/**
* 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.custom;
import com.gundogstudios.gl.Actions;
import com.gundogstudios.gl.BaseModel;
import com.gundogstudios.gl.ModelUtils;
import com.gundogstudios.gl.TextureManager;
import com.gundogstudios.modules.GLES11Module;
import com.gundogstudios.modules.Modules;
public class Background extends BaseModel {
private final static int FLOAT_SIZE = Float.SIZE / Byte.SIZE;
private final static int VERTEX_SIZE = 3 * FLOAT_SIZE;
private final static int TEXTURE_SIZE = 2 * FLOAT_SIZE;
private int textureId;
private int vertexBufferId;
private int indexBufferId;
private int textureBufferId;
private int indexCount;
public Background(Background model) {
super(model);
this.vertexBufferId = model.vertexBufferId;
this.indexBufferId = model.indexBufferId;
this.textureBufferId = model.textureBufferId;
this.textureId = model.textureId;
this.indexCount = model.indexCount;
}
public Background(TextureManager textureManager, String textureName, int rows, int columns) {
super(Actions.combineActions(Actions.ALL));
this.textureId = textureManager.getTextureID(textureName, true);
float tileSize = .5f;
float width = columns * tileSize;
float height = rows * tileSize;
float vertices[] = { -width, -height, 0f, // v0
width, -height, 0f, // v1
-width, height, 0f, // v2
width, height, 0f, // v3
};
float[] uvs = { 0.0f, 2.0f, 3.0f, 2.0f, 0.0f, 0.0f, 3.0f, 0.0f };
short[] indices = { 0, 1, 2, 1, 3, 2, };
vertexBufferId = ModelUtils.generateVertexBuffer(new float[][] { vertices })[0];
indexBufferId = ModelUtils.generateIndexBuffer(indices);
textureBufferId = ModelUtils.generateTextureBuffer(uvs);
indexCount = indices.length;
}
@Override
protected void drawModel(int timePassed) {
GLES11Module gl = Modules.GL;
gl.glEnableClientState(GLES11Module.GL_VERTEX_ARRAY);
gl.glBindBuffer(GLES11Module.GL_ARRAY_BUFFER, vertexBufferId);
gl.glVertexPointer(3, GLES11Module.GL_FLOAT, 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);
}
@Override
public void reset() {
}
}