git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10478 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
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@ -1,8 +1,8 @@ |
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Last Updated 7/10/2012 |
Last Updated 9/3/2013 |
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Component Version |
Component Version |
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--------------------------------------------------------------------- |
--------------------------------------------------------------------- |
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nifty nifty-1.3.2 |
nifty nifty-1.3.3-SNAPSHOT |
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nifty-default-controls nifty-default-controls-1.3.2 |
nifty-default-controls nifty-default-controls-1.3.3-SNAPSHOT |
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nifty-style-black nifty-style-black-1.3.2 |
nifty-style-black nifty-style-black-1.3.3-SNAPSHOT |
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nifty-examples nifty-examples-1.3.2 |
nifty-examples nifty-examples-1.3.3-SNAPSHOT |
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@ -0,0 +1,514 @@ |
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/* |
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* Copyright (c) 2009-2012 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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package com.jme3.niftygui; |
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import java.io.IOException; |
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import java.nio.ByteBuffer; |
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import java.nio.FloatBuffer; |
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import java.nio.ShortBuffer; |
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import java.util.ArrayList; |
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import java.util.List; |
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import java.util.logging.Level; |
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import java.util.logging.Logger; |
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import com.jme3.asset.TextureKey; |
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import com.jme3.material.Material; |
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import com.jme3.material.RenderState; |
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import com.jme3.math.Matrix4f; |
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import com.jme3.renderer.RenderManager; |
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import com.jme3.renderer.Renderer; |
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import com.jme3.scene.Geometry; |
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import com.jme3.scene.Mesh; |
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import com.jme3.scene.VertexBuffer; |
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import com.jme3.scene.VertexBuffer.Type; |
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import com.jme3.scene.VertexBuffer.Usage; |
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import com.jme3.texture.Image.Format; |
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import com.jme3.texture.Texture.MagFilter; |
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import com.jme3.texture.Texture.MinFilter; |
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import com.jme3.texture.Texture2D; |
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import com.jme3.util.BufferUtils; |
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import de.lessvoid.nifty.batch.spi.BatchRenderBackend; |
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import de.lessvoid.nifty.render.BlendMode; |
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import de.lessvoid.nifty.spi.render.MouseCursor; |
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import de.lessvoid.nifty.tools.Color; |
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import de.lessvoid.nifty.tools.ObjectPool; |
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import de.lessvoid.nifty.tools.ObjectPool.Factory; |
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import de.lessvoid.nifty.tools.resourceloader.NiftyResourceLoader; |
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/** |
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* Nifty GUI BatchRenderBackend Implementation for jMonkeyEngine. |
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* @author void |
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*/ |
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public class JmeBatchRenderBackend implements BatchRenderBackend { |
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private static Logger log = Logger.getLogger(JmeBatchRenderBackend.class.getName()); |
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private final ObjectPool<Batch> batchPool; |
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private final List<Batch> batches = new ArrayList<Batch>(); |
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// a modify texture call needs a jme Renderer to execute. if we're called to modify a texture but don't
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// have a Renderer yet - since it was not initialized on the jme side - we'll cache the modify texture calls
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// in here and execute them later (at the next beginFrame() call).
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private final List<ModifyTexture> modifyTextureCalls = new ArrayList<ModifyTexture>(); |
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private RenderManager renderManager; |
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private NiftyJmeDisplay display; |
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private Texture2D textureAtlas; |
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private Batch currentBatch; |
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private Matrix4f tempMat = new Matrix4f(); |
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private ByteBuffer initialData; |
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// this is only used for debugging purpose and will make the removed textures filled with a color
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private boolean fillRemovedTexture = |
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Boolean.getBoolean(System.getProperty(JmeBatchRenderBackend.class.getName() + ".fillRemovedTexture", "false")); |
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public JmeBatchRenderBackend(final NiftyJmeDisplay display) { |
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this.display = display; |
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this.batchPool = new ObjectPool<Batch>(2, new Factory<Batch>() { |
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@Override |
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public Batch createNew() { |
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return new Batch(); |
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} |
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}); |
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} |
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public void setRenderManager(final RenderManager rm) { |
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this.renderManager = rm; |
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} |
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@Override |
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public void setResourceLoader(final NiftyResourceLoader resourceLoader) { |
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} |
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@Override |
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public int getWidth() { |
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return display.getWidth(); |
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} |
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@Override |
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public int getHeight() { |
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return display.getHeight(); |
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} |
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@Override |
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public void beginFrame() { |
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log.fine("beginFrame()"); |
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for (int i=0; i<batches.size(); i++) { |
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batchPool.free(batches.get(i)); |
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} |
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batches.clear(); |
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// in case we have pending modifyTexture calls we'll need to execute them now
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if (!modifyTextureCalls.isEmpty()) { |
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Renderer renderer = display.getRenderer(); |
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for (int i=0; i<modifyTextureCalls.size(); i++) { |
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modifyTextureCalls.get(i).execute(renderer); |
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} |
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modifyTextureCalls.clear(); |
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} |
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} |
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@Override |
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public void endFrame() { |
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log.fine("endFrame"); |
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} |
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@Override |
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public void clear() { |
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} |
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// TODO: Cursor support
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@Override |
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public MouseCursor createMouseCursor(final String filename, final int hotspotX, final int hotspotY) throws IOException { |
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return new MouseCursor() { |
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public void dispose() { |
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} |
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}; |
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} |
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@Override |
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public void enableMouseCursor(final MouseCursor mouseCursor) { |
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} |
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@Override |
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public void disableMouseCursor() { |
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} |
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@Override |
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public void createAtlasTexture(final int width, final int height) { |
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try { |
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createAtlasTextureInternal(width, height); |
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// we just initialize a second buffer here that will replace the texture atlas image
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initialData = BufferUtils.createByteBuffer(width*height*4); |
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for (int i=0; i<width*height; i++) { |
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initialData.put((byte) 0x00); |
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initialData.put((byte) 0xff); |
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initialData.put((byte) 0x00); |
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initialData.put((byte) 0xff); |
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} |
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} catch (Exception e) { |
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log.log(Level.WARNING, e.getMessage(), e); |
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} |
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} |
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@Override |
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public void clearAtlasTexture(final int width, final int height) { |
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initialData.rewind(); |
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textureAtlas.getImage().setData(initialData); |
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} |
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@Override |
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public Image loadImage(final String filename) { |
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TextureKey key = new TextureKey(filename, false); |
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key.setAnisotropy(0); |
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key.setAsCube(false); |
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key.setGenerateMips(false); |
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Texture2D texture = (Texture2D) display.getAssetManager().loadTexture(key); |
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return new ImageImpl(texture.getImage()); |
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} |
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@Override |
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public void addImageToTexture(final Image image, final int x, final int y) { |
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ImageImpl imageImpl = (ImageImpl) image; |
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imageImpl.modifyTexture(this, textureAtlas, x, y); |
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} |
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@Override |
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public void beginBatch(final BlendMode blendMode) { |
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batches.add(batchPool.allocate()); |
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currentBatch = batches.get(batches.size() - 1); |
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currentBatch.begin(blendMode); |
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} |
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@Override |
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public void addQuad( |
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final float x, |
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final float y, |
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final float width, |
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final float height, |
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final Color color1, |
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final Color color2, |
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final Color color3, |
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final Color color4, |
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final float textureX, |
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final float textureY, |
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final float textureWidth, |
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final float textureHeight) { |
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if (!currentBatch.canAddQuad()) { |
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beginBatch(currentBatch.getBlendMode()); |
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} |
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currentBatch.addQuadInternal(x, y, width, height, color1, color2, color3, color4, textureX, textureY, textureWidth, textureHeight); |
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} |
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@Override |
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public int render() { |
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for (int i=0; i<batches.size(); i++) { |
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Batch batch = batches.get(i); |
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batch.render(); |
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} |
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return batches.size(); |
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} |
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@Override |
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public void removeFromTexture(final Image image, final int x, final int y, final int w, final int h) { |
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// Since we clear the whole texture when we switch screens it's not really necessary to remove data from the
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// texture atlas when individual textures are removed. If necessary this can be enabled with a system property.
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if (!fillRemovedTexture) { |
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return; |
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} |
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ByteBuffer initialData = BufferUtils.createByteBuffer(image.getWidth()*image.getHeight()*4); |
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for (int i=0; i<image.getWidth()*image.getHeight(); i++) { |
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initialData.put((byte) 0xff); |
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initialData.put((byte) 0x00); |
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initialData.put((byte) 0x00); |
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initialData.put((byte) 0xff); |
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} |
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initialData.rewind(); |
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modifyTexture( |
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textureAtlas, |
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new com.jme3.texture.Image(Format.RGBA8, image.getWidth(), image.getHeight(), initialData), |
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x, |
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y); |
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} |
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// internal implementations
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private void createAtlasTextureInternal(final int width, final int height) throws Exception { |
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ByteBuffer initialData = BufferUtils.createByteBuffer(width*height*4); |
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for (int i=0; i<width*height*4; i++) { |
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initialData.put((byte) 0x80); |
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} |
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initialData.rewind(); |
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textureAtlas = new Texture2D(new com.jme3.texture.Image(Format.RGBA8, width, height, initialData)); |
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textureAtlas.setMinFilter(MinFilter.NearestNoMipMaps); |
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textureAtlas.setMagFilter(MagFilter.Nearest); |
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} |
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private void modifyTexture( |
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final Texture2D textureAtlas, |
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final com.jme3.texture.Image image, |
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final int x, |
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final int y) { |
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Renderer renderer = display.getRenderer(); |
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if (renderer == null) { |
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// we have no renderer (yet) so we'll need to cache this call to the next beginFrame() call
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modifyTextureCalls.add(new ModifyTexture(textureAtlas, image, x, y)); |
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return; |
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} |
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// all is well, we can execute the modify right away
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renderer.modifyTexture(textureAtlas, image, x, y); |
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} |
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/** |
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* Simple BatchRenderBackend.Image implementation that will transport the dimensions of an image as well as the |
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* actual bytes from the loadImage() to the addImageToTexture() method. |
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* |
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* @author void |
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*/ |
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private static class ImageImpl implements BatchRenderBackend.Image { |
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private final com.jme3.texture.Image image; |
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public ImageImpl(final com.jme3.texture.Image image) { |
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this.image = image; |
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} |
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public void modifyTexture( |
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final JmeBatchRenderBackend backend, |
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final Texture2D textureAtlas, |
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final int x, |
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final int y) { |
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backend.modifyTexture(textureAtlas, image, x, y); |
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} |
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@Override |
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public int getWidth() { |
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return image.getWidth(); |
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} |
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@Override |
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public int getHeight() { |
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return image.getHeight(); |
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} |
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} |
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/** |
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* Used to delay ModifyTexture calls in case we don't have a JME3 Renderer yet. |
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* @author void |
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*/ |
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private static class ModifyTexture { |
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private Texture2D atlas; |
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private com.jme3.texture.Image image; |
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private int x; |
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private int y; |
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private ModifyTexture(final Texture2D atlas, final com.jme3.texture.Image image, final int x, final int y) { |
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this.atlas = atlas; |
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this.image = image; |
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this.x = x; |
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this.y = y; |
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} |
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public void execute(final Renderer renderer) { |
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renderer.modifyTexture(atlas, image, x, y); |
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} |
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} |
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/** |
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* This class helps us to manage the batch data. We'll keep a bunch of instances of this class around that will be |
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* reused when needed. Each Batch instance provides room for a certain amount of vertices and we'll use a new Batch |
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* when we exceed this amount of data. |
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* |
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* @author void |
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*/ |
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private class Batch { |
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// 4 vertices per quad and 8 vertex attributes for each vertex:
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// - 2 x pos
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// - 2 x texture
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// - 4 x color
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//
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// stored into 3 different buffers: position, texture coords, vertex color
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// and an additional buffer for indexes
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//
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// there is a fixed amount of primitives per batch. if we run out of vertices we'll start a new batch.
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private final static int BATCH_MAX_QUADS = 2000; |
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private final static int BATCH_MAX_VERTICES = BATCH_MAX_QUADS * 4; |
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// individual buffers for all the vertex attributes
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private final VertexBuffer vertexPos = new VertexBuffer(Type.Position); |
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private final VertexBuffer vertexTexCoord = new VertexBuffer(Type.TexCoord); |
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private final VertexBuffer vertexColor = new VertexBuffer(Type.Color); |
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private final VertexBuffer indexBuffer = new VertexBuffer(Type.Index); |
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private final Mesh mesh = new Mesh(); |
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private final Geometry meshGeometry = new Geometry("nifty-quad", mesh); |
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private final RenderState renderState = new RenderState(); |
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private FloatBuffer vertexPosBuffer; |
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private FloatBuffer vertexTexCoordBuffer; |
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private FloatBuffer vertexColorBuffer; |
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private ShortBuffer indexBufferBuffer; |
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// number of quads already added to this batch.
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private int quadCount; |
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private short globalVertexIndex; |
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// current blend mode
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private BlendMode blendMode = BlendMode.BLEND; |
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private Material material; |
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public Batch() { |
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// setup mesh
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vertexPos.setupData(Usage.Stream, 2, VertexBuffer.Format.Float, BufferUtils.createFloatBuffer(BATCH_MAX_VERTICES * 2)); |
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vertexPosBuffer = (FloatBuffer) vertexPos.getData(); |
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mesh.setBuffer(vertexPos); |
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vertexTexCoord.setupData(Usage.Stream, 2, VertexBuffer.Format.Float, BufferUtils.createFloatBuffer(BATCH_MAX_VERTICES * 2)); |
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vertexTexCoordBuffer = (FloatBuffer) vertexTexCoord.getData(); |
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mesh.setBuffer(vertexTexCoord); |
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vertexColor.setupData(Usage.Stream, 4, VertexBuffer.Format.Float, BufferUtils.createFloatBuffer(BATCH_MAX_VERTICES * 4)); |
||||||
|
vertexColorBuffer = (FloatBuffer) vertexColor.getData(); |
||||||
|
mesh.setBuffer(vertexColor); |
||||||
|
|
||||||
|
indexBuffer.setupData(Usage.Stream, 3, VertexBuffer.Format.UnsignedShort, BufferUtils.createShortBuffer(BATCH_MAX_QUADS * 2 * 3)); |
||||||
|
indexBufferBuffer = (ShortBuffer) indexBuffer.getData(); |
||||||
|
mesh.setBuffer(indexBuffer); |
||||||
|
|
||||||
|
material = new Material(display.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); |
||||||
|
material.setBoolean("VertexColor", true); |
||||||
|
|
||||||
|
renderState.setDepthTest(false); |
||||||
|
renderState.setDepthWrite(false); |
||||||
|
} |
||||||
|
|
||||||
|
public void begin(final BlendMode blendMode) { |
||||||
|
this.blendMode = blendMode; |
||||||
|
quadCount = 0; |
||||||
|
globalVertexIndex = 0; |
||||||
|
vertexPosBuffer.clear(); |
||||||
|
vertexTexCoordBuffer.clear(); |
||||||
|
vertexColorBuffer.clear(); |
||||||
|
indexBufferBuffer.clear(); |
||||||
|
} |
||||||
|
|
||||||
|
public BlendMode getBlendMode() { |
||||||
|
return blendMode; |
||||||
|
} |
||||||
|
|
||||||
|
public void render() { |
||||||
|
renderState.setBlendMode(convertBlend(blendMode)); |
||||||
|
|
||||||
|
vertexPosBuffer.flip(); |
||||||
|
vertexPos.updateData(vertexPosBuffer); |
||||||
|
|
||||||
|
vertexTexCoordBuffer.flip(); |
||||||
|
vertexTexCoord.updateData(vertexTexCoordBuffer); |
||||||
|
|
||||||
|
vertexColorBuffer.flip(); |
||||||
|
vertexColor.updateData(vertexColorBuffer); |
||||||
|
|
||||||
|
indexBufferBuffer.flip(); |
||||||
|
indexBuffer.updateData(indexBufferBuffer); |
||||||
|
|
||||||
|
tempMat.loadIdentity(); |
||||||
|
renderManager.setWorldMatrix(tempMat); |
||||||
|
renderManager.setForcedRenderState(renderState); |
||||||
|
|
||||||
|
material.setTexture("ColorMap", textureAtlas); |
||||||
|
material.render(meshGeometry, renderManager); |
||||||
|
} |
||||||
|
|
||||||
|
private RenderState.BlendMode convertBlend(final BlendMode blendMode) { |
||||||
|
if (blendMode == null) { |
||||||
|
return RenderState.BlendMode.Off; |
||||||
|
} else if (blendMode == BlendMode.BLEND) { |
||||||
|
return RenderState.BlendMode.Alpha; |
||||||
|
} else if (blendMode == BlendMode.MULIPLY) { |
||||||
|
return RenderState.BlendMode.Modulate; |
||||||
|
} else { |
||||||
|
throw new UnsupportedOperationException(); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
public boolean canAddQuad() { |
||||||
|
return (quadCount + 1) < BATCH_MAX_QUADS; |
||||||
|
} |
||||||
|
|
||||||
|
private void addQuadInternal( |
||||||
|
final float x, |
||||||
|
final float y, |
||||||
|
final float width, |
||||||
|
final float height, |
||||||
|
final Color color1, |
||||||
|
final Color color2, |
||||||
|
final Color color3, |
||||||
|
final Color color4, |
||||||
|
final float textureX, |
||||||
|
final float textureY, |
||||||
|
final float textureWidth, |
||||||
|
final float textureHeight) { |
||||||
|
indexBufferBuffer.put((short)(globalVertexIndex + 0)); |
||||||
|
indexBufferBuffer.put((short)(globalVertexIndex + 3)); |
||||||
|
indexBufferBuffer.put((short)(globalVertexIndex + 2)); |
||||||
|
|
||||||
|
indexBufferBuffer.put((short)(globalVertexIndex + 0)); |
||||||
|
indexBufferBuffer.put((short)(globalVertexIndex + 2)); |
||||||
|
indexBufferBuffer.put((short)(globalVertexIndex + 1)); |
||||||
|
|
||||||
|
addVertex(x, y, textureX, textureY, color1); |
||||||
|
addVertex(x + width, y, textureX + textureWidth, textureY, color2); |
||||||
|
addVertex(x + width, y + height, textureX + textureWidth, textureY + textureHeight, color4); |
||||||
|
addVertex(x, y + height, textureX, textureY + textureHeight, color3); |
||||||
|
|
||||||
|
quadCount++; |
||||||
|
globalVertexIndex += 4; |
||||||
|
} |
||||||
|
|
||||||
|
private void addVertex(final float x, final float y, final float tx, final float ty, final Color c) { |
||||||
|
vertexPosBuffer.put(x); |
||||||
|
vertexPosBuffer.put(getHeight() - y); |
||||||
|
vertexTexCoordBuffer.put(tx); |
||||||
|
vertexTexCoordBuffer.put(ty); |
||||||
|
vertexColorBuffer.put(c.getRed()); |
||||||
|
vertexColorBuffer.put(c.getGreen()); |
||||||
|
vertexColorBuffer.put(c.getBlue()); |
||||||
|
vertexColorBuffer.put(c.getAlpha()); |
||||||
|
} |
||||||
|
} |
||||||
|
} |
Loading…
Reference in new issue