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Revision e0b6c593

Added by Leszek Koltunski almost 8 years ago

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src/main/java/org/distorted/library/DistortedFramebuffer.java
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 * <p>
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 * User is able to create either Framebuffers from objects already constructed outside
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 * of the library (the first constructor; primary use case: the screen) or an offscreen
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 * FBOs (used by the DistortedTree, but also can be used by external users of the library)
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 * FBOs.
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 * <p>
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 * Also, keep all objects created in a static LinkedList. The point: we need to be able to mark
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 * Keep all objects created in a static LinkedList. The point: we need to be able to mark
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 * Framebuffers for deletion, and delete all marked objects later at a convenient time (that's
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 * because we can only delete from a thread that holds the OpenGL context so here we provide a
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 * framework where one is able to mark for deletion at any time and actual deletion takes place
src/main/java/org/distorted/library/DistortedTexture.java
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import java.util.LinkedList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class which represents a OpenGL Texture object.
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 * <p>
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 * Create a Texture of arbitrary size and feed some pixels to it via the setTexture() method.
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 * <p>
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 * Keep all objects created in a static LinkedList. The point: we need to be able to mark
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 * Textures for deletion, and delete all marked objects later at a convenient time (that's
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 * because we can only delete from a thread that holds the OpenGL context so here we provide a
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 * framework where one is able to mark for deletion at any time and actual deletion takes place
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 * on the next render).
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 */
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public class DistortedTexture
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  {
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  private static boolean mListMarked = false;
src/main/java/org/distorted/library/GridCubes.java
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create a 3D grid composed of Cubes.
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 * <p>
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 * Any subset of a MxNx1 cuboid is possible.
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 */
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public class GridCubes extends GridObject
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   {
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   private static final float R = 0.0f;//0.2f;
......
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Creates the underlying grid of vertices, normals, texture coords and colors.
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 * Creates the underlying grid of vertices, normals, texture coords.
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 *    
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 * @param cols      Integer helping to parse the next parameter.
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 * @param desc      String describing the subset of a MxNx1 cuboid that we want to create.
src/main/java/org/distorted/library/GridFlat.java
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import java.nio.ByteOrder;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create a flat, rectangular Grid.
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 * <p>
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 * Perfect if you just want to display a flat Texture. If you are not planning to apply any VERTEX
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 * effects to it, use GridFlat(1,1), i.e. a Quad. Otherwise, create more vertices for more realistic effects!
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 */
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public class GridFlat extends GridObject
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  {
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  private int mCols, mRows;
src/main/java/org/distorted/library/GridObject.java
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import android.opengl.GLES20;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abstract class which represents a Grid, ie 3 arrays of Vertex attributes: 1) positions
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 * 2) normals 3) texture coordinates.
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 * <p>
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 * If you want to render to a particular shape, extend from here, construct the three FloatBuffers and
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 * provide correct dataLength, i.e. the number of vertices.
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 */
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public abstract class GridObject
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   {
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   protected static final int BYTES_PER_FLOAT   = 4; //

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