163 lines
3.7 KiB
Java
163 lines
3.7 KiB
Java
/*
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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) 2014-2018 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.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.ShortBuffer;
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public class Quad {
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// 0---1
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// | \ |
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// 3---2
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public static final short[] VALUES = {0, 1, 2, 0, 2, 3};
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public static final int SIZE = VALUES.length;
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private static ShortBuffer indices;
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private static int indexSize = 0;
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private static int bufferIndex = -1;
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public static FloatBuffer create() {
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return ByteBuffer.
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allocateDirect( 16 * Float.SIZE / 8 ).
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order( ByteOrder.nativeOrder() ).
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asFloatBuffer();
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}
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public static FloatBuffer createSet( int size ) {
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return ByteBuffer.
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allocateDirect( size * 16 * Float.SIZE / 8 ).
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order( ByteOrder.nativeOrder() ).
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asFloatBuffer();
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}
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//sets up for drawing up to 32k quads in one command, shouldn't ever need to exceed this
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public static void setupIndices(){
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ShortBuffer indices = getIndices( Short.MAX_VALUE );
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if (bufferIndex == -1){
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int[] buf = new int[1];
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GLES20.glGenBuffers(1, buf, 0);
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bufferIndex = buf[0];
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}
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, bufferIndex);
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GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, (indices.capacity()*2), indices, GLES20.GL_STATIC_DRAW);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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public static void bindIndices(){
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, bufferIndex);
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}
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public static void releaseIndices(){
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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public static ShortBuffer getIndices( int size ) {
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if (size > indexSize) {
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indexSize = size;
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indices = ByteBuffer.
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allocateDirect( size * SIZE * Short.SIZE / 8 ).
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order( ByteOrder.nativeOrder() ).
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asShortBuffer();
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short[] values = new short[size * 6];
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int pos = 0;
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int limit = size * 4;
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for (int ofs=0; ofs < limit; ofs += 4) {
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values[pos++] = (short)(ofs + 0);
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values[pos++] = (short)(ofs + 1);
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values[pos++] = (short)(ofs + 2);
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values[pos++] = (short)(ofs + 0);
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values[pos++] = (short)(ofs + 2);
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values[pos++] = (short)(ofs + 3);
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}
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indices.put( values );
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indices.position( 0 );
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}
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return indices;
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}
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public static void fill( float[] v,
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float x1, float x2, float y1, float y2,
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float u1, float u2, float v1, float v2 ) {
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v[0] = x1;
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v[1] = y1;
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v[2] = u1;
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v[3] = v1;
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v[4] = x2;
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v[5] = y1;
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v[6] = u2;
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v[7] = v1;
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v[8] = x2;
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v[9] = y2;
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v[10]= u2;
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v[11]= v2;
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v[12]= x1;
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v[13]= y2;
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v[14]= u1;
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v[15]= v2;
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}
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public static void fillXY( float[] v, float x1, float x2, float y1, float y2 ) {
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v[0] = x1;
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v[1] = y1;
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v[4] = x2;
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v[5] = y1;
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v[8] = x2;
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v[9] = y2;
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v[12]= x1;
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v[13]= y2;
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}
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public static void fillUV( float[] v, float u1, float u2, float v1, float v2 ) {
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v[2] = u1;
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v[3] = v1;
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v[6] = u2;
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v[7] = v1;
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v[10]= u2;
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v[11]= v2;
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v[14]= u1;
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v[15]= v2;
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}
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}
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