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| Rev | Author | Line No. | Line |
|---|---|---|---|
| 1051 | chris | 1 | package com.gebauz.bauzoid.graphics.spritex; |
| 2 | |||
| 3 | import com.badlogic.gdx.Gdx; |
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| 4 | import com.badlogic.gdx.graphics.GL20; |
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| 5 | import com.badlogic.gdx.graphics.Texture; |
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| 6 | import com.gebauz.bauzoid.app.Consts; |
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| 7 | import com.gebauz.bauzoid.graphics.Graphics; |
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| 8 | import com.gebauz.bauzoid.graphics.GraphicsObject; |
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| 9 | import com.gebauz.bauzoid.graphics.model.IndexStream; |
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| 10 | import com.gebauz.bauzoid.graphics.model.VertexAttribute; |
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| 11 | import com.gebauz.bauzoid.graphics.model.VertexStream; |
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| 12 | import com.gebauz.bauzoid.graphics.renderstates.RenderStates; |
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| 13 | import com.gebauz.bauzoid.graphics.sprite.SpriteShader; |
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| 14 | import com.gebauz.bauzoid.math.MathUtil; |
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| 15 | import com.gebauz.bauzoid.math.Vector4; |
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| 16 | |||
| 17 | /** Batcher that collects Texture draw calls and batches them into a single VBO. |
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| 18 | * A possibly faster alternative to Sprite and AtlasSprite which have rather |
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| 19 | * small geometry objects. |
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| 20 | * |
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| 21 | * It is designed to be easy to convert code that used AtlasSprite and Sprite |
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| 22 | * to use TileBatch instead. |
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| 23 | * |
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| 24 | * Also contains convenience functions to import Sprite and AtlasSprite info. |
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| 25 | * |
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| 26 | * @author chiu |
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| 27 | * |
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| 28 | */ |
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| 29 | public class TileBatch extends GraphicsObject |
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| 30 | { |
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| 31 | |||
| 32 | // Constants======================================================================================== |
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| 33 | |||
| 34 | public static final int POSITION_COORD_PER_ELEMENT = 3; |
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| 35 | public static final int NORMAL_COORD_PER_ELEMENT = 3; |
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| 36 | public static final int COLOR_COORD_PER_ELEMENT = 4; |
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| 37 | public static final int TEXCOORD_COORD_PER_ELEMENT = 2; |
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| 38 | |||
| 39 | public static final Vector4 WHITE_COLOR = new Vector4(1, 1, 1, 1); |
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| 40 | |||
| 41 | public static final int COORDS_PER_ELEMENT = POSITION_COORD_PER_ELEMENT + COLOR_COORD_PER_ELEMENT + TEXCOORD_COORD_PER_ELEMENT; |
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| 42 | |||
| 43 | // Embedded Types=================================================================================== |
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| 44 | |||
| 45 | // Fields=========================================================================================== |
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| 46 | |||
| 47 | /** Number of vertices. */ |
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| 48 | private int mSize = 0; |
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| 49 | private float mVertices[] = null; |
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| 50 | private int mNumQuads = 0; |
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| 51 | |||
| 52 | // private SimpleGeometry mMesh = null; |
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| 53 | private Texture mCurrentTexture = null; |
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| 54 | private boolean mIsDrawing = false; |
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| 55 | |||
| 56 | private VertexStream mVertexStream= null; |
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| 57 | private IndexStream mIndexStream = null; |
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| 58 | |||
| 59 | |||
| 60 | // Methods========================================================================================== |
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| 61 | |||
| 62 | public TileBatch(Graphics graphics) |
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| 63 | { |
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| 64 | this(graphics, 250); |
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| 65 | } |
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| 66 | |||
| 67 | public TileBatch(Graphics graphics, int size) |
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| 68 | { |
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| 69 | super(graphics); |
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| 70 | mSize = size; |
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| 71 | |||
| 72 | mVertexStream = new VertexStream( |
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| 73 | getGraphics(), |
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| 74 | VertexStream.StreamType.INTERLEAVED, |
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| 75 | "Vertices", |
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| 76 | new VertexAttribute[] |
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| 77 | { |
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| 78 | new VertexAttribute(VertexAttribute.POSITION, POSITION_COORD_PER_ELEMENT, 0), |
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| 79 | new VertexAttribute(VertexAttribute.COLOR, COLOR_COORD_PER_ELEMENT, POSITION_COORD_PER_ELEMENT*Consts.SIZEOF_FLOAT), |
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| 80 | new VertexAttribute(VertexAttribute.TEXCOORD0, TEXCOORD_COORD_PER_ELEMENT, (POSITION_COORD_PER_ELEMENT+COLOR_COORD_PER_ELEMENT)*Consts.SIZEOF_FLOAT) |
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| 81 | }, |
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| 82 | false); |
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| 83 | |||
| 84 | mIndexStream = new IndexStream(getGraphics()); |
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| 85 | |||
| 86 | mVertices = new float[size * 4 * (COORDS_PER_ELEMENT)]; |
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| 87 | //mCurrentVertex = 0; |
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| 88 | mNumQuads = 0; |
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| 89 | |||
| 90 | // create indices as those will stay the same |
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| 91 | int len = size * 6; |
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| 92 | short[] indices = new short[len]; |
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| 93 | short j = 0; |
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| 94 | for (int i = 0; i < len; i += 6, j += 4) |
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| 95 | { |
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| 96 | indices[i + 0] = (short)(j + 0); |
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| 97 | indices[i + 1] = (short)(j + 1); |
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| 98 | indices[i + 2] = (short)(j + 2); |
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| 99 | indices[i + 3] = (short)(j + 0); |
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| 100 | indices[i + 4] = (short)(j + 2); |
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| 101 | indices[i + 5] = (short)(j + 3); |
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| 102 | } |
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| 103 | mIndexStream.setData(indices); |
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| 104 | mIndexStream.upload(); |
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| 105 | } |
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| 106 | |||
| 107 | public void dispose() |
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| 108 | { |
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| 109 | if (mVertexStream != null) |
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| 110 | { |
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| 111 | mVertexStream.dispose(); |
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| 112 | mVertexStream = null; |
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| 113 | } |
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| 114 | |||
| 115 | if (mIndexStream != null) |
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| 116 | { |
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| 117 | mIndexStream.dispose(); |
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| 118 | mIndexStream = null; |
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| 119 | } |
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| 120 | } |
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| 121 | |||
| 122 | /** Initialize internal variables for a new batch. */ |
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| 123 | public void begin() |
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| 124 | { |
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| 125 | if (mIsDrawing) |
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| 126 | return; |
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| 127 | |||
| 128 | mIsDrawing = true; |
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| 129 | //mCurrentVertex = 0; |
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| 130 | mNumQuads = 0; |
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| 131 | } |
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| 132 | |||
| 133 | /** Stops collecting and renders what's left on the screen. */ |
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| 134 | public void end() |
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| 135 | { |
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| 136 | if (!mIsDrawing) |
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| 137 | return; |
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| 138 | |||
| 139 | if (mNumQuads == 0) |
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| 140 | return; |
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| 141 | |||
| 142 | flush(); |
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| 143 | } |
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| 144 | |||
| 145 | /** Flush everything collected so far to screen and clear everything for new collection. */ |
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| 146 | public void flush() |
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| 147 | { |
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| 148 | if (mCurrentTexture == null) |
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| 149 | return; |
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| 150 | |||
| 151 | SpriteShader shader = getGraphics().getSpriteShader(); |
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| 152 | RenderStates rs = getRenderStates(); |
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| 153 | |||
| 154 | // bind VBO and upload geometry |
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| 155 | |||
| 156 | mVertexStream.setData(mVertices, COORDS_PER_ELEMENT, COORDS_PER_ELEMENT * Consts.SIZEOF_FLOAT); |
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| 157 | mVertexStream.reupload(); |
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| 158 | |||
| 159 | // bind texture and render |
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| 160 | rs.pushModelMatrix(); |
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| 161 | { |
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| 162 | rs.model.identity(); |
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| 163 | |||
| 164 | // draw sprite |
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| 165 | shader.activate(mCurrentTexture, 1.0f, WHITE_COLOR); |
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| 166 | { |
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| 167 | rs.blending.setEnabled(true); |
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| 168 | rs.culling.setEnabled(false); |
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| 169 | rs.activate(); |
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| 170 | { |
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| 171 | mVertexStream.activate(); |
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| 172 | mIndexStream.activate(); |
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| 173 | Gdx.gl20.glDrawElements(GL20.GL_TRIANGLES, mNumQuads*6, GL20.GL_UNSIGNED_SHORT, 0); |
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| 174 | mVertexStream.deactivate(); |
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| 175 | mIndexStream.deactivate(); |
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| 176 | } |
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| 177 | rs.deactivate(); |
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| 178 | } |
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| 179 | shader.deactivate(); |
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| 180 | } |
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| 181 | rs.popModelMatrix(); |
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| 182 | |||
| 183 | //mCurrentVertex = 0; |
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| 184 | mNumQuads = 0; |
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| 185 | } |
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| 186 | |||
| 187 | public void drawSprite(AtlasSpriteInstance instance, int frame) |
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| 188 | { |
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| 189 | drawSprite(instance.getFrame(frame), instance.param); |
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| 190 | } |
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| 191 | |||
| 192 | /** Takes a sprite and uses its own properties to add it to the VBO. */ |
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| 193 | public void drawSprite(AtlasSpriteFrame sprite) |
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| 194 | { |
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| 195 | drawSprite(sprite, sprite.param); |
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| 196 | } |
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| 197 | |||
| 198 | /** Takes a sprite and sprite properties and adds it to the VBO. */ |
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| 199 | public void drawSprite(AtlasSpriteFrame sprite, SpriteParameters param) |
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| 200 | { |
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| 201 | if (!isDrawing()) |
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| 202 | return; |
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| 203 | |||
| 204 | if (sprite.getSprite().getTexture() != mCurrentTexture) |
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| 205 | flush(); |
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| 206 | |||
| 207 | if ((mNumQuads+1) > mSize) |
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| 208 | flush(); |
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| 209 | |||
| 210 | /*if ((mCurrentVertex + 4) > mSize) |
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| 211 | flush();*/ |
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| 212 | |||
| 213 | mCurrentTexture = sprite.getSprite().getTexture(); |
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| 214 | |||
| 215 | // transform quad vertices based on sprite's properties |
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| 216 | SpriteRegion r = sprite.getSprite().getRegion(sprite.getRegionIndex()); |
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| 217 | |||
| 218 | // bottom left and top right corner points relative to origin |
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| 219 | final float worldOriginX = param.x + param.pivotX; |
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| 220 | final float worldOriginY = param.y + param.pivotY; |
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| 221 | float fx = -param.pivotX; |
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| 222 | float fy = -param.pivotY; |
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| 223 | float fx2 = param.w - param.pivotX; |
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| 224 | float fy2 = param.h - param.pivotY; |
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| 225 | |||
| 226 | // construct corner points, start from top left and go counter clockwise |
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| 227 | final float p1x = fx; |
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| 228 | final float p1y = fy; |
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| 229 | final float p2x = fx; |
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| 230 | final float p2y = fy2; |
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| 231 | final float p3x = fx2; |
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| 232 | final float p3y = fy2; |
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| 233 | final float p4x = fx2; |
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| 234 | final float p4y = fy; |
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| 235 | |||
| 236 | float x1; |
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| 237 | float y1; |
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| 238 | float x2; |
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| 239 | float y2; |
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| 240 | float x3; |
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| 241 | float y3; |
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| 242 | float x4; |
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| 243 | float y4; |
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| 244 | |||
| 245 | // rotate |
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| 246 | if (param.angle != 0) |
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| 247 | { |
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| 248 | final float cos = MathUtil.cos(param.angle); |
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| 249 | |||
| 250 | // TODO: changing this sign might require changes elsewhere - currently angle is CCW defined! |
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| 251 | final float sin = -MathUtil.sin(param.angle); |
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| 252 | |||
| 253 | x1 = cos * p1x - sin * p1y; |
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| 254 | y1 = sin * p1x + cos * p1y; |
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| 255 | |||
| 256 | x2 = cos * p2x - sin * p2y; |
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| 257 | y2 = sin * p2x + cos * p2y; |
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| 258 | |||
| 259 | x3 = cos * p3x - sin * p3y; |
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| 260 | y3 = sin * p3x + cos * p3y; |
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| 261 | |||
| 262 | x4 = x1 + (x3 - x2); |
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| 263 | y4 = y3 - (y2 - y1); |
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| 264 | } |
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| 265 | else |
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| 266 | { |
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| 267 | x1 = p1x; |
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| 268 | y1 = p1y; |
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| 269 | |||
| 270 | x2 = p2x; |
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| 271 | y2 = p2y; |
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| 272 | |||
| 273 | x3 = p3x; |
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| 274 | y3 = p3y; |
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| 275 | |||
| 276 | x4 = p4x; |
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| 277 | y4 = p4y; |
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| 278 | } |
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| 279 | |||
| 280 | x1 += worldOriginX - param.pivotX; |
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| 281 | y1 += worldOriginY - param.pivotY; |
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| 282 | x2 += worldOriginX - param.pivotX; |
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| 283 | y2 += worldOriginY - param.pivotY; |
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| 284 | x3 += worldOriginX - param.pivotX; |
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| 285 | y3 += worldOriginY - param.pivotY; |
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| 286 | x4 += worldOriginX - param.pivotX; |
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| 287 | y4 += worldOriginY - param.pivotY; |
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| 288 | |||
| 289 | /* float invTexWidth = 1.0f/sprite.getTextureWidth(); |
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| 290 | float invTexHeight = 1.0f/sprite.getTextureHeight(); |
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| 291 | |||
| 292 | float u = srcX * invTexWidth; |
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| 293 | float v = (srcY + srcHeight) * invTexHeight; |
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| 294 | float u2 = (srcX + srcWidth) * invTexWidth; |
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| 295 | float v2 = srcY * invTexHeight;*/ |
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| 296 | |||
| 297 | float u = r.left; |
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| 298 | float v = r.top; |
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| 299 | float u2 = r.right; |
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| 300 | float v2 = r.bottom; |
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| 301 | |||
| 302 | if (param.mirrorX) |
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| 303 | { |
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| 304 | float tmp = u; |
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| 305 | u = u2; |
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| 306 | u2 = tmp; |
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| 307 | } |
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| 308 | |||
| 309 | if (param.mirrorY) |
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| 310 | { |
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| 311 | float tmp = v; |
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| 312 | v = v2; |
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| 313 | v2 = tmp; |
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| 314 | } |
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| 315 | |||
| 316 | // add vertices to buffer |
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| 317 | |||
| 318 | //int n = mCurrentVertex * (COORDS_PER_ELEMENT); |
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| 319 | int n = mNumQuads * 4 * (COORDS_PER_ELEMENT); |
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| 320 | |||
| 321 | mVertices[n++] = x1; |
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| 322 | mVertices[n++] = y1; |
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| 323 | mVertices[n++] = 0; |
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| 324 | mVertices[n++] = param.color.x; |
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| 325 | mVertices[n++] = param.color.y; |
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| 326 | mVertices[n++] = param.color.z; |
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| 327 | mVertices[n++] = param.color.w; |
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| 328 | mVertices[n++] = u; |
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| 329 | mVertices[n++] = v; |
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| 330 | //mVertices[n++] = texCoords[0]; |
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| 331 | //mVertices[n++] = texCoords[1]; |
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| 332 | |||
| 333 | mVertices[n++] = x2; |
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| 334 | mVertices[n++] = y2; |
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| 335 | mVertices[n++] = 0; |
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| 336 | mVertices[n++] = param.color.x; |
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| 337 | mVertices[n++] = param.color.y; |
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| 338 | mVertices[n++] = param.color.z; |
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| 339 | mVertices[n++] = param.color.w; |
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| 340 | mVertices[n++] = u; |
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| 341 | mVertices[n++] = v2; |
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| 342 | //mVertices[n++] = texCoords[2]; |
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| 343 | //mVertices[n++] = texCoords[3]; |
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| 344 | |||
| 345 | mVertices[n++] = x3; |
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| 346 | mVertices[n++] = y3; |
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| 347 | mVertices[n++] = 0; |
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| 348 | mVertices[n++] = param.color.x; |
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| 349 | mVertices[n++] = param.color.y; |
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| 350 | mVertices[n++] = param.color.z; |
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| 351 | mVertices[n++] = param.color.w; |
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| 352 | mVertices[n++] = u2; |
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| 353 | mVertices[n++] = v2; |
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| 354 | //mVertices[n++] = texCoords[4]; |
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| 355 | //mVertices[n++] = texCoords[5]; |
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| 356 | |||
| 357 | mVertices[n++] = x4; |
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| 358 | mVertices[n++] = y4; |
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| 359 | mVertices[n++] = 0; |
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| 360 | mVertices[n++] = param.color.x; |
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| 361 | mVertices[n++] = param.color.y; |
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| 362 | mVertices[n++] = param.color.z; |
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| 363 | mVertices[n++] = param.color.w; |
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| 364 | mVertices[n++] = u2; |
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| 365 | mVertices[n++] = v; |
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| 366 | //mVertices[n++] = texCoords[6]; |
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| 367 | //mVertices[n++] = texCoords[7]; |
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| 368 | |||
| 369 | //mCurrentVertex += 4; |
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| 370 | mNumQuads++; |
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| 371 | } |
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| 372 | |||
| 373 | /** Takes the sprite instance with its current properties and adds it to the VBO. */ |
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| 374 | public void drawSprite(SpriteInstance instance) |
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| 375 | { |
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| 376 | drawSprite(instance.getSprite(), instance.param); |
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| 377 | } |
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| 378 | |||
| 379 | |||
| 380 | /** Takes the sprite with its current properties and adds it to the VBO. */ |
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| 381 | public void drawSprite(Sprite sprite) |
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| 382 | { |
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| 383 | drawSprite(sprite, sprite.param); |
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| 384 | } |
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| 385 | |||
| 386 | /** Takes a sprite and sprite properties and adds it to the VBO. */ |
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| 387 | public void drawSprite(Sprite sprite, SpriteParameters param) |
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| 388 | { |
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| 389 | if (!isDrawing()) |
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| 390 | return; |
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| 391 | |||
| 392 | if (sprite.getTexture() != mCurrentTexture) |
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| 393 | flush(); |
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| 394 | |||
| 395 | if ((mNumQuads+1) > mSize) |
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| 396 | flush(); |
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| 397 | |||
| 398 | /*if ((mCurrentVertex + 4) > mSize) |
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| 399 | flush();*/ |
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| 400 | |||
| 401 | mCurrentTexture = sprite.getTexture(); |
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| 402 | |||
| 403 | // transform quad vertices based on sprite's properties |
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| 404 | |||
| 405 | // bottom left and top right corner points relative to origin |
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| 406 | final float worldOriginX = param.x + param.pivotX; |
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| 407 | final float worldOriginY = param.y + param.pivotY; |
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| 408 | float fx = -param.pivotX; |
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| 409 | float fy = -param.pivotY; |
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| 410 | float fx2 = param.w - param.pivotX; |
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| 411 | float fy2 = param.h - param.pivotY; |
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| 412 | |||
| 413 | // construct corner points, start from top left and go counter clockwise |
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| 414 | final float p1x = fx; |
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| 415 | final float p1y = fy; |
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| 416 | final float p2x = fx; |
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| 417 | final float p2y = fy2; |
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| 418 | final float p3x = fx2; |
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| 419 | final float p3y = fy2; |
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| 420 | final float p4x = fx2; |
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| 421 | final float p4y = fy; |
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| 422 | |||
| 423 | float x1; |
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| 424 | float y1; |
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| 425 | float x2; |
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| 426 | float y2; |
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| 427 | float x3; |
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| 428 | float y3; |
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| 429 | float x4; |
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| 430 | float y4; |
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| 431 | |||
| 432 | // rotate |
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| 433 | if (param.angle != 0) { |
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| 434 | final float cos = MathUtil.cos(param.angle); |
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| 435 | final float sin = -MathUtil.sin(param.angle); |
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| 436 | |||
| 437 | x1 = cos * p1x - sin * p1y; |
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| 438 | y1 = sin * p1x + cos * p1y; |
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| 439 | |||
| 440 | x2 = cos * p2x - sin * p2y; |
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| 441 | y2 = sin * p2x + cos * p2y; |
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| 442 | |||
| 443 | x3 = cos * p3x - sin * p3y; |
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| 444 | y3 = sin * p3x + cos * p3y; |
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| 445 | |||
| 446 | x4 = x1 + (x3 - x2); |
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| 447 | y4 = y3 - (y2 - y1); |
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| 448 | } else { |
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| 449 | x1 = p1x; |
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| 450 | y1 = p1y; |
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| 451 | |||
| 452 | x2 = p2x; |
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| 453 | y2 = p2y; |
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| 454 | |||
| 455 | x3 = p3x; |
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| 456 | y3 = p3y; |
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| 457 | |||
| 458 | x4 = p4x; |
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| 459 | y4 = p4y; |
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| 460 | } |
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| 461 | |||
| 462 | x1 += worldOriginX - param.pivotX; |
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| 463 | y1 += worldOriginY - param.pivotY; |
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| 464 | x2 += worldOriginX - param.pivotX; |
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| 465 | y2 += worldOriginY - param.pivotY; |
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| 466 | x3 += worldOriginX - param.pivotX; |
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| 467 | y3 += worldOriginY - param.pivotY; |
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| 468 | x4 += worldOriginX - param.pivotX; |
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| 469 | y4 += worldOriginY - param.pivotY; |
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| 470 | |||
| 471 | /* float invTexWidth = 1.0f/sprite.getTextureWidth(); |
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| 472 | float invTexHeight = 1.0f/sprite.getTextureHeight(); |
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| 473 | |||
| 474 | float u = srcX * invTexWidth; |
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| 475 | float v = (srcY + srcHeight) * invTexHeight; |
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| 476 | float u2 = (srcX + srcWidth) * invTexWidth; |
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| 477 | float v2 = srcY * invTexHeight;*/ |
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| 478 | |||
| 479 | float u = 0; |
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| 480 | float v = 0; |
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| 481 | float u2 = 1; |
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| 482 | float v2 = 1; |
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| 483 | |||
| 484 | if (param.mirrorX) |
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| 485 | { |
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| 486 | float tmp = u; |
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| 487 | u = u2; |
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| 488 | u2 = tmp; |
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| 489 | } |
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| 490 | |||
| 491 | if (param.mirrorY) |
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| 492 | { |
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| 493 | float tmp = v; |
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| 494 | v = v2; |
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| 495 | v2 = tmp; |
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| 496 | } |
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| 497 | |||
| 498 | // add vertices to buffer |
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| 499 | |||
| 500 | //int n = mCurrentVertex * (COORDS_PER_ELEMENT); |
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| 501 | int n = mNumQuads * 4 * COORDS_PER_ELEMENT; |
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| 502 | |||
| 503 | mVertices[n++] = x1; |
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| 504 | mVertices[n++] = y1; |
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| 505 | mVertices[n++] = 0; |
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| 506 | mVertices[n++] = param.color.x; |
||
| 507 | mVertices[n++] = param.color.y; |
||
| 508 | mVertices[n++] = param.color.z; |
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| 509 | mVertices[n++] = param.color.w * param.alpha; |
||
| 510 | mVertices[n++] = 0; |
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| 511 | mVertices[n++] = 0; |
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| 512 | |||
| 513 | mVertices[n++] = x2; |
||
| 514 | mVertices[n++] = y2; |
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| 515 | mVertices[n++] = 0; |
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| 516 | mVertices[n++] = param.color.x; |
||
| 517 | mVertices[n++] = param.color.y; |
||
| 518 | mVertices[n++] = param.color.z; |
||
| 519 | mVertices[n++] = param.color.w * param.alpha; |
||
| 520 | mVertices[n++] = 0; |
||
| 521 | mVertices[n++] = 1; |
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| 522 | |||
| 523 | mVertices[n++] = x3; |
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| 524 | mVertices[n++] = y3; |
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| 525 | mVertices[n++] = 0; |
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| 526 | mVertices[n++] = param.color.x; |
||
| 527 | mVertices[n++] = param.color.y; |
||
| 528 | mVertices[n++] = param.color.z; |
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| 529 | mVertices[n++] = param.color.w * param.alpha; |
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| 530 | mVertices[n++] = 1; |
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| 531 | mVertices[n++] = 1; |
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| 532 | |||
| 533 | mVertices[n++] = x4; |
||
| 534 | mVertices[n++] = y4; |
||
| 535 | mVertices[n++] = 0; |
||
| 536 | mVertices[n++] = param.color.x; |
||
| 537 | mVertices[n++] = param.color.y; |
||
| 538 | mVertices[n++] = param.color.z; |
||
| 539 | mVertices[n++] = param.color.w * param.alpha; |
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| 540 | mVertices[n++] = 1; |
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| 541 | mVertices[n++] = 0; |
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| 542 | |||
| 543 | //mCurrentVertex += 4; |
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| 544 | mNumQuads++; |
||
| 545 | } |
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| 546 | |||
| 547 | // Getters/Setters================================================================================== |
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| 548 | |||
| 549 | |||
| 550 | private boolean isDrawing() { return mIsDrawing; } |
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| 551 | |||
| 552 | } |
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| 553 | |||
| 554 | |||
| 555 | |||
| 556 |