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/*
* 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.replica.replicaisland;
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;
import android.util.Log;
/**
* 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 and to insert edges between grid squares for tiling.
*/
class Grid {
private static final int FLOAT_SIZE = 4;
private static final int FIXED_SIZE = 4;
private static final int CHAR_SIZE = 2;
private FloatBuffer mFloatVertexBuffer;
private FloatBuffer mFloatTexCoordBuffer;
private IntBuffer mFixedVertexBuffer;
private IntBuffer mFixedTexCoordBuffer;
private CharBuffer mIndexBuffer;
private Buffer mVertexBuffer;
private Buffer mTexCoordBuffer;
private int mCoordinateSize;
private int mCoordinateType;
private int mVertsAcross;
private int mVertsDown;
private int mIndexCount;
private boolean mUseHardwareBuffers;
private int mVertBufferIndex;
private int mIndexBufferIndex;
private int mTextureCoordBufferIndex;
public Grid(int quadsAcross, int quadsDown, boolean useFixedPoint) {
final int vertsAcross = quadsAcross * 2;
final int vertsDown = quadsDown * 2;
if (vertsAcross < 0 || vertsAcross >= 65536) {
throw new IllegalArgumentException("quadsAcross");
}
if (vertsDown < 0 || vertsDown >= 65536) {
throw new IllegalArgumentException("quadsDown");
}
if (vertsAcross * vertsDown >= 65536) {
throw new IllegalArgumentException("quadsAcross * quadsDown >= 32768");
}
mUseHardwareBuffers = false;
mVertsAcross = vertsAcross;
mVertsDown = vertsDown;
int size = vertsAcross * vertsDown;
if (useFixedPoint) {
mFixedVertexBuffer = ByteBuffer.allocateDirect(FIXED_SIZE * size * 3)
.order(ByteOrder.nativeOrder()).asIntBuffer();
mFixedTexCoordBuffer = ByteBuffer.allocateDirect(FIXED_SIZE * size * 2)
.order(ByteOrder.nativeOrder()).asIntBuffer();
mVertexBuffer = mFixedVertexBuffer;
mTexCoordBuffer = mFixedTexCoordBuffer;
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();
mVertexBuffer = mFloatVertexBuffer;
mTexCoordBuffer = mFloatTexCoordBuffer;
mCoordinateSize = FLOAT_SIZE;
mCoordinateType = GL10.GL_FLOAT;
}
int quadCount = quadsAcross * quadsDown;
int indexCount = quadCount * 6;
mIndexCount = indexCount;
mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount)
.order(ByteOrder.nativeOrder()).asCharBuffer();
/*
* Initialize triangle list mesh.
*
* [0]------[1] [2]------[3] ...
* | / | | / |
* | / | | / |
* | / | | / |
* [w]-----[w+1] [w+2]----[w+3]...
* | |
*
*/
{
int i = 0;
for (int y = 0; y < quadsDown; y++) {
final int indexY = y * 2;
for (int x = 0; x < quadsAcross; x++) {
final int indexX = x * 2;
char a = (char) (indexY * mVertsAcross + indexX);
char b = (char) (indexY * mVertsAcross + indexX + 1);
char c = (char) ((indexY + 1) * mVertsAcross + indexX);
char d = (char) ((indexY + 1) * mVertsAcross + indexX + 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;
}
public void set(int quadX, int quadY, float[][] positions, float[][] uvs) {
if (quadX < 0 || quadX * 2 >= mVertsAcross) {
throw new IllegalArgumentException("quadX");
}
if (quadY < 0 || quadY * 2 >= mVertsDown) {
throw new IllegalArgumentException("quadY");
}
if (positions.length < 4) {
throw new IllegalArgumentException("positions");
}
if (uvs.length < 4) {
throw new IllegalArgumentException("quadY");
}
int i = quadX * 2;
int j = quadY * 2;
setVertex(i, j, positions[0][0], positions[0][1], positions[0][2], uvs[0][0], uvs[0][1]);
setVertex(i + 1, j, positions[1][0], positions[1][1], positions[1][2], uvs[1][0], uvs[1][1]);
setVertex(i, j + 1, positions[2][0], positions[2][1], positions[2][2], uvs[2][0], uvs[2][1]);
setVertex(i + 1, j + 1, positions[3][0], positions[3][1], positions[3][2], uvs[3][0], uvs[3][1]);
}
private void setVertex(int i, int j, float x, float y, float z, float u, float v) {
if (i < 0 || i >= mVertsAcross) {
throw new IllegalArgumentException("i");
}
if (j < 0 || j >= mVertsDown) {
throw new IllegalArgumentException("j");
}
final int index = mVertsAcross * j + i;
final int posIndex = index * 3;
final int texIndex = index * 2;
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);
} 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)));
}
}
public static void beginDrawing(GL10 gl, boolean useTexture) {
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);
}
}
public void beginDrawingStrips(GL10 gl, boolean useTexture) {
beginDrawing(gl, useTexture);
if (!mUseHardwareBuffers) {
gl.glVertexPointer(3, mCoordinateType, 0, mVertexBuffer);
if (useTexture) {
gl.glTexCoordPointer(2, mCoordinateType, 0, mTexCoordBuffer);
}
} else {
GL11 gl11 = (GL11)gl;
// draw using hardware buffers
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex);
gl11.glVertexPointer(3, mCoordinateType, 0, 0);
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex);
gl11.glTexCoordPointer(2, mCoordinateType, 0, 0);
gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex);
}
}
// Assumes beginDrawingStrips() has been called before this.
public void drawStrip(GL10 gl, boolean useTexture, int startIndex, int indexCount) {
int count = indexCount;
if (startIndex + indexCount >= mIndexCount) {
count = mIndexCount - startIndex;
}
if (!mUseHardwareBuffers) {
gl.glDrawElements(GL10.GL_TRIANGLES, count,
GL10.GL_UNSIGNED_SHORT, mIndexBuffer.position(startIndex));
} else {
GL11 gl11 = (GL11)gl;
gl11.glDrawElements(GL11.GL_TRIANGLES, count,
GL11.GL_UNSIGNED_SHORT, startIndex * CHAR_SIZE);
}
}
public void draw(GL10 gl, boolean useTexture) {
if (!mUseHardwareBuffers) {
gl.glVertexPointer(3, mCoordinateType, 0, mVertexBuffer);
if (useTexture) {
gl.glTexCoordPointer(2, mCoordinateType, 0, mTexCoordBuffer);
}
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);
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex);
gl11.glTexCoordPointer(2, 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;
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] = 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) {
DebugLog.i("Grid", "Using Hardware Buffers");
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;
// too fast task switching leaves buffers in the middle pos which
// crashes app
mVertexBuffer.position(0);
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;
mTexCoordBuffer.position(0);
gl11.glBufferData(GL11.GL_ARRAY_BUFFER, texCoordSize,
mTexCoordBuffer, 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;
mIndexBuffer.position(0);
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;
}
}
}
}