/* * Copyright (C) 2010 The Android Open Source Project * * 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 com.replica.replicaisland; import javax.microedition.khronos.opengles.GL10; public class TiledVertexGrid extends BaseObject { private static final float GL_MAGIC_OFFSET = 0.375f; private Grid mTileMap; private TiledWorld mWorld; private int mTileWidth; private int mTileHeight; private int mWidth; private int mHeight; private Texture mTexture; private float mWorldPixelWidth; private float mWorldPixelHeight; private int mTilesPerRow; private int mTilesPerColumn; private Boolean mGenerated; public TiledVertexGrid(Texture texture, int width, int height, int tileWidth, int tileHeight) { super(); mTileWidth = tileWidth; mTileHeight = tileHeight; mWidth = width; mHeight = height; mTexture = texture; mGenerated = false; } @Override public void reset() { } public void setWorld(TiledWorld world) { mWorld = world; } private Grid generateGrid(int width, int height, int startTileX, int startTileY) { final int tileWidth = mTileWidth; final int tileHeight = mTileHeight; final int tilesAcross = width / tileWidth; final int tilesDown = height / tileHeight; final Texture texture = mTexture; final float texelWidth = 1.0f / texture.width; final float texelHeight = 1.0f / texture.height; final int textureTilesAcross = texture.width / tileWidth; final int textureTilesDown = texture.height / tileHeight; final int tilesPerWorldColumn = mWorld.getHeight(); final int totalTextureTiles = textureTilesAcross * textureTilesDown; // Check to see if this entire grid is empty tiles. If so, we don't need to do anything. boolean entirelyEmpty = true; for (int tileY = 0; tileY < tilesDown && entirelyEmpty; tileY++) { for (int tileX = 0; tileX < tilesAcross && entirelyEmpty; tileX++) { int tileIndex = mWorld.getTile(startTileX + tileX, (tilesPerWorldColumn - 1 - (startTileY + tileY))); if (tileIndex >= 0) { entirelyEmpty = false; break; } } } Grid grid = null; if (!entirelyEmpty) { grid = new Grid(tilesAcross, tilesDown, false); for (int tileY = 0; tileY < tilesDown; tileY++) { for (int tileX = 0; tileX < tilesAcross; tileX++) { final float offsetX = tileX * tileWidth; final float offsetY = tileY * tileHeight; int tileIndex = mWorld.getTile(startTileX + tileX, (tilesPerWorldColumn - 1 - (startTileY + tileY))); if (tileIndex < 0) { tileIndex = totalTextureTiles - 1; // Assume that the last tile is empty. } int textureOffsetX = (tileIndex % textureTilesAcross) * tileWidth; int textureOffsetY = (tileIndex / textureTilesAcross) * tileHeight; if (textureOffsetX < 0 || textureOffsetX > texture.width - tileWidth || textureOffsetY < 0 || textureOffsetY > texture.height - tileHeight) { textureOffsetX = 0; textureOffsetY = 0; } final float u = (textureOffsetX + GL_MAGIC_OFFSET) * texelWidth; final float v = (textureOffsetY + GL_MAGIC_OFFSET) * texelHeight; final float u2 = ((textureOffsetX + tileWidth - GL_MAGIC_OFFSET) * texelWidth); final float v2 = ((textureOffsetY + tileHeight - GL_MAGIC_OFFSET) * texelHeight); final float[] p0 = { offsetX, offsetY, 0.0f }; final float[] p1 = { offsetX + tileWidth, offsetY, 0.0f }; final float[] p2 = { offsetX, offsetY + tileHeight, 0.0f }; final float[] p3 = { offsetX + tileWidth, offsetY + tileHeight, 0.0f }; final float[] uv0 = { u, v2 }; final float[] uv1 = { u2, v2 }; final float[] uv2 = { u, v }; final float[] uv3 = { u2, v }; final float[][] positions = { p0, p1, p2, p3 }; final float[][] uvs = { uv0, uv1, uv2, uv3 }; grid.set(tileX, tileY, positions, uvs); } } } return grid; } public void draw(float x, float y, float scrollOriginX, float scrollOriginY) { TiledWorld world = mWorld; GL10 gl = OpenGLSystem.getGL(); if (!mGenerated && world != null && gl != null && mTexture != null) { final int tilesAcross = mWorld.getWidth(); final int tilesDown = mWorld.getHeight(); mWorldPixelWidth = mWorld.getWidth() * mTileWidth; mWorldPixelHeight = mWorld.getHeight() * mTileHeight; mTilesPerRow = tilesAcross; mTilesPerColumn = tilesDown; BufferLibrary bufferLibrary = sSystemRegistry.bufferLibrary; Grid grid = generateGrid((int)mWorldPixelWidth, (int)mWorldPixelHeight, 0, 0); mTileMap = grid; mGenerated = true; if (grid != null) { bufferLibrary.add(grid); if (sSystemRegistry.contextParameters.supportsVBOs) { grid.generateHardwareBuffers(gl); } } } final Grid tileMap = mTileMap; if (tileMap != null) { final Texture texture = mTexture; if (gl != null && texture != null) { int originX = (int) (x - scrollOriginX); int originY = (int) (y - scrollOriginY); final float worldPixelWidth = mWorldPixelWidth; final float percentageScrollRight = scrollOriginX != 0.0f ? scrollOriginX / worldPixelWidth : 0.0f; final float tileSpaceX = percentageScrollRight * mTilesPerRow; final int leftTile = (int)tileSpaceX; // calculate the top tile index final float worldPixelHeight = mWorldPixelHeight; final float percentageScrollUp = scrollOriginY != 0.0f ? scrollOriginY / worldPixelHeight : 0.0f; final float tileSpaceY = percentageScrollUp * mTilesPerColumn; final int bottomTile = (int)tileSpaceY; // calculate any sub-tile slop that our scroll position may require. final int horizontalSlop = ((tileSpaceX - leftTile) * mTileWidth) > 0 ? 1 : 0; final int verticalSlop = ((tileSpaceY - bottomTile) * mTileHeight) > 0 ? 1 : 0; OpenGLSystem.bindTexture(GL10.GL_TEXTURE_2D, texture.name); tileMap.beginDrawingStrips(gl, true); final int horzTileCount = (int)Math.ceil((float)mWidth / mTileWidth); final int vertTileCount = (int)Math.ceil((float)mHeight / mTileHeight); // draw vertex strips final int startX = leftTile; final int startY = bottomTile; final int endX = startX + horizontalSlop + horzTileCount; final int endY = startY + verticalSlop + vertTileCount; gl.glPushMatrix(); gl.glLoadIdentity(); gl.glTranslatef( originX, originY, 0.0f); final int indexesPerTile = 6; final int indexesPerRow = mTilesPerRow * indexesPerTile; final int startOffset = (startX * indexesPerTile); final int count = (endX - startX) * indexesPerTile; for (int tileY = startY; tileY < endY && tileY < mTilesPerColumn; tileY++) { final int row = tileY * indexesPerRow; tileMap.drawStrip(gl, true, row + startOffset, count); } gl.glPopMatrix(); Grid.endDrawing(gl); } } } }