Example usage for com.google.gwt.typedarrays.shared TypedArrays createUint16Array

List of usage examples for com.google.gwt.typedarrays.shared TypedArrays createUint16Array

Introduction

In this page you can find the example usage for com.google.gwt.typedarrays.shared TypedArrays createUint16Array.

Prototype

public static Uint16Array createUint16Array(int length) 

Source Link

Document

Create a Uint16Array instance of length elements, backed by a new ArrayBuffer .

Usage

From source file:thothbot.parallax.plugins.sprite.SpritePlugin.java

License:Open Source License

public SpritePlugin(WebGLRenderer renderer, Scene scene) {
    super(renderer, scene);

    this.sprite = new SpriteGeometry();

    WebGLRenderingContext gl = getRenderer().getGL();

    sprite.vertices = TypedArrays.createFloat64Array(8 + 8);
    sprite.faces = TypedArrays.createUint16Array(6);

    int i = 0;/*from w  ww .  j  a  v a  2  s .  c  om*/

    sprite.vertices.set(i++, -1);
    sprite.vertices.set(i++, -1); // vertex 0
    sprite.vertices.set(i++, 0);
    sprite.vertices.set(i++, 1); // uv 0

    sprite.vertices.set(i++, 1);
    sprite.vertices.set(i++, -1); // vertex 1
    sprite.vertices.set(i++, 1);
    sprite.vertices.set(i++, 1); // uv 1

    sprite.vertices.set(i++, 1);
    sprite.vertices.set(i++, 1); // vertex 2
    sprite.vertices.set(i++, 1);
    sprite.vertices.set(i++, 0); // uv 2

    sprite.vertices.set(i++, -1);
    sprite.vertices.set(i++, 1); // vertex 3
    sprite.vertices.set(i++, 0);
    sprite.vertices.set(i++, 0); // uv 3

    i = 0;

    sprite.faces.set(i++, 0);
    sprite.faces.set(i++, 1);
    sprite.faces.set(i++, 2);
    sprite.faces.set(i++, 0);
    sprite.faces.set(i++, 2);
    sprite.faces.set(i++, 3);

    sprite.vertexBuffer = gl.createBuffer();
    sprite.elementBuffer = gl.createBuffer();

    gl.bindBuffer(BufferTarget.ARRAY_BUFFER, sprite.vertexBuffer);
    gl.bufferData(BufferTarget.ARRAY_BUFFER, sprite.vertices, BufferUsage.STATIC_DRAW);

    gl.bindBuffer(BufferTarget.ELEMENT_ARRAY_BUFFER, sprite.elementBuffer);
    gl.bufferData(BufferTarget.ELEMENT_ARRAY_BUFFER, sprite.faces, BufferUsage.STATIC_DRAW);

    sprite.shader = new SpriteShader();
    sprite.shader.buildProgram(gl);
}