// Wrap a float[] in a direct FloatBuffer using native byte order.
        private static FloatBuffer directNativeFloatBuffer(float[] array)
        {
            FloatBuffer buffer = ByteBuffer.AllocateDirect(array.Length * 4).Order(ByteOrder.NativeOrder()).AsFloatBuffer();

            buffer.Put(array);
            buffer.Flip();
            return(buffer);
        }
        public FirstTriangleScreen(IGame g) : base(g)
        {
            _glGraphics = ((AndroidGLGame)g).GLGraphics;
            ByteBuffer bb = ByteBuffer.AllocateDirect(3 * _vertexSize);

            bb.Order(ByteOrder.NativeOrder());
            _vertices = bb.AsFloatBuffer();
            _vertices.Put(new float[] { 0.0f, 0.0f, 539.0f, 0.0f, 270.0f, 959.0f });
            _vertices.Flip();
        }
Beispiel #3
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        public TexturedTriangleScreen(IGame g) : base(g)
        {
            _glGraphics = ((AndroidGLGame)g).GLGraphics;
            ByteBuffer bb = ByteBuffer.AllocateDirect(_vertexSize * 3);

            bb.Order(ByteOrder.NativeOrder());
            _vertices = bb.AsFloatBuffer();
            _vertices.Put(new float[] { 0f, 0f, 0f, 1f, 540f, 0f, 1f, 1f, 270f, 960f, 0.5f, 0f });
            _vertices.Flip();
            _textureId = LoadTexture("bobargb8888.png");
        }
Beispiel #4
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        public ColoredTriangleScreen(IGame g) : base(g)
        {
            _glGraphics = ((AndroidGLGame)g).GLGraphics;
            ByteBuffer bb = ByteBuffer.AllocateDirect(3 * _vertexSize);

            bb.Order(ByteOrder.NativeOrder());
            _vertices = bb.AsFloatBuffer();
            _vertices.Put(new float[] { 0, 0, 1, 0, 0, 1,
                                        540, 0, 0, 1, 0, 1,
                                        270, 960, 0, 0, 1, 1 });
            _vertices.Flip();
        }
        public IndexedVerticesScreen(IGame g) : base(g)
        {
            _glGraphics = ((AndroidGLGame)g).GLGraphics;
            ByteBuffer bb = ByteBuffer.AllocateDirect(_vertexSize * 4);

            bb.Order(ByteOrder.NativeOrder());
            _vertices = bb.AsFloatBuffer();
            _vertices.Put(new float[] { 100f, 100f, 0f, 1f, 428f, 100f, 1f, 1f, 428f, 428f, 1f, 0f, 100f, 428f, 0f, 0f });
            _vertices.Flip();

            bb = ByteBuffer.AllocateDirect(6 * 2);
            bb.Order(ByteOrder.NativeOrder());
            _indices = bb.AsShortBuffer();
            _indices.Put(new short[] { 0, 1, 2, 2, 3, 0 });
            _indices.Flip();

            _texture = new AndroidTexture((AndroidGLGame)g, "bobrgb888.png");
        }
Beispiel #6
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 public void SetVertices(float[] vertices, int offset, int length)
 {
     _vertices.Clear();
     _vertices.Put(vertices, offset, length);
     _vertices.Flip();
 }
Beispiel #7
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        public bool loadingBinModel(String fileName)
        {
            float[] floatArray;
            long    size;

            try
            {
                // Vertex
                vertexBuffer = null;
                System.GC.Collect();
                int          resourceId = context.Resources.GetIdentifier(fileName + "_vert", "raw", context.PackageName);
                Stream       fileIn     = context.Resources.OpenRawResource(resourceId) as Stream;
                MemoryStream m          = new MemoryStream();
                fileIn.CopyTo(m);
                size       = m.Length;
                floatArray = new float[size / 4];
                System.Buffer.BlockCopy(m.ToArray(), 0, floatArray, 0, (int)size);

                vertexBuffer = FloatBuffer.Allocate((int)size / 4); // float array to
                vertexBuffer.Put(floatArray, 0, (int)size / 4);
                vertexBuffer.Flip();

                VBOManager.setSize(fileName, vertexBuffer.Capacity() / 4); //is size of vertex count = 1 vertex 4 float x,y,z, 1
                floatArray = null;
                fileIn.Close();
                m.Close();
                //----------------------------------------------------------------------------------------------------

                normalBuffer = null;
                System.GC.Collect();
                resourceId = context.Resources.GetIdentifier(fileName + "_norm", "raw", context.PackageName);
                fileIn     = context.Resources.OpenRawResource(resourceId) as Stream;
                m          = new MemoryStream();
                fileIn.CopyTo(m);
                size       = m.Length;
                floatArray = new float[size / 4];
                System.Buffer.BlockCopy(m.ToArray(), 0, floatArray, 0, (int)size);

                normalBuffer = FloatBuffer.Allocate((int)size / 4); // float array to
                normalBuffer.Put(floatArray, 0, (int)size / 4);
                normalBuffer.Flip();

                floatArray = null;
                fileIn.Close();
                m.Close();
                //----------------------------------------------------------------------------------------------------
                textureBuffer = null;
                System.GC.Collect();
                resourceId = context.Resources.GetIdentifier(fileName + "_texture", "raw", context.PackageName);
                fileIn     = context.Resources.OpenRawResource(resourceId) as Stream;
                m          = new MemoryStream();
                fileIn.CopyTo(m);
                size       = m.Length;
                floatArray = new float[size / 4];
                System.Buffer.BlockCopy(m.ToArray(), 0, floatArray, 0, (int)size);

                textureBuffer = FloatBuffer.Allocate((int)size / 4); // float array to
                textureBuffer.Put(floatArray, 0, (int)size / 4);
                textureBuffer.Flip();

                floatArray = null;
                fileIn.Close();
                m.Close();

                return(true);
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
                return(false);
            }
        }