am bc13913: Merge change 1195 into donut

Merge commit 'bc139139b0683675147e04e62de492aab5c3f2d0'

* commit 'bc139139b0683675147e04e62de492aab5c3f2d0':
  Use direct, native order Buffers for OpenGL data.
This commit is contained in:
Android (Google) Code Review
2009-05-07 17:03:48 -07:00
committed by The Android Open Source Project

View File

@@ -16,6 +16,8 @@
package com.example.android.apis.graphics.spritetext; package com.example.android.apis.graphics.spritetext;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.CharBuffer; import java.nio.CharBuffer;
import java.nio.FloatBuffer; import java.nio.FloatBuffer;
@@ -27,115 +29,112 @@ import javax.microedition.khronos.opengles.GL10;
*/ */
class Grid { class Grid {
public Grid(int w, int h) { public Grid(int w, int h) {
if (w < 0 || w >= 65536) { if (w < 0 || w >= 65536) {
throw new IllegalArgumentException("w"); throw new IllegalArgumentException("w");
} }
if (h < 0 || h >= 65536) { if (h < 0 || h >= 65536) {
throw new IllegalArgumentException("h"); throw new IllegalArgumentException("h");
} }
if (w * h >= 65536) { if (w * h >= 65536) {
throw new IllegalArgumentException("w * h >= 65536"); throw new IllegalArgumentException("w * h >= 65536");
} }
mW = w; mW = w;
mH = h; mH = h;
int size = w * h; int size = w * h;
mVertexArray = new float[size * 3]; final int FLOAT_SIZE = 4;
mVertexBuffer = FloatBuffer.wrap(mVertexArray); final int CHAR_SIZE = 2;
mVertexBuffer = ByteBuffer.allocateDirect(FLOAT_SIZE * size * 3)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mTexCoordBuffer = ByteBuffer.allocateDirect(FLOAT_SIZE * size * 2)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mTexCoordArray = new float[size * 2]; int quadW = mW - 1;
mTexCoordBuffer = FloatBuffer.wrap(mTexCoordArray); int quadH = mH - 1;
int quadCount = quadW * quadH;
int indexCount = quadCount * 6;
mIndexCount = indexCount;
mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount)
.order(ByteOrder.nativeOrder()).asCharBuffer();
int quadW = mW - 1; /*
int quadH = mH - 1; * Initialize triangle list mesh.
int quadCount = quadW * quadH; *
int indexCount = quadCount * 6; * [0]-----[ 1] ...
mIndexCount = indexCount; * | / |
char[] indexArray = new char[indexCount]; * | / |
* | / |
* [w]-----[w+1] ...
* | |
*
*/
/* {
* Initialize triangle list mesh. int i = 0;
* for (int y = 0; y < quadH; y++) {
* [0]-----[ 1] ... 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);
* [w]-----[w+1] ... char d = (char) ((y + 1) * mW + x + 1);
* | |
*
*/
{ mIndexBuffer.put(i++, a);
int i = 0; mIndexBuffer.put(i++, b);
for (int y = 0; y < quadH; y++) { mIndexBuffer.put(i++, c);
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);
indexArray[i++] = a; mIndexBuffer.put(i++, b);
indexArray[i++] = b; mIndexBuffer.put(i++, c);
indexArray[i++] = c; mIndexBuffer.put(i++, d);
}
}
}
indexArray[i++] = b; }
indexArray[i++] = c;
indexArray[i++] = d;
}
}
}
mIndexBuffer = CharBuffer.wrap(indexArray); void set(int i, int j, float x, float y, float z, float u, float v) {
} if (i < 0 || i >= mW) {
throw new IllegalArgumentException("i");
}
if (j < 0 || j >= mH) {
throw new IllegalArgumentException("j");
}
void set(int i, int j, float x, float y, float z, float u, float v) { int index = mW * j + i;
if (i < 0 || i >= mW) {
throw new IllegalArgumentException("i");
}
if (j < 0 || j >= mH) {
throw new IllegalArgumentException("j");
}
int index = mW * j + i; int posIndex = index * 3;
mVertexBuffer.put(posIndex, x);
mVertexBuffer.put(posIndex + 1, y);
mVertexBuffer.put(posIndex + 2, z);
int posIndex = index * 3; int texIndex = index * 2;
mVertexArray[posIndex] = x; mTexCoordBuffer.put(texIndex, u);
mVertexArray[posIndex + 1] = y; mTexCoordBuffer.put(texIndex + 1, v);
mVertexArray[posIndex + 2] = z; }
int texIndex = index * 2; public void draw(GL10 gl, boolean useTexture) {
mTexCoordArray[texIndex] = u; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
mTexCoordArray[texIndex + 1] = v; gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
}
public void draw(GL10 gl, boolean useTexture) { if (useTexture) {
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer);
gl.glEnable(GL10.GL_TEXTURE_2D);
} else {
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisable(GL10.GL_TEXTURE_2D);
}
if (useTexture) { gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount,
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer);
gl.glEnable(GL10.GL_TEXTURE_2D);
} else {
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisable(GL10.GL_TEXTURE_2D);
}
gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount,
GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
} }
private FloatBuffer mVertexBuffer; private FloatBuffer mVertexBuffer;
private float[] mVertexArray; private FloatBuffer mTexCoordBuffer;
private CharBuffer mIndexBuffer;
private FloatBuffer mTexCoordBuffer; private int mW;
private float[] mTexCoordArray; private int mH;
private int mIndexCount;
private CharBuffer mIndexBuffer;
private int mW;
private int mH;
private int mIndexCount;
} }