Files
shattered-pixel-dungeon-web…/SPD-classes/src/main/java/com/watabou/glwrap/Quad.java
2018-04-10 23:39:37 -04:00

163 lines
3.7 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2018 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.glwrap;
import android.opengl.GLES20;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
public class Quad {
// 0---1
// | \ |
// 3---2
public static final short[] VALUES = {0, 1, 2, 0, 2, 3};
public static final int SIZE = VALUES.length;
private static ShortBuffer indices;
private static int indexSize = 0;
private static int bufferIndex = -1;
public static FloatBuffer create() {
return ByteBuffer.
allocateDirect( 16 * Float.SIZE / 8 ).
order( ByteOrder.nativeOrder() ).
asFloatBuffer();
}
public static FloatBuffer createSet( int size ) {
return ByteBuffer.
allocateDirect( size * 16 * Float.SIZE / 8 ).
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) {
indexSize = size;
indices = ByteBuffer.
allocateDirect( size * SIZE * Short.SIZE / 8 ).
order( ByteOrder.nativeOrder() ).
asShortBuffer();
short[] values = new short[size * 6];
int pos = 0;
int limit = size * 4;
for (int ofs=0; ofs < limit; ofs += 4) {
values[pos++] = (short)(ofs + 0);
values[pos++] = (short)(ofs + 1);
values[pos++] = (short)(ofs + 2);
values[pos++] = (short)(ofs + 0);
values[pos++] = (short)(ofs + 2);
values[pos++] = (short)(ofs + 3);
}
indices.put( values );
indices.position( 0 );
}
return indices;
}
public static void fill( float[] v,
float x1, float x2, float y1, float y2,
float u1, float u2, float v1, float v2 ) {
v[0] = x1;
v[1] = y1;
v[2] = u1;
v[3] = v1;
v[4] = x2;
v[5] = y1;
v[6] = u2;
v[7] = v1;
v[8] = x2;
v[9] = y2;
v[10]= u2;
v[11]= v2;
v[12]= x1;
v[13]= y2;
v[14]= u1;
v[15]= v2;
}
public static void fillXY( float[] v, float x1, float x2, float y1, float y2 ) {
v[0] = x1;
v[1] = y1;
v[4] = x2;
v[5] = y1;
v[8] = x2;
v[9] = y2;
v[12]= x1;
v[13]= y2;
}
public static void fillUV( float[] v, float u1, float u2, float v1, float v2 ) {
v[2] = u1;
v[3] = v1;
v[6] = u2;
v[7] = v1;
v[10]= u2;
v[11]= v2;
v[14]= u1;
v[15]= v2;
}
}