * size,
GLES20.GL_UNSIGNED_SHORT,
Quad.getIndices( size ) );
GLES20.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE * size, GLES20.GL_UNSIGNED_SHORT, 0 );
}