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Square.java
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145 lines (110 loc) · 4.67 KB
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package cg.bouncysquare;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.content.Context;
import android.graphics.*;
import android.opengl.*;
public class Square {
private FloatBuffer mFVertexBuffer;
private FloatBuffer mColorBuffer;
private FloatBuffer mTextureCoords0;
private FloatBuffer mTextureCoords1;
private ByteBuffer mIndexBuffer;
private int mTexture0;
private int mTexture1;
public Square(float colors[])
{
float vertices[] =
{
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
float textureCoords[] =
{
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
byte indices[] =
{
0, 3, 1,
0, 2, 3
};
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
mFVertexBuffer = vbb.asFloatBuffer();
mFVertexBuffer.put(vertices);
mFVertexBuffer.position(0);
vbb = ByteBuffer.allocateDirect(colors.length * 4);
vbb.order(ByteOrder.nativeOrder());
mColorBuffer = vbb.asFloatBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
mIndexBuffer.put(indices);
mIndexBuffer.position(0);
vbb = ByteBuffer.allocateDirect(textureCoords.length * 4);
vbb.order(ByteOrder.nativeOrder());
mTextureCoords0 = vbb.asFloatBuffer();
mTextureCoords0.put(textureCoords);
mTextureCoords0.position(0);
vbb = ByteBuffer.allocateDirect(textureCoords.length * 4);
vbb.order(ByteOrder.nativeOrder());
mTextureCoords1 = vbb.asFloatBuffer();
mTextureCoords1.put(textureCoords);
mTextureCoords1.position(0);
}
public void draw(GL10 gl)
{
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D,mTexture0);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glFrontFace(GL11.GL_CW);
gl.glVertexPointer(2, GL11.GL_FLOAT, 0, mFVertexBuffer);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glColorPointer(4, GL11.GL_FLOAT, 0, mColorBuffer);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glClientActiveTexture(GL10.GL_TEXTURE0);
gl.glTexCoordPointer(2, GL10.GL_FLOAT,0,mTextureCoords0);
gl.glClientActiveTexture(GL10.GL_TEXTURE1);
gl.glTexCoordPointer(2, GL10.GL_FLOAT,0,mTextureCoords1);
multiTexture(gl,mTexture0,mTexture1);
gl.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_UNSIGNED_BYTE, mIndexBuffer);
gl.glFrontFace(GL11.GL_CCW);
}
public void setTextures(GL10 gl,Context context,int resourceID0, int resourceID1)
{
mTexture0=createTexture(gl,context,resourceID0);
mTexture1=createTexture(gl,context,resourceID1);
}
public int createTexture(GL10 gl, Context contextRegf, int resource)
{
int[] textures = new int[1];
Bitmap tempImage = BitmapFactory.decodeResource(contextRegf.getResources(), resource); // 1
gl.glGenTextures(1, textures, 0); // 2
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); // 3
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, tempImage, 0); // 4
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); // 5a
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // 5b
tempImage.recycle();//6
return textures[0];
}
public void multiTexture(GL10 gl, int tex0, int tex1)
{
float combineParameter= GL10.GL_DECAL; //1
// Set up the First Texture.
gl.glActiveTexture(GL10.GL_TEXTURE0); //2
gl.glBindTexture(GL10.GL_TEXTURE_2D, tex0); //3
// Set up the Second Texture.
gl.glActiveTexture(GL10.GL_TEXTURE1);
gl.glBindTexture(GL10.GL_TEXTURE_2D, tex1);
// Set the texture environment mode for this texture to combine.
gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, combineParameter); //4
}
}