Android Open Source - aCARdeRUN Renderer






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Back to project page aCARdeRUN.

License

The source code is released under:

Apache License

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Java Source Code

/* Copyright 2012 Dennis Grewe
 */*from  www. j av  a 2 s . 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 de.hdm.mib.dg041.graphics;

import de.hdm.mib.dg041.math.Matrix4x4;

/**
 * This class defines an own implemented renderer inspired on a classic openGL ES or  android renderer.
 *
 * @author dennis.grewe [dg041@hdm-stuttgart.de]
 * Created on 23.02.2012.
 */
public class Renderer
{
    // --------------------------------------------------------
    // PROPERTIES
    // --------------------------------------------------------

    private GraphicDevice graphicsDevice;

    // --------------------------------------------------------
    // CONSTRUCTOR
    // --------------------------------------------------------

    public Renderer(GraphicDevice graphicsDevice)
    {
      this.graphicsDevice = graphicsDevice;
    }

    // --------------------------------------------------------
    // METHODS
    // --------------------------------------------------------

    /**
     * @return the graphics devices
     */
    public GraphicDevice getGraphicsDevice()
    {
      return graphicsDevice;
    }

    /**
     * This method draws a loaded mesh and its corresponding material into a matrix (for example the world).
     *
     * @param mesh
     * @param material
     * @param world
     */
    public void drawMesh(Mesh mesh, Material material, Matrix4x4 world)
    {
        graphicsDevice.setWorldMatrix(world);
        setupMaterial(material);

        VertexBuffer vertexBuffer = mesh.getVertexBuffer();
        graphicsDevice.bindVertexBuffer(vertexBuffer);
        graphicsDevice.draw(mesh.getMode(), 0, vertexBuffer.getNumVertices());
        graphicsDevice.unbindVertexBuffer(vertexBuffer);
    }

    /**
     * This method draws a loaded mesh without its material in a matrix (for example the world)
     *
     * @param mesh
     * @param world
     */
    public void drawMesh(Mesh mesh, Matrix4x4 world)
    {
        graphicsDevice.setWorldMatrix(world);

        VertexBuffer vertexBuffer = mesh.getVertexBuffer();
        graphicsDevice.bindVertexBuffer(vertexBuffer);
        graphicsDevice.draw(mesh.getMode(), 0, vertexBuffer.getNumVertices());
        graphicsDevice.unbindVertexBuffer(vertexBuffer);
    }

    /**
     * This method draws a certain text into a matrix.
     *
     * @param textBuffer
     * @param world
     */
    public void drawText(TextBuffer textBuffer, Matrix4x4 world)
    {
        drawMesh(textBuffer.getMesh(), textBuffer.getSpriteFont().getMaterial(), world);
    }


    /**
     * This method sets up the properties of a material for a mesh.
     *
     * @param material
     */
    private void setupMaterial(Material material)
    {
        // setup text
        graphicsDevice.bindTexture(material.getTexture());
        graphicsDevice.setTextureFilters(material.getTextureFilterMin(), material.getTextureFilterMag());
        graphicsDevice.setTextureWrapMode(material.getTextureWrapModeU(), material.getTextureWrapModeV());
        graphicsDevice.setTextureBlendMode(material.getTextureBlendMode());
        graphicsDevice.setTextureBlendColor(material.getTextureBlendColor());

        // setup material properties
        graphicsDevice.setMaterialColor(material.getMaterialColor());
        graphicsDevice.setBlendFactors(material.getBlendSourceFactor(), material.getBlendDestFactor());

        // setup display properties like culling, depth, alpha, ...
        graphicsDevice.setCullSide(material.getCullSide());
        graphicsDevice.setDepthTest(material.getDepthTestFunction());
        graphicsDevice.setDepthWrite(material.getDepthWrite());
        graphicsDevice.setAlphaTest(material.getAlphaTestFunction(), material.getAlphaTestValue());
    }
}




Java Source Code List

de.hdm.mib.dg041.acarderun.aCARdeRunActivity.java
de.hdm.mib.dg041.acarderun.aCARdeRunView.java
de.hdm.mib.dg041.collision.AxisAlignedBoundingBox.java
de.hdm.mib.dg041.collision.Circle.java
de.hdm.mib.dg041.collision.Point.java
de.hdm.mib.dg041.collision.Shape2D.java
de.hdm.mib.dg041.game.GameScreen.java
de.hdm.mib.dg041.game.Game.java
de.hdm.mib.dg041.game.HUD.java
de.hdm.mib.dg041.game.Hero.java
de.hdm.mib.dg041.game.InGameScreen.java
de.hdm.mib.dg041.game.MenuScreen.java
de.hdm.mib.dg041.game.Obstacle.java
de.hdm.mib.dg041.game.Ranking.java
de.hdm.mib.dg041.game.World.java
de.hdm.mib.dg041.game.aCARdeRunGame.java
de.hdm.mib.dg041.graphics.BlendFactor.java
de.hdm.mib.dg041.graphics.Camera.java
de.hdm.mib.dg041.graphics.CompareFunction.java
de.hdm.mib.dg041.graphics.GraphicDevice.java
de.hdm.mib.dg041.graphics.Material.java
de.hdm.mib.dg041.graphics.Mesh.java
de.hdm.mib.dg041.graphics.Renderer.java
de.hdm.mib.dg041.graphics.Side.java
de.hdm.mib.dg041.graphics.SpriteFont.java
de.hdm.mib.dg041.graphics.TextBuffer.java
de.hdm.mib.dg041.graphics.TextureBlendMode.java
de.hdm.mib.dg041.graphics.TextureFilter.java
de.hdm.mib.dg041.graphics.TextureWrapMode.java
de.hdm.mib.dg041.graphics.Texture.java
de.hdm.mib.dg041.graphics.VertexBuffer.java
de.hdm.mib.dg041.graphics.VertexElement.java
de.hdm.mib.dg041.input.InputEvent.java
de.hdm.mib.dg041.input.InputSystem.java
de.hdm.mib.dg041.math.MathHelper.java
de.hdm.mib.dg041.math.Matrix4x4.java
de.hdm.mib.dg041.math.Vector2.java
de.hdm.mib.dg041.math.Vector3.java
de.hdm.mib.dg041.math.Vector4.java