/**
* Copyright (C) 2013 Gundog Studios LLC.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.gundogstudios.gl;
import com.gundogstudios.modules.GLES11Module;
import com.gundogstudios.modules.Modules;
import com.gundogstudios.util.FastMath;
public class GSModel extends BaseModel {
private final static int VERTEX_SIZE = 4 * Short.SIZE / Byte.SIZE;
private final static int TEXTURE_SIZE = 2 * Float.SIZE / Byte.SIZE;
private int animationLength;
private int[] vertexBufferIds;
private int indexBufferId;
private int textureBufferId;
private int indexCount;
private int textureId;
public GSModel(GSModel model) {
super(model);
this.vertexBufferIds = model.vertexBufferIds;
this.indexBufferId = model.indexBufferId;
this.textureBufferId = model.textureBufferId;
this.textureId = model.textureId;
this.indexCount = model.indexCount;
this.animationLength = model.animationLength;
}
public GSModel(int action, int animationLength, int[] vertexBufferIds, int indexBufferId, int textureBufferId,
int textureId, int indexCount) {
super(action);
this.animationLength = animationLength;
this.vertexBufferIds = vertexBufferIds;
this.indexBufferId = indexBufferId;
this.textureBufferId = textureBufferId;
this.textureId = textureId;
this.indexCount = indexCount;
}
public void reduceToOneFrame() {
int[] tmp = vertexBufferIds;
vertexBufferIds = new int[1];
vertexBufferIds[0] = tmp[0];
}
@Override
protected void drawModel(int timePassed) {
int currentFrame = FastMath.floor((((float) totalTime) / (float) animationLength) * vertexBufferIds.length);
GLES11Module gl = Modules.GL;
gl.glEnableClientState(GLES11Module.GL_VERTEX_ARRAY);
gl.glBindBuffer(GLES11Module.GL_ARRAY_BUFFER, vertexBufferIds[currentFrame]);
gl.glVertexPointer(3, GLES11Module.GL_SHORT, VERTEX_SIZE, 0);
gl.glEnable(GLES11Module.GL_TEXTURE_2D);
gl.glEnableClientState(GLES11Module.GL_TEXTURE_COORD_ARRAY);
gl.glBindTexture(GLES11Module.GL_TEXTURE_2D, textureId);
gl.glBindBuffer(GLES11Module.GL_ARRAY_BUFFER, textureBufferId);
gl.glTexCoordPointer(2, GLES11Module.GL_FLOAT, TEXTURE_SIZE, 0);
gl.glBindBuffer(GLES11Module.GL_ELEMENT_ARRAY_BUFFER, indexBufferId);
gl.glDrawElements(GLES11Module.GL_TRIANGLE_STRIP, indexCount, GLES11Module.GL_UNSIGNED_SHORT, 0);
gl.glDisableClientState(GLES11Module.GL_VERTEX_ARRAY);
gl.glDisableClientState(GLES11Module.GL_TEXTURE_COORD_ARRAY);
gl.glDisable(GLES11Module.GL_TEXTURE_2D);
gl.glBindBuffer(GLES11Module.GL_ARRAY_BUFFER, 0);
gl.glBindBuffer(GLES11Module.GL_ELEMENT_ARRAY_BUFFER, 0);
super.totalTime = (totalTime + timePassed) % animationLength;
}
@Override
public void reset() {
totalTime = 0;
}
}