Android Open Source - droidengine2d Transparent Texture Material Batch Renderer






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Back to project page droidengine2d.

License

The source code is released under:

Apache License

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Java Source Code

/*   Copyright 2013-2014 Miguel Vicente Linares
 *//w w w.  j  av  a 2s. c  o  m
 *  Licensed under the Apache License, Version 2.0 (the "License");
 *  you may not use this file except in compliance with the License.
 *  You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 *  Unless required by applicable law or agreed to in writing, software
 *  distributed under the License is distributed on an "AS IS" BASIS,
 *  WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 *  See the License for the specific language governing permissions and
 *  limitations under the License.
 */
package com.miviclin.droidengine2d.graphics.mesh;

import static com.miviclin.droidengine2d.util.PrimitiveTypeSize.SIZE_OF_FLOAT;

import java.nio.FloatBuffer;
import java.util.ArrayList;

import android.content.Context;

import com.miviclin.droidengine2d.graphics.Color;
import com.miviclin.droidengine2d.graphics.cameras.Camera;
import com.miviclin.droidengine2d.graphics.material.TransparentTextureMaterial;
import com.miviclin.droidengine2d.graphics.shader.ShaderProgram;
import com.miviclin.droidengine2d.graphics.shader.ShaderVars;
import com.miviclin.droidengine2d.util.math.Vector2;
import com.miviclin.droidengine2d.util.math.Vector3;

/**
 * TransparentTextureMaterialBatchRenderer allows rendering batches of up to 32 rectangles with
 * TransparentTextureMaterial in one draw call. Each rectangle has its own translation, rotation and scale.
 * 
 * @author Miguel Vicente Linares
 * 
 * @param <M> TransparentTextureMaterial
 */
public class TransparentTextureMaterialBatchRenderer<M extends TransparentTextureMaterial>
    extends TextureMaterialBatchRendererBase<M> {

  private int vertexOpacityOffset;

  /**
   * Constructor
   * 
   * @param context Context en el que se ejecuta el juego
   */
  public TransparentTextureMaterialBatchRenderer(Context context) {
    super(6, context);
    this.vertexOpacityOffset = 5;
    setGeometry(new RectangleBatchGeometry(getBatchCapacity(), true, true));
  }

  @Override
  public void setupShaderProgram() {

    // @formatter:off
    
    String vertexShaderSource = "" +
        "uniform mat4 " + ShaderVars.U_MVP_MATRIX + "[32];\n" +
        "attribute float " + ShaderVars.A_MVP_MATRIX_INDEX + ";\n" +
        "attribute vec4 " + ShaderVars.A_POSITION + ";\n" +
        "attribute vec2 " + ShaderVars.A_TEXTURE_COORD + ";\n" +
        "attribute float " + ShaderVars.A_OPACITY + ";\n" +
        "varying vec2 " + ShaderVars.V_TEXTURE_COORD + ";\n" +
        "varying float " + ShaderVars.V_OPACITY + ";\n" +
        "void main() {\n" +
        "    gl_Position = " + ShaderVars.U_MVP_MATRIX + "[int(" + ShaderVars.A_MVP_MATRIX_INDEX + ")] * " + ShaderVars.A_POSITION + ";\n" +
        "    " + ShaderVars.V_TEXTURE_COORD + " = " + ShaderVars.A_TEXTURE_COORD + ";\n" +
        "    " + ShaderVars.V_OPACITY + " = " + ShaderVars.A_OPACITY + ";\n" +
        "}";
    
    String fragmentShaderSource = "" +
        "precision mediump float;\n" +
        "varying vec2 " + ShaderVars.V_TEXTURE_COORD + ";\n" +
        "varying float " + ShaderVars.V_OPACITY + ";\n" +
        "uniform sampler2D sTexture;\n" +
        "void main() {\n" +
        "    gl_FragColor = texture2D(sTexture, " + ShaderVars.V_TEXTURE_COORD + ");\n" +
        "    gl_FragColor.w *= " + ShaderVars.V_OPACITY + ";\n" +
        "}";
    
    // @formatter:on

    ArrayList<String> attributes = new ArrayList<String>();
    attributes.add(ShaderVars.A_MVP_MATRIX_INDEX);
    attributes.add(ShaderVars.A_POSITION);
    attributes.add(ShaderVars.A_TEXTURE_COORD);
    attributes.add(ShaderVars.A_OPACITY);

    ArrayList<String> uniforms = new ArrayList<String>();
    uniforms.add(ShaderVars.U_MVP_MATRIX);

    getShaderProgram().setShaders(vertexShaderSource, fragmentShaderSource, attributes, uniforms);
  }

  @Override
  protected void setupVertexShaderVariables(int batchSize) {
    int strideBytes = getVerticesDataStrideBytes();
    ShaderProgram shaderProgram = getShaderProgram();
    shaderProgram.setUniformMatrix4fv(ShaderVars.U_MVP_MATRIX, batchSize, getGeometry().getMvpMatrices(), 0);
    shaderProgram.setAttribute(ShaderVars.A_MVP_MATRIX_INDEX, 1, SIZE_OF_FLOAT, getMvpIndexBuffer(), 0);
    shaderProgram.setAttribute(ShaderVars.A_POSITION, 3, strideBytes, getVertexBuffer(), getVertexPositionOffset());
    shaderProgram.setAttribute(ShaderVars.A_TEXTURE_COORD, 2, strideBytes, getVertexBuffer(), getVertexUVOffset());
    shaderProgram.setAttribute(ShaderVars.A_OPACITY, 1, strideBytes, getVertexBuffer(), vertexOpacityOffset);
  }

  @Override
  protected void setupVerticesData() {
    RectangleBatchGeometry geometry = getGeometry();
    int nVertices = getBatchCapacity() * 4;
    for (int i = 0; i < nVertices; i++) {
      // Bottom-Left
      geometry.addVertex(new Vector3(-0.5f, -0.5f, 0.0f));
      geometry.addTextureUV(new Vector2(0.0f, 1.0f));
      geometry.addColor(new Color(1.0f, 1.0f, 1.0f, 1.0f));
      // Bottom-Right
      geometry.addVertex(new Vector3(0.5f, -0.5f, 0.0f));
      geometry.addTextureUV(new Vector2(1.0f, 1.0f));
      geometry.addColor(new Color(1.0f, 1.0f, 1.0f, 1.0f));
      // Top-Right
      geometry.addVertex(new Vector3(0.5f, 0.5f, 0.0f));
      geometry.addTextureUV(new Vector2(1.0f, 0.0f));
      geometry.addColor(new Color(1.0f, 1.0f, 1.0f, 1.0f));
      // Top-Left
      geometry.addVertex(new Vector3(-0.5f, 0.5f, 0.0f));
      geometry.addTextureUV(new Vector2(0.0f, 0.0f));
      geometry.addColor(new Color(1.0f, 1.0f, 1.0f, 1.0f));
    }
  }

  @Override
  protected void copyGeometryToVertexBuffer(int batchSize) {
    FloatBuffer vertexBuffer = getVertexBuffer();
    vertexBuffer.clear();
    int nVertices = getBatchCapacity() * 4;
    Vector3 position;
    Vector2 textureUV;
    Color color;
    for (int i = 0; i < nVertices; i++) {
      position = getGeometry().getVertex(i);
      vertexBuffer.put(position.getX());
      vertexBuffer.put(position.getY());
      vertexBuffer.put(position.getZ());

      textureUV = getGeometry().getTextureUV(i);
      vertexBuffer.put(textureUV.getX());
      vertexBuffer.put(textureUV.getY());

      color = getGeometry().getColor(i);
      vertexBuffer.put(color.getA());
    }
  }

  @Override
  public void draw(Vector2 position, Vector2 scale, Vector2 origin, float rotation, Camera camera) {
    checkInBeginEndPair();
    TransparentTextureMaterial material = getCurrentMaterial();
    setupTexturedRectangle(material.getTextureRegion(), position, scale, origin, rotation, camera);
    setupOpacity(material.getOpacity());
    incrementBatchSize();
  }

  /**
   * Sets up the opacity of the vertices of the last rectangle added to this batch.
   * 
   * @param opacity Opacity.
   */
  private void setupOpacity(float opacity) {
    int spriteOffset = getBatchSize() * 4;
    int limit = spriteOffset + 4;
    for (int i = spriteOffset; i < limit; i++) {
      getGeometry().getColor(i).setA(opacity);
    }
  }

}




Java Source Code List

com.miviclin.droidengine2d.AbstractGame.java
com.miviclin.droidengine2d.EngineActivity.java
com.miviclin.droidengine2d.EngineLock.java
com.miviclin.droidengine2d.Engine.java
com.miviclin.droidengine2d.GameThread.java
com.miviclin.droidengine2d.Game.java
com.miviclin.droidengine2d.audio.MusicPlayer.java
com.miviclin.droidengine2d.audio.SoundManager.java
com.miviclin.droidengine2d.gamestate.GameStateAdapter.java
com.miviclin.droidengine2d.gamestate.GameStateManager.java
com.miviclin.droidengine2d.gamestate.GameStateNotRegisteredException.java
com.miviclin.droidengine2d.gamestate.GameState.java
com.miviclin.droidengine2d.gamestate.OnGameStateChangeListener.java
com.miviclin.droidengine2d.graphics.Color.java
com.miviclin.droidengine2d.graphics.DefaultRenderer.java
com.miviclin.droidengine2d.graphics.EngineRenderer.java
com.miviclin.droidengine2d.graphics.GLDebugger.java
com.miviclin.droidengine2d.graphics.GLRenderer.java
com.miviclin.droidengine2d.graphics.GLView.java
com.miviclin.droidengine2d.graphics.Graphics.java
com.miviclin.droidengine2d.graphics.animation.AnimationFrame.java
com.miviclin.droidengine2d.graphics.animation.AnimationStateAdapter.java
com.miviclin.droidengine2d.graphics.animation.AnimationStateListener.java
com.miviclin.droidengine2d.graphics.animation.Animation.java
com.miviclin.droidengine2d.graphics.cameras.Camera.java
com.miviclin.droidengine2d.graphics.cameras.OrthographicCamera.java
com.miviclin.droidengine2d.graphics.material.BlendingOptions.java
com.miviclin.droidengine2d.graphics.material.ColorMaterial.java
com.miviclin.droidengine2d.graphics.material.Material.java
com.miviclin.droidengine2d.graphics.material.TextureColorMaterial.java
com.miviclin.droidengine2d.graphics.material.TextureHsvMaterial.java
com.miviclin.droidengine2d.graphics.material.TextureMaterial.java
com.miviclin.droidengine2d.graphics.material.TransparentTextureMaterial.java
com.miviclin.droidengine2d.graphics.material.UnsupportedMaterialException.java
com.miviclin.droidengine2d.graphics.mesh.ColorMaterialBatchRenderer.java
com.miviclin.droidengine2d.graphics.mesh.Geometry.java
com.miviclin.droidengine2d.graphics.mesh.GraphicsBatchRenderer.java
com.miviclin.droidengine2d.graphics.mesh.RectangleBatchGeometry.java
com.miviclin.droidengine2d.graphics.mesh.RectangleBatchRenderer.java
com.miviclin.droidengine2d.graphics.mesh.TextureColorMaterialBatchRenderer.java
com.miviclin.droidengine2d.graphics.mesh.TextureHsvMaterialBatchRenderer.java
com.miviclin.droidengine2d.graphics.mesh.TextureMaterialBatchRendererBase.java
com.miviclin.droidengine2d.graphics.mesh.TextureMaterialBatchRenderer.java
com.miviclin.droidengine2d.graphics.mesh.TransparentTextureMaterialBatchRenderer.java
com.miviclin.droidengine2d.graphics.shader.ShaderProgramException.java
com.miviclin.droidengine2d.graphics.shader.ShaderProgram.java
com.miviclin.droidengine2d.graphics.shader.ShaderVars.java
com.miviclin.droidengine2d.graphics.text.BitmapFont.java
com.miviclin.droidengine2d.graphics.text.FontChar.java
com.miviclin.droidengine2d.graphics.text.Font.java
com.miviclin.droidengine2d.graphics.text.UndefinedCharacterException.java
com.miviclin.droidengine2d.graphics.texture.TextureAtlas.java
com.miviclin.droidengine2d.graphics.texture.TextureManager.java
com.miviclin.droidengine2d.graphics.texture.TexturePackerAtlas.java
com.miviclin.droidengine2d.graphics.texture.TextureRegion.java
com.miviclin.droidengine2d.graphics.texture.Texture.java
com.miviclin.droidengine2d.input.DefaultKeyEventProcessor.java
com.miviclin.droidengine2d.input.GameInputManager.java
com.miviclin.droidengine2d.input.GameStateInputManager.java
com.miviclin.droidengine2d.input.KeyEventInfo.java
com.miviclin.droidengine2d.input.KeyEventProcessor.java
com.miviclin.droidengine2d.input.KeyProcessor.java
com.miviclin.droidengine2d.input.MotionEventProcessor.java
com.miviclin.droidengine2d.input.TouchProcessor.java
com.miviclin.droidengine2d.input.sensor.AccelerometerValuesListener.java
com.miviclin.droidengine2d.input.sensor.Accelerometer.java
com.miviclin.droidengine2d.input.sensor.SensorUtilities.java
com.miviclin.droidengine2d.resources.AssetsLoader.java
com.miviclin.droidengine2d.util.ActivityUtilities.java
com.miviclin.droidengine2d.util.MutexLock.java
com.miviclin.droidengine2d.util.PrimitiveTypeSize.java
com.miviclin.droidengine2d.util.TransformUtilities.java
com.miviclin.droidengine2d.util.Transform.java
com.miviclin.droidengine2d.util.math.Matrix4.java
com.miviclin.droidengine2d.util.math.MatrixFix.java
com.miviclin.droidengine2d.util.math.Vector2.java
com.miviclin.droidengine2d.util.math.Vector3.java
com.miviclin.droidengine2d.util.time.TimeConstants.java
com.miviclin.droidengine2d.util.time.TimeCounter.java