public void onDrawFrame(GL10 gl10, boolean fpsTimeElapsed) {
    GL11 gl = (GL11) gl10;

    updateWithDelta(1.0f / MAXIMUM_UPDATE_RATE);

    synchronized (transforms) {
      if (fpsTimeElapsed) {
        onTransform();
      }
    }
    sourcePosition.x = x;
    sourcePosition.y = y;

    gl.glMatrixMode(GL11.GL_MODELVIEW);
    gl.glLoadIdentity();

    gl.glEnableClientState(GL11.GL_COLOR_ARRAY);

    // unbind all buffers
    gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
    gl.glBindTexture(GL11.GL_TEXTURE_2D, 0);

    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesID[0]);

    // Using glBufferSubData means that a copy is done from the quads array to the buffer rather
    // than recreating the buffer which
    // would be an allocation and copy. The copy also only takes over the number of live particles.
    // This provides a nice performance
    // boost.
    quadsBuffer.put(quads);
    quadsBuffer.position(0);

    gl.glBufferSubData(GL11.GL_ARRAY_BUFFER, 0, 128 * particleIndex, quadsBuffer);

    // Configure the vertex pointer which will use the currently bound VBO for its data
    gl.glVertexPointer(2, GL11.GL_FLOAT, 32, 0);
    gl.glColorPointer(4, GL11.GL_FLOAT, 32, (4 * 4));
    gl.glTexCoordPointer(2, GL11.GL_FLOAT, 32, (4 * 2));

    if (hasTexture) {
      gl.glEnable(GL11.GL_TEXTURE_2D);
      gl.glBindTexture(GL11.GL_TEXTURE_2D, getTexture().getTextureId());
    }

    gl.glBlendFunc(srcBlendFactor, dstBlendFactor);

    gl.glDrawElements(GL11.GL_TRIANGLES, particleIndex * 6, GL11.GL_UNSIGNED_SHORT, indicesBuffer);

    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
    gl.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);

    gl.glDisableClientState(GL11.GL_COLOR_ARRAY);
  }
예제 #2
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    public GLState(GL11 gl) {
      mGL = gl;

      // Disable unused state
      gl.glDisable(GL11.GL_LIGHTING);

      // Enable used features
      gl.glEnable(GL11.GL_DITHER);

      gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
      gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
      gl.glEnable(GL11.GL_TEXTURE_2D);

      gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_REPLACE);

      // Set the background color
      gl.glClearColor(0f, 0f, 0f, 0f);
      gl.glClearStencil(0);

      gl.glEnable(GL11.GL_BLEND);
      gl.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);

      // We use 565 or 8888 format, so set the alignment to 2 bytes/pixel.
      gl.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 2);
    }