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The source code is released under:
GNU General Public License
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/* Dice in the dark. D & D app for the blind and seeing impaired, * Copyright (C) <2013r> <Lovisa Irpa Helgadottir> */*from w w w. j av a 2s .c o m*/ * 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.example.framework.gl; import javax.microedition.khronos.opengles.GL10; import android.util.FloatMath; import com.example.framework.impl.GLGraphics; import com.example.framework.math.Vector2; public class SpriteBatcher { final float[] verticesBuffer; int bufferIndex; final Vertices vertices; int numSprites; public SpriteBatcher(GLGraphics glGraphics, int maxSprites){ this.verticesBuffer = new float [maxSprites*4*4]; this.vertices = new Vertices(glGraphics, maxSprites*4, maxSprites*6, false, true); this.bufferIndex = 0; this.numSprites =0; short[] indices = new short[maxSprites*6]; int len = indices.length; short j=0; for(int i = 0; i<len; i+=6, j+=4){ indices[i+0] = (short)(j+0); indices[i+1] = (short)(j+1); indices[i+2] = (short)(j+2); indices[i+3] = (short)(j+2); indices[i+4] = (short)(j+3); indices[i+5] = (short)(j+0); } vertices.setIndices(indices, 0, len); } public void beginBatch(Texture texture){ texture.bind(); numSprites =0; bufferIndex =0; } public void endBatch(){ vertices.setVertices(verticesBuffer, 0, bufferIndex); vertices.bind(); vertices.draw(GL10.GL_TRIANGLES, 0, numSprites*6); vertices.unbind(); } public void drawSprite(float x, float y, float width, float height, TextureRegion region) { float halfWidth = width / 2; float halfHeight = height / 2; float x1 = x - halfWidth; float y1 = y - halfHeight; float x2 = x + halfWidth; float y2 = y + halfHeight; verticesBuffer[bufferIndex++] = x1; verticesBuffer[bufferIndex++] = y1; verticesBuffer[bufferIndex++] = region.u1; verticesBuffer[bufferIndex++] = region.v2; verticesBuffer[bufferIndex++] = x2; verticesBuffer[bufferIndex++] = y1; verticesBuffer[bufferIndex++] = region.u2; verticesBuffer[bufferIndex++] = region.v2; verticesBuffer[bufferIndex++] = x2; verticesBuffer[bufferIndex++] = y2; verticesBuffer[bufferIndex++] = region.u2; verticesBuffer[bufferIndex++] = region.v1; verticesBuffer[bufferIndex++] = x1; verticesBuffer[bufferIndex++] = y2; verticesBuffer[bufferIndex++] = region.u1; verticesBuffer[bufferIndex++] = region.v1; numSprites++; } public void drawSprite(float x, float y, float width, float height, float angle, TextureRegion region) { float halfWidth = width / 2; float halfHeight = height / 2; float rad = angle * Vector2.TO_RADIANS; float cos = FloatMath.cos(rad); float sin = FloatMath.sin(rad); float x1 = -halfWidth * cos - (-halfHeight) * sin; float y1 = -halfWidth * sin + (-halfHeight) * cos; float x2 = halfWidth * cos - (-halfHeight) * sin; float y2 = halfWidth * sin + (-halfHeight) * cos; float x3 = halfWidth * cos - halfHeight * sin; float y3 = halfWidth * sin + halfHeight * cos; float x4 = -halfWidth * cos - halfHeight * sin; float y4 = -halfWidth * sin + halfHeight * cos; x1 += x; y1 += y; x2 += x; y2 += y; x3 += x; y3 += y; x4 += x; y4 += y; verticesBuffer[bufferIndex++] = x1; verticesBuffer[bufferIndex++] = y1; verticesBuffer[bufferIndex++] = region.u1; verticesBuffer[bufferIndex++] = region.v2; verticesBuffer[bufferIndex++] = x2; verticesBuffer[bufferIndex++] = y2; verticesBuffer[bufferIndex++] = region.u2; verticesBuffer[bufferIndex++] = region.v2; verticesBuffer[bufferIndex++] = x3; verticesBuffer[bufferIndex++] = y3; verticesBuffer[bufferIndex++] = region.u2; verticesBuffer[bufferIndex++] = region.v1; verticesBuffer[bufferIndex++] = x4; verticesBuffer[bufferIndex++] = y4; verticesBuffer[bufferIndex++] = region.u1; verticesBuffer[bufferIndex++] = region.v1; numSprites++; } }