Use direct, native order Buffers for OpenGL data.
diff --git a/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/Grid.java b/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/Grid.java
index 81863a0..3b9ebe9 100644
--- a/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/Grid.java
+++ b/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/Grid.java
@@ -16,6 +16,8 @@
package com.example.android.apis.graphics.spritetext;
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
import java.nio.CharBuffer;
import java.nio.FloatBuffer;
@@ -27,115 +29,112 @@
*/
class Grid {
- public Grid(int w, int h) {
- if (w < 0 || w >= 65536) {
- throw new IllegalArgumentException("w");
- }
- if (h < 0 || h >= 65536) {
- throw new IllegalArgumentException("h");
- }
- if (w * h >= 65536) {
- throw new IllegalArgumentException("w * h >= 65536");
- }
+ public Grid(int w, int h) {
+ if (w < 0 || w >= 65536) {
+ throw new IllegalArgumentException("w");
+ }
+ if (h < 0 || h >= 65536) {
+ throw new IllegalArgumentException("h");
+ }
+ if (w * h >= 65536) {
+ throw new IllegalArgumentException("w * h >= 65536");
+ }
- mW = w;
- mH = h;
- int size = w * h;
- mVertexArray = new float[size * 3];
- mVertexBuffer = FloatBuffer.wrap(mVertexArray);
+ mW = w;
+ mH = h;
+ int size = w * h;
+ final int FLOAT_SIZE = 4;
+ final int CHAR_SIZE = 2;
+ mVertexBuffer = ByteBuffer.allocateDirect(FLOAT_SIZE * size * 3)
+ .order(ByteOrder.nativeOrder()).asFloatBuffer();
+ mTexCoordBuffer = ByteBuffer.allocateDirect(FLOAT_SIZE * size * 2)
+ .order(ByteOrder.nativeOrder()).asFloatBuffer();
- mTexCoordArray = new float[size * 2];
- mTexCoordBuffer = FloatBuffer.wrap(mTexCoordArray);
+ int quadW = mW - 1;
+ int quadH = mH - 1;
+ int quadCount = quadW * quadH;
+ int indexCount = quadCount * 6;
+ mIndexCount = indexCount;
+ mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount)
+ .order(ByteOrder.nativeOrder()).asCharBuffer();
- int quadW = mW - 1;
- int quadH = mH - 1;
- int quadCount = quadW * quadH;
- int indexCount = quadCount * 6;
- mIndexCount = indexCount;
- char[] indexArray = new char[indexCount];
+ /*
+ * Initialize triangle list mesh.
+ *
+ * [0]-----[ 1] ...
+ * | / |
+ * | / |
+ * | / |
+ * [w]-----[w+1] ...
+ * | |
+ *
+ */
- /*
- * Initialize triangle list mesh.
- *
- * [0]-----[ 1] ...
- * | / |
- * | / |
- * | / |
- * [w]-----[w+1] ...
- * | |
- *
- */
+ {
+ int i = 0;
+ for (int y = 0; y < quadH; y++) {
+ for (int x = 0; x < quadW; x++) {
+ char a = (char) (y * mW + x);
+ char b = (char) (y * mW + x + 1);
+ char c = (char) ((y + 1) * mW + x);
+ char d = (char) ((y + 1) * mW + x + 1);
- {
- int i = 0;
- for (int y = 0; y < quadH; y++) {
- for (int x = 0; x < quadW; x++) {
- char a = (char) (y * mW + x);
- char b = (char) (y * mW + x + 1);
- char c = (char) ((y + 1) * mW + x);
- char d = (char) ((y + 1) * mW + x + 1);
+ mIndexBuffer.put(i++, a);
+ mIndexBuffer.put(i++, b);
+ mIndexBuffer.put(i++, c);
- indexArray[i++] = a;
- indexArray[i++] = b;
- indexArray[i++] = c;
+ mIndexBuffer.put(i++, b);
+ mIndexBuffer.put(i++, c);
+ mIndexBuffer.put(i++, d);
+ }
+ }
+ }
- indexArray[i++] = b;
- indexArray[i++] = c;
- indexArray[i++] = d;
- }
- }
- }
+ }
- mIndexBuffer = CharBuffer.wrap(indexArray);
- }
+ void set(int i, int j, float x, float y, float z, float u, float v) {
+ if (i < 0 || i >= mW) {
+ throw new IllegalArgumentException("i");
+ }
+ if (j < 0 || j >= mH) {
+ throw new IllegalArgumentException("j");
+ }
- void set(int i, int j, float x, float y, float z, float u, float v) {
- if (i < 0 || i >= mW) {
- throw new IllegalArgumentException("i");
- }
- if (j < 0 || j >= mH) {
- throw new IllegalArgumentException("j");
- }
+ int index = mW * j + i;
- int index = mW * j + i;
+ int posIndex = index * 3;
+ mVertexBuffer.put(posIndex, x);
+ mVertexBuffer.put(posIndex + 1, y);
+ mVertexBuffer.put(posIndex + 2, z);
- int posIndex = index * 3;
- mVertexArray[posIndex] = x;
- mVertexArray[posIndex + 1] = y;
- mVertexArray[posIndex + 2] = z;
+ int texIndex = index * 2;
+ mTexCoordBuffer.put(texIndex, u);
+ mTexCoordBuffer.put(texIndex + 1, v);
+ }
- int texIndex = index * 2;
- mTexCoordArray[texIndex] = u;
- mTexCoordArray[texIndex + 1] = v;
- }
+ public void draw(GL10 gl, boolean useTexture) {
+ gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
+ gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
- public void draw(GL10 gl, boolean useTexture) {
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
+ if (useTexture) {
+ gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
+ gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer);
+ gl.glEnable(GL10.GL_TEXTURE_2D);
+ } else {
+ gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
+ gl.glDisable(GL10.GL_TEXTURE_2D);
+ }
- if (useTexture) {
- gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
- gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer);
- gl.glEnable(GL10.GL_TEXTURE_2D);
- } else {
- gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
- gl.glDisable(GL10.GL_TEXTURE_2D);
- }
-
- gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount,
- GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
+ gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount,
+ GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- }
+ }
- private FloatBuffer mVertexBuffer;
- private float[] mVertexArray;
+ private FloatBuffer mVertexBuffer;
+ private FloatBuffer mTexCoordBuffer;
+ private CharBuffer mIndexBuffer;
- private FloatBuffer mTexCoordBuffer;
- private float[] mTexCoordArray;
-
- private CharBuffer mIndexBuffer;
-
- private int mW;
- private int mH;
- private int mIndexCount;
+ private int mW;
+ private int mH;
+ private int mIndexCount;
}