/* * 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.cooliris.media; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.CharBuffer; import java.nio.FloatBuffer; 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. */ final class GridQuadMesh { private FloatBuffer mVertexBuffer; private FloatBuffer mTexCoordBuffer; private CharBuffer mIndexBuffer; private int mW; private int mH; private int mIndexCount; private int mVertBufferIndex; private int mIndexBufferIndex; private int mTextureCoordBufferIndex; public GridQuadMesh(int vertsAcross, int vertsDown) { 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"); } mW = vertsAcross; mH = vertsDown; int size = vertsAcross * vertsDown; final int FLOAT_SIZE = 4; 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(); 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) { 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 texIndex = index * 2; mTexCoordBuffer.put(texIndex, u); mTexCoordBuffer.put(texIndex + 1, v); } public void draw(GL10 gl, boolean useTexture) { if (mVertBufferIndex == 0) { gl.glVertexPointer(3, GL11.GL_FLOAT, 0, mVertexBuffer); if (useTexture) { gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, mTexCoordBuffer); } gl.glDrawElements(GL11.GL_TRIANGLES, mIndexCount, GL11.GL_UNSIGNED_SHORT, mIndexBuffer); } else { GL11 gl11 = (GL11) gl; // draw using hardware buffers gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex); gl11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex); gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 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 boolean usingHardwareBuffers() { return mVertBufferIndex != 0; } /** * 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 forgetHardwareBuffers() { mVertBufferIndex = 0; mIndexBufferIndex = 0; mTextureCoordBufferIndex = 0; } /** * Deletes the hardware buffers allocated by this object (if any). */ public void freeHardwareBuffers(GL10 gl) { if (mVertBufferIndex != 0) { 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); } forgetHardwareBuffers(); } } /** * 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 (mVertBufferIndex == 0) { 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() * 4; 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() * 4; 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); } } } }