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Android example source code file (Grid.java)
The Grid.java Android example source code/* * Copyright (C) 2009 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.spritemethodtest; 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); } } Other Android examples (source code examples)Here is a short list of links related to this Android Grid.java source code file: |
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