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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import java.nio.FloatBuffer;
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import android.opengl.GLES20;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class DistortedObjectGrid
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{
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protected static final int BYTES_PER_FLOAT = 4; //
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protected static final int POSITION_DATA_SIZE= 3; // Size of the position data in elements
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protected static final int NORMAL_DATA_SIZE = 3; // Size of the normal data in elements.
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protected static final int TEX_DATA_SIZE = 2; // Size of the texture coordinate data in elements.
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protected int dataLength;
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protected FloatBuffer mGridPositions,mGridNormals,mGridTexture;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void draw()
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{
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GLES20.glVertexAttribPointer(Distorted.mPositionH , POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mGridPositions);
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GLES20.glVertexAttribPointer(Distorted.mNormalH , NORMAL_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mGridNormals );
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GLES20.glVertexAttribPointer(Distorted.mTextureCoordH, TEX_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mGridTexture );
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, dataLength);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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