Back to project page CMOV_Stock_Portfolio.
The source code is released under:
MIT License
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package opengl.text; /*from ww w. java 2 s .com*/ import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.IntBuffer; import java.nio.ShortBuffer; import javax.microedition.khronos.opengles.GL10; public class Vertices { //--Constants--// final static int POSITION_CNT_2D = 2; // Number of Components in Vertex Position for 2D final static int POSITION_CNT_3D = 3; // Number of Components in Vertex Position for 3D final static int COLOR_CNT = 4; // Number of Components in Vertex Color final static int TEXCOORD_CNT = 2; // Number of Components in Vertex Texture Coords final static int NORMAL_CNT = 3; // Number of Components in Vertex Normal final static int INDEX_SIZE = Short.SIZE / 8; // Index Byte Size (Short.SIZE = bits) //--Members--// // NOTE: all members are constant, and initialized in constructor! final GL10 gl; // GL Instance final boolean hasColor; // Use Color in Vertices final boolean hasTexCoords; // Use Texture Coords in Vertices final boolean hasNormals; // Use Normals in Vertices public final int positionCnt; // Number of Position Components (2=2D, 3=3D) public final int vertexStride; // Vertex Stride (Element Size of a Single Vertex) public final int vertexSize; // Bytesize of a Single Vertex final IntBuffer vertices; // Vertex Buffer final ShortBuffer indices; // Index Buffer public int numVertices; // Number of Vertices in Buffer public int numIndices; // Number of Indices in Buffer final int[] tmpBuffer; // Temp Buffer for Vertex Conversion //--Constructor--// // D: create the vertices/indices as specified (for 2d/3d) // A: gl - the gl instance to use // maxVertices - maximum vertices allowed in buffer // maxIndices - maximum indices allowed in buffer // hasColor - use color values in vertices // hasTexCoords - use texture coordinates in vertices // hasNormals - use normals in vertices // use3D - (false, default) use 2d positions (ie. x/y only) // (true) use 3d positions (ie. x/y/z) public Vertices(GL10 gl, int maxVertices, int maxIndices, boolean hasColor, boolean hasTexCoords, boolean hasNormals) { this( gl, maxVertices, maxIndices, hasColor, hasTexCoords, hasNormals, false ); // Call Overloaded Constructor } public Vertices(GL10 gl, int maxVertices, int maxIndices, boolean hasColor, boolean hasTexCoords, boolean hasNormals, boolean use3D) { this.gl = gl; // Save GL Instance this.hasColor = hasColor; // Save Color Flag this.hasTexCoords = hasTexCoords; // Save Texture Coords Flag this.hasNormals = hasNormals; // Save Normals Flag this.positionCnt = use3D ? POSITION_CNT_3D : POSITION_CNT_2D; // Set Position Component Count this.vertexStride = this.positionCnt + ( hasColor ? COLOR_CNT : 0 ) + ( hasTexCoords ? TEXCOORD_CNT : 0 ) + ( hasNormals ? NORMAL_CNT : 0 ); // Calculate Vertex Stride this.vertexSize = this.vertexStride * 4; // Calculate Vertex Byte Size ByteBuffer buffer = ByteBuffer.allocateDirect( maxVertices * vertexSize ); // Allocate Buffer for Vertices (Max) buffer.order( ByteOrder.nativeOrder() ); // Set Native Byte Order this.vertices = buffer.asIntBuffer(); // Save Vertex Buffer if ( maxIndices > 0 ) { // IF Indices Required buffer = ByteBuffer.allocateDirect( maxIndices * INDEX_SIZE ); // Allocate Buffer for Indices (MAX) buffer.order( ByteOrder.nativeOrder() ); // Set Native Byte Order this.indices = buffer.asShortBuffer(); // Save Index Buffer } else // ELSE Indices Not Required indices = null; // No Index Buffer numVertices = 0; // Zero Vertices in Buffer numIndices = 0; // Zero Indices in Buffer this.tmpBuffer = new int[maxVertices * vertexSize / 4]; // Create Temp Buffer } //--Set Vertices--// // D: set the specified vertices in the vertex buffer // NOTE: optimized to use integer buffer! // A: vertices - array of vertices (floats) to set // offset - offset to first vertex in array // length - number of floats in the vertex array (total) // for easy setting use: vtx_cnt * (this.vertexSize / 4) // R: [none] public void setVertices(float[] vertices, int offset, int length) { this.vertices.clear(); // Remove Existing Vertices int last = offset + length; // Calculate Last Element for ( int i = offset, j = 0; i < last; i++, j++ ) // FOR Each Specified Vertex tmpBuffer[j] = Float.floatToRawIntBits( vertices[i] ); // Set Vertex as Raw Integer Bits in Buffer this.vertices.put( tmpBuffer, 0, length ); // Set New Vertices this.vertices.flip(); // Flip Vertex Buffer this.numVertices = length / this.vertexStride; // Save Number of Vertices //this.numVertices = length / ( this.vertexSize / 4 ); // Save Number of Vertices } //--Set Indices--// // D: set the specified indices in the index buffer // A: indices - array of indices (shorts) to set // offset - offset to first index in array // length - number of indices in array (from offset) // R: [none] public void setIndices(short[] indices, int offset, int length) { this.indices.clear(); // Clear Existing Indices this.indices.put( indices, offset, length ); // Set New Indices this.indices.flip(); // Flip Index Buffer this.numIndices = length; // Save Number of Indices } //--Bind--// // D: perform all required binding/state changes before rendering batches. // USAGE: call once before calling draw() multiple times for this buffer. // A: [none] // R: [none] public void bind() { gl.glEnableClientState( GL10.GL_VERTEX_ARRAY ); // Enable Position in Vertices vertices.position( 0 ); // Set Vertex Buffer to Position gl.glVertexPointer( positionCnt, GL10.GL_FLOAT, vertexSize, vertices ); // Set Vertex Pointer if ( hasColor ) { // IF Vertices Have Color gl.glEnableClientState( GL10.GL_COLOR_ARRAY ); // Enable Color in Vertices vertices.position( positionCnt ); // Set Vertex Buffer to Color gl.glColorPointer( COLOR_CNT, GL10.GL_FLOAT, vertexSize, vertices ); // Set Color Pointer } if ( hasTexCoords ) { // IF Vertices Have Texture Coords gl.glEnableClientState( GL10.GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coords in Vertices vertices.position( positionCnt + ( hasColor ? COLOR_CNT : 0 ) ); // Set Vertex Buffer to Texture Coords (NOTE: position based on whether color is also specified) gl.glTexCoordPointer( TEXCOORD_CNT, GL10.GL_FLOAT, vertexSize, vertices ); // Set Texture Coords Pointer } if ( hasNormals ) { gl.glEnableClientState( GL10.GL_NORMAL_ARRAY ); // Enable Normals in Vertices vertices.position( positionCnt + ( hasColor ? COLOR_CNT : 0 ) + ( hasTexCoords ? TEXCOORD_CNT : 0 ) ); // Set Vertex Buffer to Normals (NOTE: position based on whether color/texcoords is also specified) gl.glNormalPointer( GL10.GL_FLOAT, vertexSize, vertices ); // Set Normals Pointer } } //--Draw--// // D: draw the currently bound vertices in the vertex/index buffers // USAGE: can only be called after calling bind() for this buffer. // A: primitiveType - the type of primitive to draw // offset - the offset in the vertex/index buffer to start at // numVertices - the number of vertices (indices) to draw // R: [none] public void draw(int primitiveType, int offset, int numVertices) { if ( indices != null ) { // IF Indices Exist indices.position( offset ); // Set Index Buffer to Specified Offset gl.glDrawElements( primitiveType, numVertices, GL10.GL_UNSIGNED_SHORT, indices ); // Draw Indexed } else { // ELSE No Indices Exist gl.glDrawArrays( primitiveType, offset, numVertices ); // Draw Direct (Array) } } //--Unbind--// // D: clear binding states when done rendering batches. // USAGE: call once before calling draw() multiple times for this buffer. // A: [none] // R: [none] public void unbind() { if ( hasColor ) // IF Vertices Have Color gl.glDisableClientState( GL10.GL_COLOR_ARRAY ); // Clear Color State if ( hasTexCoords ) // IF Vertices Have Texture Coords gl.glDisableClientState( GL10.GL_TEXTURE_COORD_ARRAY ); // Clear Texture Coords State if ( hasNormals ) // IF Vertices Have Normals gl.glDisableClientState( GL10.GL_NORMAL_ARRAY ); // Clear Normals State } //--Draw Full--// // D: draw the vertices in the vertex/index buffers // NOTE: unoptimized version! use bind()/draw()/unbind() for batches // A: primitiveType - the type of primitive to draw // offset - the offset in the vertex/index buffer to start at // numVertices - the number of vertices (indices) to draw // R: [none] public void drawFull(int primitiveType, int offset, int numVertices) { gl.glEnableClientState( GL10.GL_VERTEX_ARRAY ); // Enable Position in Vertices vertices.position( 0 ); // Set Vertex Buffer to Position gl.glVertexPointer( positionCnt, GL10.GL_FLOAT, vertexSize, vertices ); // Set Vertex Pointer if ( hasColor ) { // IF Vertices Have Color gl.glEnableClientState( GL10.GL_COLOR_ARRAY ); // Enable Color in Vertices vertices.position( positionCnt ); // Set Vertex Buffer to Color gl.glColorPointer( COLOR_CNT, GL10.GL_FLOAT, vertexSize, vertices ); // Set Color Pointer } if ( hasTexCoords ) { // IF Vertices Have Texture Coords gl.glEnableClientState( GL10.GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coords in Vertices vertices.position( positionCnt + ( hasColor ? COLOR_CNT : 0 ) ); // Set Vertex Buffer to Texture Coords (NOTE: position based on whether color is also specified) gl.glTexCoordPointer( TEXCOORD_CNT, GL10.GL_FLOAT, vertexSize, vertices ); // Set Texture Coords Pointer } if ( indices != null ) { // IF Indices Exist indices.position( offset ); // Set Index Buffer to Specified Offset gl.glDrawElements( primitiveType, numVertices, GL10.GL_UNSIGNED_SHORT, indices ); // Draw Indexed } else { // ELSE No Indices Exist gl.glDrawArrays( primitiveType, offset, numVertices ); // Draw Direct (Array) } if ( hasTexCoords ) // IF Vertices Have Texture Coords gl.glDisableClientState( GL10.GL_TEXTURE_COORD_ARRAY ); // Clear Texture Coords State if ( hasColor ) // IF Vertices Have Color gl.glDisableClientState( GL10.GL_COLOR_ARRAY ); // Clear Color State } //--Set Vertex Elements--// // D: use these methods to alter the values (position, color, textcoords, normals) for vertices // WARNING: these do NOT validate any values, ensure that the index AND specified // elements EXIST before using!! // A: x, y, z - the x,y,z position to set in buffer // r, g, b, a - the r,g,b,a color to set in buffer // u, v - the u,v texture coords to set in buffer // nx, ny, nz - the x,y,z normal to set in buffer // R: [none] void setVtxPosition(int vtxIdx, float x, float y) { int index = vtxIdx * vertexStride; // Calculate Actual Index vertices.put( index + 0, Float.floatToRawIntBits( x ) ); // Set X vertices.put( index + 1, Float.floatToRawIntBits( y ) ); // Set Y } void setVtxPosition(int vtxIdx, float x, float y, float z) { int index = vtxIdx * vertexStride; // Calculate Actual Index vertices.put( index + 0, Float.floatToRawIntBits( x ) ); // Set X vertices.put( index + 1, Float.floatToRawIntBits( y ) ); // Set Y vertices.put( index + 2, Float.floatToRawIntBits( z ) ); // Set Z } void setVtxColor(int vtxIdx, float r, float g, float b, float a) { int index = ( vtxIdx * vertexStride ) + positionCnt; // Calculate Actual Index vertices.put( index + 0, Float.floatToRawIntBits( r ) ); // Set Red vertices.put( index + 1, Float.floatToRawIntBits( g ) ); // Set Green vertices.put( index + 2, Float.floatToRawIntBits( b ) ); // Set Blue vertices.put( index + 3, Float.floatToRawIntBits( a ) ); // Set Alpha } void setVtxColor(int vtxIdx, float r, float g, float b) { int index = ( vtxIdx * vertexStride ) + positionCnt; // Calculate Actual Index vertices.put( index + 0, Float.floatToRawIntBits( r ) ); // Set Red vertices.put( index + 1, Float.floatToRawIntBits( g ) ); // Set Green vertices.put( index + 2, Float.floatToRawIntBits( b ) ); // Set Blue } void setVtxColor(int vtxIdx, float a) { int index = ( vtxIdx * vertexStride ) + positionCnt; // Calculate Actual Index vertices.put( index + 3, Float.floatToRawIntBits( a ) ); // Set Alpha } void setVtxTexCoords(int vtxIdx, float u, float v) { int index = ( vtxIdx * vertexStride ) + positionCnt + ( hasColor ? COLOR_CNT : 0 ); // Calculate Actual Index vertices.put( index + 0, Float.floatToRawIntBits( u ) ); // Set U vertices.put( index + 1, Float.floatToRawIntBits( v ) ); // Set V } void setVtxNormal(int vtxIdx, float x, float y, float z) { int index = ( vtxIdx * vertexStride ) + positionCnt + ( hasColor ? COLOR_CNT : 0 ) + ( hasTexCoords ? TEXCOORD_CNT : 0 ); // Calculate Actual Index vertices.put( index + 0, Float.floatToRawIntBits( x ) ); // Set X vertices.put( index + 1, Float.floatToRawIntBits( y ) ); // Set Y vertices.put( index + 2, Float.floatToRawIntBits( z ) ); // Set Z } }