v0.4.2: added support for Vertex Buffer Objects
This commit is contained in:
committed by
Evan Debenham
parent
02166c319b
commit
9663a47958
@@ -48,4 +48,8 @@ public class Attribute {
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public void vertexPointer( int size, int stride, FloatBuffer ptr ) {
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GLES20.glVertexAttribPointer( location, size, GLES20.GL_FLOAT, false, stride * Float.SIZE / 8, ptr );
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}
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public void vertexBuffer( int size, int stride, int offset) {
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GLES20.glVertexAttribPointer( location, size, GLES20.GL_FLOAT, false, stride * Float.SIZE / 8, offset * Float.SIZE / 8 );
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}
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}
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@@ -0,0 +1,85 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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*
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* This program 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 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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 this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.glwrap;
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import android.opengl.GLES20;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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public class Vertexbuffer {
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private int id;
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private FloatBuffer vertices;
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private boolean needsUpdate;
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private static ArrayList<Vertexbuffer> buffers = new ArrayList<>();
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public Vertexbuffer( FloatBuffer vertices ) {
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int[] ptr = new int[1];
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GLES20.glGenBuffers( 1, ptr, 0 );
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id = ptr[0];
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this.vertices = vertices;
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buffers.add(this);
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//forces an update so the GL data isn't blank
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needsUpdate = true;
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updateGLData();
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}
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public void updateVertices( FloatBuffer vertices ){
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this.vertices = vertices;
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needsUpdate = true;
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}
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public void updateGLData(){
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if (!needsUpdate) return;
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vertices.position(0);
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bind();
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GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, (vertices.limit()*4), vertices, GLES20.GL_DYNAMIC_DRAW);
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release();
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needsUpdate = false;
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}
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public void bind(){
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, id);
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}
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public void release(){
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
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}
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public void delete(){
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GLES20.glDeleteBuffers(1, new int[]{id}, 0);
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buffers.remove(this);
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}
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public static void refreshAllBuffers(){
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for (Vertexbuffer buf : buffers) {
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buf.needsUpdate = true;
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buf.updateGLData();
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}
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}
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}
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