/** * 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 MorphingBox extends BaseModel { public static final String NAME = "morphingbox"; 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 vertexBufferId; private int indexBufferId; private int textureBufferId; private int indexCount; private int textureId; public MorphingBox(MorphingBox model) { super(model); this.vertexBufferId = model.vertexBufferId; this.indexBufferId = model.indexBufferId; this.textureBufferId = model.textureBufferId; this.textureId = model.textureId; this.indexCount = model.indexCount; } public MorphingBox(TextureManager textureManager) { super(Actions.combineActions(Actions.IDLE, Actions.ATTACK)); this.textureId = textureManager.getTextureID("wall", true); short[] indices = { 1, 1, 0, 2, 3, 3, 4, 4, 5, 7, 6, 6, 9, 9, 8, 10, 11, 11, 13, 13, 12, 14, 15, 15, 17, 17, 16, 18, 19, 19, 21, 21, 20, 22, 23, }; indexBufferId = ModelUtils.generateIndexBuffer(indices); this.indexCount = indices.length; float minX, minY, minZ, maxX, maxY, maxZ; minX = minY = minZ = -.5f; maxX = maxY = maxZ = .5f; float[] cubeVertexCoords = new float[] { minX, minY, maxZ, maxX, minY, maxZ, // 0,1 = front maxX, maxY, maxZ, minX, maxY, maxZ, // 2,3 minX, minY, minZ, maxX, minY, minZ, // 4,5 = back maxX, maxY, minZ, minX, maxY, minZ, // 6,7 (index below) maxX, minY, maxZ, maxX, minY, minZ, // 1,5 = right 8,9 maxX, maxY, minZ, maxX, maxY, maxZ, // 6,2 10,11 minX, minY, minZ, minX, minY, maxZ, // 4,0 = left 12,13 minX, maxY, maxZ, minX, maxY, minZ, // 3,7 14,15 minX, maxY, maxZ, maxX, maxY, maxZ, // 3,2 = top 16,17 maxX, maxY, minZ, minX, maxY, minZ, // 6,7 18,19 maxX, minY, maxZ, minX, minY, maxZ, // 1,0 = bottom 20,21 minX, minY, minZ, maxX, minY, minZ // 4,5 22,23 }; vertexBufferId = ModelUtils.generateVertexBuffer(new float[][] { cubeVertexCoords })[0]; float[] cubeTextureCoords = new float[] { 0, 0, 1, 0, 1, 1, 0, 1, // front 0, 0, 1, 0, 1, 1, 0, 1, // back 0, 0, 1, 0, 1, 1, 0, 1, // right 0, 0, 1, 0, 1, 1, 0, 1, // left 0, 0, 1, 0, 1, 1, 0, 1, // top 0, 0, 1, 0, 1, 1, 0, 1 // bottom }; textureBufferId = ModelUtils.generateTextureBuffer(cubeTextureCoords); } @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() { } }