alvinalexander.com | career | drupal | java | mac | mysql | perl | scala | uml | unix  

Android example source code file (Grid.java)

This example Android source code file (Grid.java) is included in the DevDaily.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Android by Example" TM.

Java - Android tags/keywords

buffer, char_size, charbuffer, fixed_size, float_size, floatbuffer, gl11, grid, illegalargumentexception, intbuffer, io, nio

The Grid.java Android example source code

/*
 * Copyright (C) 2010 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.android.heightmapprofiler;

import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.CharBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11;

/**
 * A 2D rectangular mesh. Can be drawn textured or untextured.
 * This version is modified from the original Grid.java (found in
 * the SpriteText package in the APIDemos Android sample) to support hardware
 * vertex buffers.
 */
class Grid {
    private FloatBuffer mFloatVertexBuffer;
    private FloatBuffer mFloatTexCoordBuffer;
    private FloatBuffer mFloatColorBuffer;
    private IntBuffer mFixedVertexBuffer;
    private IntBuffer mFixedTexCoordBuffer;
    private IntBuffer mFixedColorBuffer;

    private CharBuffer mIndexBuffer;
    
    private Buffer mVertexBuffer;
    private Buffer mTexCoordBuffer;
    private Buffer mColorBuffer;
    private int mCoordinateSize;
    private int mCoordinateType;

    private int mW;
    private int mH;
    private int mIndexCount;
    private boolean mUseHardwareBuffers;
    private int mVertBufferIndex;
    private int mIndexBufferIndex;
    private int mTextureCoordBufferIndex;
    private int mColorBufferIndex;
    
    public Grid(int vertsAcross, int vertsDown, boolean useFixedPoint) {
        if (vertsAcross < 0 || vertsAcross >= 65536) {
            throw new IllegalArgumentException("vertsAcross");
        }
        if (vertsDown < 0 || vertsDown >= 65536) {
            throw new IllegalArgumentException("vertsDown");
        }
        if (vertsAcross * vertsDown >= 65536) {
            throw new IllegalArgumentException("vertsAcross * vertsDown >= 65536");
        }

        mUseHardwareBuffers = false;
        
        mW = vertsAcross;
        mH = vertsDown;
        int size = vertsAcross * vertsDown;
        final int FLOAT_SIZE = 4;
        final int FIXED_SIZE = 4;
        final int CHAR_SIZE = 2;
        
        if (useFixedPoint) {
        	mFixedVertexBuffer = ByteBuffer.allocateDirect(FIXED_SIZE * size * 3)
            	.order(ByteOrder.nativeOrder()).asIntBuffer();
        	mFixedTexCoordBuffer = ByteBuffer.allocateDirect(FIXED_SIZE * size * 2)
            	.order(ByteOrder.nativeOrder()).asIntBuffer();
        	mFixedColorBuffer = ByteBuffer.allocateDirect(FIXED_SIZE * size * 4)
        		.order(ByteOrder.nativeOrder()).asIntBuffer();
        	
        	mVertexBuffer = mFixedVertexBuffer;
        	mTexCoordBuffer = mFixedTexCoordBuffer;
        	mColorBuffer = mFixedColorBuffer;
        	mCoordinateSize = FIXED_SIZE;
        	mCoordinateType = GL10.GL_FIXED;
        	
        } else {
        	mFloatVertexBuffer = ByteBuffer.allocateDirect(FLOAT_SIZE * size * 3)
            	.order(ByteOrder.nativeOrder()).asFloatBuffer();
        	mFloatTexCoordBuffer = ByteBuffer.allocateDirect(FLOAT_SIZE * size * 2)
            	.order(ByteOrder.nativeOrder()).asFloatBuffer();
        	mFloatColorBuffer = ByteBuffer.allocateDirect(FLOAT_SIZE * size * 4)
        	.order(ByteOrder.nativeOrder()).asFloatBuffer();
        	
        	
        	mVertexBuffer = mFloatVertexBuffer;
        	mTexCoordBuffer = mFloatTexCoordBuffer;
        	mColorBuffer = mFloatColorBuffer;
        	mCoordinateSize = FLOAT_SIZE;
        	mCoordinateType = GL10.GL_FLOAT;
        }
        
        

        int quadW = mW - 1;
        int quadH = mH - 1;
        int quadCount = quadW * quadH;
        int indexCount = quadCount * 6;
        mIndexCount = indexCount;
        mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount)
            .order(ByteOrder.nativeOrder()).asCharBuffer();

        /*
         * Initialize triangle list mesh.
         *
         *     [0]-----[  1] ...
         *      |    /   |
         *      |   /    |
         *      |  /     |
         *     [w]-----[w+1] ...
         *      |       |
         *
         */

        {
            int i = 0;
            for (int y = 0; y < quadH; y++) {
                for (int x = 0; x < quadW; x++) {
                    char a = (char) (y * mW + x);
                    char b = (char) (y * mW + x + 1);
                    char c = (char) ((y + 1) * mW + x);
                    char d = (char) ((y + 1) * mW + x + 1);

                    mIndexBuffer.put(i++, a);
                    mIndexBuffer.put(i++, b);
                    mIndexBuffer.put(i++, c);

                    mIndexBuffer.put(i++, b);
                    mIndexBuffer.put(i++, c);
                    mIndexBuffer.put(i++, d);
                }
            }
        }
        
        mVertBufferIndex = 0;
    }

    void set(int i, int j, float x, float y, float z, float u, float v, float[] color) {
        if (i < 0 || i >= mW) {
            throw new IllegalArgumentException("i");
        }
        if (j < 0 || j >= mH) {
            throw new IllegalArgumentException("j");
        }

        final int index = mW * j + i;

        final int posIndex = index * 3;
        final int texIndex = index * 2;
        final int colorIndex = index * 4;
        
        if (mCoordinateType == GL10.GL_FLOAT) {
        	mFloatVertexBuffer.put(posIndex, x);
        	mFloatVertexBuffer.put(posIndex + 1, y);
        	mFloatVertexBuffer.put(posIndex + 2, z);
	
        	mFloatTexCoordBuffer.put(texIndex, u);
        	mFloatTexCoordBuffer.put(texIndex + 1, v);
        	
        	if (color != null) {
        		mFloatColorBuffer.put(colorIndex, color[0]);
        		mFloatColorBuffer.put(colorIndex + 1, color[1]);
        		mFloatColorBuffer.put(colorIndex + 2, color[2]);
        		mFloatColorBuffer.put(colorIndex + 3, color[3]);
        	}
        } else {
        	mFixedVertexBuffer.put(posIndex, (int)(x * (1 << 16)));
        	mFixedVertexBuffer.put(posIndex + 1, (int)(y * (1 << 16)));
        	mFixedVertexBuffer.put(posIndex + 2, (int)(z * (1 << 16)));

        	mFixedTexCoordBuffer.put(texIndex, (int)(u * (1 << 16)));
        	mFixedTexCoordBuffer.put(texIndex + 1, (int)(v * (1 << 16)));
        	
        	if (color != null) {
        		mFixedColorBuffer.put(colorIndex, (int)(color[0] * (1 << 16)));
        		mFixedColorBuffer.put(colorIndex + 1, (int)(color[1] * (1 << 16)));
        		mFixedColorBuffer.put(colorIndex + 2, (int)(color[2] * (1 << 16)));
        		mFixedColorBuffer.put(colorIndex + 3, (int)(color[3] * (1 << 16)));
        	}
        }
    }

    public static void beginDrawing(GL10 gl, boolean useTexture, boolean useColor) {
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        
        if (useTexture) {
            gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
            gl.glEnable(GL10.GL_TEXTURE_2D);
        } else {
            gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
            gl.glDisable(GL10.GL_TEXTURE_2D);
        }
        
        if (useColor) {
            gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
        } else {
            gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
        }
    }
    
    
    public void draw(GL10 gl, boolean useTexture, boolean useColor) {
        if (!mUseHardwareBuffers) {
            gl.glVertexPointer(3, mCoordinateType, 0, mVertexBuffer);
    
            if (useTexture) {
                gl.glTexCoordPointer(2, mCoordinateType, 0, mTexCoordBuffer);
            }
            
            if (useColor) {
                gl.glColorPointer(4, mCoordinateType, 0, mColorBuffer);
            }
    
            gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount,
                    GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
        } else {
            GL11 gl11 = (GL11)gl;
            // draw using hardware buffers
            gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex);
            gl11.glVertexPointer(3, mCoordinateType, 0, 0);
            
            if (useTexture) {
	            gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex);
	            gl11.glTexCoordPointer(2, mCoordinateType, 0, 0);
            }
            
            if (useColor) {
	            gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mColorBufferIndex);
	            gl11.glColorPointer(4, mCoordinateType, 0, 0);
            }
            
            gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex);
            gl11.glDrawElements(GL11.GL_TRIANGLES, mIndexCount,
                    GL11.GL_UNSIGNED_SHORT, 0);
            
            gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
            gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);


        }
    }
    
    public static void endDrawing(GL10 gl) {
        gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    }
    
    public boolean usingHardwareBuffers() {
        return mUseHardwareBuffers;
    }
    
    /** 
     * When the OpenGL ES device is lost, GL handles become invalidated.
     * In that case, we just want to "forget" the old handles (without
     * explicitly deleting them) and make new ones.
     */
    public void invalidateHardwareBuffers() {
        mVertBufferIndex = 0;
        mIndexBufferIndex = 0;
        mTextureCoordBufferIndex = 0;
        mColorBufferIndex = 0;
        mUseHardwareBuffers = false;
    }
    
    /**
     * Deletes the hardware buffers allocated by this object (if any).
     */
    public void releaseHardwareBuffers(GL10 gl) {
        if (mUseHardwareBuffers) {
            if (gl instanceof GL11) {
                GL11 gl11 = (GL11)gl;
                int[] buffer = new int[1];
                buffer[0] = mVertBufferIndex;
                gl11.glDeleteBuffers(1, buffer, 0);
                
                buffer[0] = mTextureCoordBufferIndex;
                gl11.glDeleteBuffers(1, buffer, 0);
                
                buffer[0] = mColorBufferIndex;
                gl11.glDeleteBuffers(1, buffer, 0);
                
                buffer[0] = mIndexBufferIndex;
                gl11.glDeleteBuffers(1, buffer, 0);
            }
            
            invalidateHardwareBuffers();
        }
    }
    
    /** 
     * Allocates hardware buffers on the graphics card and fills them with
     * data if a buffer has not already been previously allocated.  Note that
     * this function uses the GL_OES_vertex_buffer_object extension, which is
     * not guaranteed to be supported on every device.
     * @param gl  A pointer to the OpenGL ES context.
     */
    public void generateHardwareBuffers(GL10 gl) {
        if (!mUseHardwareBuffers) {
            if (gl instanceof GL11) {
                GL11 gl11 = (GL11)gl;
                int[] buffer = new int[1];
                
                // Allocate and fill the vertex buffer.
                gl11.glGenBuffers(1, buffer, 0);
                mVertBufferIndex = buffer[0];
                gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex);
                final int vertexSize = mVertexBuffer.capacity() * mCoordinateSize; 
                gl11.glBufferData(GL11.GL_ARRAY_BUFFER, vertexSize, 
                        mVertexBuffer, GL11.GL_STATIC_DRAW);
                
                // Allocate and fill the texture coordinate buffer.
                gl11.glGenBuffers(1, buffer, 0);
                mTextureCoordBufferIndex = buffer[0];
                gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 
                        mTextureCoordBufferIndex);
                final int texCoordSize = 
                    mTexCoordBuffer.capacity() * mCoordinateSize;
                gl11.glBufferData(GL11.GL_ARRAY_BUFFER, texCoordSize, 
                        mTexCoordBuffer, GL11.GL_STATIC_DRAW);   
                
                // Allocate and fill the color buffer.
                gl11.glGenBuffers(1, buffer, 0);
                mColorBufferIndex = buffer[0];
                gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 
                		mColorBufferIndex);
                final int colorSize = 
                    mColorBuffer.capacity() * mCoordinateSize;
                gl11.glBufferData(GL11.GL_ARRAY_BUFFER, colorSize, 
                		mColorBuffer, GL11.GL_STATIC_DRAW);   
                
                // Unbind the array buffer.
                gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
                
                // Allocate and fill the index buffer.
                gl11.glGenBuffers(1, buffer, 0);
                mIndexBufferIndex = buffer[0];
                gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 
                        mIndexBufferIndex);
                // A char is 2 bytes.
                final int indexSize = mIndexBuffer.capacity() * 2;
                gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, indexSize, mIndexBuffer, 
                        GL11.GL_STATIC_DRAW);
                
                // Unbind the element array buffer.
                gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
                
                mUseHardwareBuffers = true;
                
                assert mVertBufferIndex != 0;
                assert mTextureCoordBufferIndex != 0;
                assert mIndexBufferIndex != 0;
                assert gl11.glGetError() == 0;
                
            
            }
        }
    }
    
    // These functions exposed to patch Grid info into native code.
    public final int getVertexBuffer() {
    	return mVertBufferIndex;
    }
    
    public final int getTextureBuffer() {
    	return mTextureCoordBufferIndex;
    }
    
    public final int getIndexBuffer() {
    	return mIndexBufferIndex;
    }
    
    public final int getColorBuffer() {
    	return mColorBufferIndex;
    }

	public final int getIndexCount() {
		return mIndexCount;
	}

	public boolean getFixedPoint() {
		return (mCoordinateType == GL10.GL_FIXED);
	}

	public long getVertexCount() {
		return mW * mH;
	}

}

Other Android examples (source code examples)

Here is a short list of links related to this Android Grid.java source code file:

... this post is sponsored by my books ...

#1 New Release!

FP Best Seller

 

new blog posts

 

Copyright 1998-2021 Alvin Alexander, alvinalexander.com
All Rights Reserved.

A percentage of advertising revenue from
pages under the /java/jwarehouse URI on this website is
paid back to open source projects.