public void drawMesh( BasicTexture tex, int x, int y, int xyBuffer, int uvBuffer, int indexBuffer, int indexCount) { float alpha = mAlpha; if (!bindTexture(tex)) return; mGLState.setBlendEnabled(mBlendEnabled && (!tex.isOpaque() || alpha < OPAQUE_ALPHA)); mGLState.setTextureAlpha(alpha); // Reset the texture matrix. We will set our own texture coordinates // below. setTextureCoords(0, 0, 1, 1); saveTransform(); translate(x, y); mGL.glLoadMatrixf(mMatrixValues, 0); mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, xyBuffer); mGL.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, uvBuffer); mGL.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); mGL.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indexBuffer); mGL.glDrawElements(GL11.GL_TRIANGLE_STRIP, indexCount, GL11.GL_UNSIGNED_BYTE, 0); mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); mGL.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); mGL.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); restoreTransform(); mCountDrawMesh++; }
private void initialize() { GL11 gl = mGL; // First create an nio buffer, then create a VBO from it. int size = BOX_COORDINATES.length * Float.SIZE / Byte.SIZE; FloatBuffer xyBuffer = allocateDirectNativeOrderBuffer(size).asFloatBuffer(); xyBuffer.put(BOX_COORDINATES, 0, BOX_COORDINATES.length).position(0); int[] name = new int[1]; GLId.glGenBuffers(1, name, 0); mBoxCoords = name[0]; gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); gl.glBufferData( GL11.GL_ARRAY_BUFFER, xyBuffer.capacity() * (Float.SIZE / Byte.SIZE), xyBuffer, GL11.GL_STATIC_DRAW); gl.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); // Enable the texture coordinate array for Texture 1 gl.glClientActiveTexture(GL11.GL_TEXTURE1); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); gl.glClientActiveTexture(GL11.GL_TEXTURE0); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // mMatrixValues and mAlpha will be initialized in setSize() }
public void render(GL10 gl, Texture texture) { gl.glEnable(GL10.GL_TEXTURE_2D); texture.bind(gl); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); GL11 gl11 = (GL11) gl; // draw using hardware buffers gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, vertexbufferId); gl11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, texturebufferId); gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indexbufferId); gl11.glDrawElements(GL11.GL_TRIANGLES, indices.length, GL11.GL_UNSIGNED_SHORT, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // if (vertexbufferId == 0 || texturebufferId == 0 || indexbufferId == 0 || gl11.glGetError() // != 0) { // Log.e("Grid", "VBO Not available: " + gl11.glGetError() + ", " + // gl11.glGetString(gl11.glGetError())); // } }
public void bind() { GL11 gl = (GL11) glGraphics.getGL(); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, vboHandle); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, vertexSize, 0); if (hasColor) { gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, vertexSize, 3 * 4); } if (hasTexCoords) { gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, vertexSize, (hasColor ? 7 : 3) * 4); } if (hasNormals) { gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); int offset = 3; if (hasColor) offset += 4; if (hasTexCoords) offset += 2; gl.glNormalPointer(GL10.GL_FLOAT, vertexSize, offset * 4); } }
// This is a GLSurfaceView.Renderer callback public void onSurfaceCreated(GL10 gl1, EGLConfig config) { GL11 gl = (GL11) gl1; if (mGL != null) { // The GL Object has changed Log.i(TAG, "GLObject has changed from " + mGL + " to " + gl); } mGL = gl; if (!ENABLE_FPS_TEST) { setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); } else { setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY); } // Disable unused state gl.glDisable(GL11.GL_LIGHTING); // Enable used features gl.glEnable(GL11.GL_BLEND); gl.glEnable(GL11.GL_SCISSOR_TEST); gl.glEnable(GL11.GL_STENCIL_TEST); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL11.GL_TEXTURE_2D); mTexture2DEnabled = true; 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.glVertexPointer(2, GL11.GL_FLOAT, 0, mXyPointer); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, mUvPointer); }
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); }
public void set(GL10 gl) { if (mNumVertices == 0) { return; } mTexCoordBuffer.position(0); if (mUseVBO && GLBuffer.canUseVBO()) { GL11 gl11 = (GL11) gl; mGLBuffer.bind(gl11, mTexCoordBuffer, 4 * mTexCoordBuffer.capacity()); gl11.glTexCoordPointer(2, GL10.GL_FIXED, 0, 0); } else { gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, mTexCoordBuffer); } }
public synchronized void draw(GL11 gl) { super.draw(gl); if (fontIndexCount > 0) { gl.glBindTexture(GL11.GL_TEXTURE_2D, mFont.id); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, mTextureBuffer); gl.glVertexPointer(3, GL11.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL11.GL_FIXED, 0, mColorBuffer); mIndexBuffer.position(indStart); mColorBuffer.position(colorStart); mVertexBuffer.position(vertStart); mTextureBuffer.position(texStart); gl.glDrawElements(GL11.GL_TRIANGLES, fontIndexCount, GL11.GL_UNSIGNED_SHORT, mIndexBuffer); } }
public void beginDrawingStrips(GL10 gl, boolean useTexture) { beginDrawing(gl, useTexture); if (!mUseHardwareBuffers) { gl.glVertexPointer(3, mCoordinateType, 0, mVertexBuffer); if (useTexture) { gl.glTexCoordPointer(2, mCoordinateType, 0, mTexCoordBuffer); } } else { GL11 gl11 = (GL11) gl; // draw using hardware buffers gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex); gl11.glVertexPointer(3, mCoordinateType, 0, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex); gl11.glTexCoordPointer(2, mCoordinateType, 0, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex); } }
@Override protected void onDraw(Canvas canvas) { GL11 gl = (GL11) context.getGL(); int w = getWidth(); int h = getHeight(); context.waitNative(canvas, this); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glViewport(0, 0, w, h); GLU.gluPerspective(gl, 45.0f, ((float) w) / h, 1f, 100f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, 5, 0, 0, 0, 0, 1, 0); gl.glTranslatef(0, 0, -10); gl.glRotatef(30.0f, 1, 0, 0); // gl.glRotatef(40.0f, 0, 1, 0); gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertices[frame_ix]); gl.glNormalPointer(GL10.GL_FIXED, 0, normals); gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoords); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // gl.glColor4f(1,0,0,1); gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); // gl.glBindTexture(GL10.GL_TEXTURE_2D, 0); gl.glDrawElements(GL10.GL_TRIANGLES, verts, GL10.GL_UNSIGNED_SHORT, indices); frame_ix = (frame_ix + 1) % m.getFrameCount(); context.waitGL(); }
@Override public void glTexCoordPointer(int size, int type, int stride, int pointer) { gl.glTexCoordPointer(size, type, stride, pointer); }
public static void texCoordZeroPointer(final GL11 pGL11) { pGL11.glTexCoordPointer(2, GL10.GL_FLOAT, 0, 0); }
public void draw(GL10 gl, boolean useTexture) { if (!mUseHardwareBuffers) { gl.glVertexPointer(3, mCoordinateType, 0, mVertexBuffer); if (useTexture) { gl.glTexCoordPointer(2, mCoordinateType, 0, mTexCoordBuffer); } gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); } else { GL11 gl11 = (GL11) gl; // draw using hardware buffers gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex); gl11.glVertexPointer(3, mCoordinateType, 0, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex); gl11.glTexCoordPointer(2, mCoordinateType, 0, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex); gl11.glDrawElements(GL11.GL_TRIANGLES, mIndexCount, GL11.GL_UNSIGNED_SHORT, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); } }