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Example 16 with VertexAttribute

use of com.badlogic.gdx.graphics.VertexAttribute in project commons-gdx by gemserk.

the class Gdx2dMeshBuilder method buildVertexAttributes.

private VertexAttribute[] buildVertexAttributes(boolean hasNormals, boolean hasColor, int numTexCoords) {
    Array<VertexAttribute> attribs = new Array<VertexAttribute>();
    attribs.add(new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE));
    if (hasNormals)
        attribs.add(new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE));
    if (hasColor)
        attribs.add(new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE));
    for (int i = 0; i < numTexCoords; i++) {
        attribs.add(new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + i));
    }
    VertexAttribute[] array = new VertexAttribute[attribs.size];
    for (int i = 0; i < attribs.size; i++) array[i] = attribs.get(i);
    return array;
}
Also used : Array(com.badlogic.gdx.utils.Array) VertexAttribute(com.badlogic.gdx.graphics.VertexAttribute)

Example 17 with VertexAttribute

use of com.badlogic.gdx.graphics.VertexAttribute in project libgdx by libgdx.

the class ProjectiveTextureTest method setupScene.

public void setupScene() {
    plane = new Mesh(true, 4, 6, new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE));
    plane.setVertices(new float[] { -10, -1, 10, 0, 1, 0, 10, -1, 10, 0, 1, 0, 10, -1, -10, 0, 1, 0, -10, -1, -10, 0, 1, 0 });
    plane.setIndices(new short[] { 3, 2, 1, 1, 0, 3 });
    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), Format.RGB565, true);
    texture.setFilter(TextureFilter.MipMap, TextureFilter.Nearest);
    cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.position.set(0, 5, 10);
    cam.lookAt(0, 0, 0);
    cam.update();
    controller = new PerspectiveCamController(cam);
    projector = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    projector.position.set(2, 3, 2);
    projector.lookAt(0, 0, 0);
    projector.normalizeUp();
    projector.update();
}
Also used : PerspectiveCamController(com.badlogic.gdx.tests.utils.PerspectiveCamController) VertexAttribute(com.badlogic.gdx.graphics.VertexAttribute) Mesh(com.badlogic.gdx.graphics.Mesh) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) Texture(com.badlogic.gdx.graphics.Texture)

Example 18 with VertexAttribute

use of com.badlogic.gdx.graphics.VertexAttribute in project libgdx by libgdx.

the class ShaderMultitextureTest method create.

@Override
public void create() {
    String vertexShader = "attribute vec4 a_position;   \n" + "attribute vec2 a_texCoord;   \n" + "varying vec2 v_texCoord;     \n" + "void main()                  \n" + "{                            \n" + "   gl_Position = a_position; \n" + "   v_texCoord = a_texCoord;  \n" + "}                            \n";
    String fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "varying vec2 v_texCoord;                            \n" + "uniform sampler2D s_texture;                        \n" + "uniform sampler2D s_texture2;                        \n" + "void main()                                         \n" + "{                                                   \n" + "  gl_FragColor = texture2D( s_texture, v_texCoord ) * texture2D( s_texture2, v_texCoord);\n" + "}                                                   \n";
    shader = new ShaderProgram(vertexShader, fragmentShader);
    mesh = new Mesh(true, 4, 6, new VertexAttribute(Usage.Position, 2, "a_position"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord"));
    float[] vertices = { // Position 0
    -0.5f, // Position 0
    0.5f, // TexCoord 0
    0.0f, // TexCoord 0
    0.0f, // Position 1
    -0.5f, // Position 1
    -0.5f, // TexCoord 1
    0.0f, // TexCoord 1
    1.0f, // Position 2
    0.5f, // Position 2
    -0.5f, // TexCoord 2
    1.0f, // TexCoord 2
    1.0f, // Position 3
    0.5f, // Position 3
    0.5f, // TexCoord 3
    1.0f, // TexCoord 3
    0.0f };
    short[] indices = { 0, 1, 2, 0, 2, 3 };
    mesh.setVertices(vertices);
    mesh.setIndices(indices);
    createTexture();
}
Also used : ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram) VertexAttribute(com.badlogic.gdx.graphics.VertexAttribute) Mesh(com.badlogic.gdx.graphics.Mesh)

Example 19 with VertexAttribute

use of com.badlogic.gdx.graphics.VertexAttribute in project libgdx by libgdx.

the class SoftBodyTest method create.

@Override
public void create() {
    super.create();
    world.add("ground", 0f, 0f, 0f).setColor(0.25f + 0.5f * (float) Math.random(), 0.25f + 0.5f * (float) Math.random(), 0.25f + 0.5f * (float) Math.random(), 1f);
    float x0 = -2f, y0 = 6f, z0 = -2f;
    float x1 = 8f, y1 = 6f, z1 = 8f;
    Vector3 patch00 = new Vector3(x0, y0, z0);
    Vector3 patch10 = new Vector3(x1, y1, z0);
    Vector3 patch01 = new Vector3(x0, y0, z1);
    Vector3 patch11 = new Vector3(x1, y1, z1);
    softBody = btSoftBodyHelpers.CreatePatch(worldInfo, patch00, patch10, patch01, patch11, 15, 15, 15, false);
    softBody.takeOwnership();
    softBody.setTotalMass(100f);
    ((btSoftRigidDynamicsWorld) (world.collisionWorld)).addSoftBody(softBody);
    final int vertCount = softBody.getNodeCount();
    final int faceCount = softBody.getFaceCount();
    mesh = new Mesh(false, vertCount, faceCount * 3, new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE), new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
    final int vertSize = mesh.getVertexSize() / 4;
    mesh.getVerticesBuffer().position(0);
    mesh.getVerticesBuffer().limit(vertCount * vertSize);
    mesh.getIndicesBuffer().position(0);
    mesh.getIndicesBuffer().limit(faceCount * 3);
    softBody.getVertices(mesh.getVerticesBuffer(), vertCount, mesh.getVertexSize(), 0);
    softBody.getIndices(mesh.getIndicesBuffer(), faceCount);
    final float[] verts = new float[vertCount * vertSize];
    final int uvOffset = mesh.getVertexAttribute(Usage.TextureCoordinates).offset / 4;
    final int normalOffset = mesh.getVertexAttribute(Usage.Normal).offset / 4;
    mesh.getVertices(verts);
    for (int i = 0; i < vertCount; i++) {
        verts[i * vertSize + normalOffset] = 0f;
        verts[i * vertSize + normalOffset + 1] = 1f;
        verts[i * vertSize + normalOffset + 2] = 0f;
        verts[i * vertSize + uvOffset] = (verts[i * vertSize] - x0) / (x1 - x0);
        verts[i * vertSize + uvOffset + 1] = (verts[i * vertSize + 2] - z0) / (z1 - z0);
    }
    mesh.setVertices(verts);
    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
    ModelBuilder builder = new ModelBuilder();
    builder.begin();
    builder.part(new MeshPart("", mesh, 0, mesh.getNumIndices(), GL20.GL_TRIANGLES), new Material(TextureAttribute.createDiffuse(texture), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(64f), IntAttribute.createCullFace(0)));
    model = builder.end();
    instance = new ModelInstance(model);
    world.add(new BulletEntity(instance, null));
}
Also used : com.badlogic.gdx.physics.bullet.softbody.btSoftRigidDynamicsWorld(com.badlogic.gdx.physics.bullet.softbody.btSoftRigidDynamicsWorld) Mesh(com.badlogic.gdx.graphics.Mesh) Vector3(com.badlogic.gdx.math.Vector3) Material(com.badlogic.gdx.graphics.g3d.Material) MeshPart(com.badlogic.gdx.graphics.g3d.model.MeshPart) Texture(com.badlogic.gdx.graphics.Texture) ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) VertexAttribute(com.badlogic.gdx.graphics.VertexAttribute)

Example 20 with VertexAttribute

use of com.badlogic.gdx.graphics.VertexAttribute in project libgdx by libgdx.

the class DecalBatch method initialize.

/** Initializes the batch with the given amount of decal objects the buffer is able to hold when full.
	 * 
	 * @param size Maximum size of decal objects to hold in memory */
public void initialize(int size) {
    vertices = new float[size * Decal.SIZE];
    Mesh.VertexDataType vertexDataType = Mesh.VertexDataType.VertexArray;
    if (Gdx.gl30 != null) {
        vertexDataType = Mesh.VertexDataType.VertexBufferObjectWithVAO;
    }
    mesh = new Mesh(vertexDataType, false, size * 4, size * 6, new VertexAttribute(VertexAttributes.Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(VertexAttributes.Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE), new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
    short[] indices = new short[size * 6];
    int v = 0;
    for (int i = 0; i < indices.length; i += 6, v += 4) {
        indices[i] = (short) (v);
        indices[i + 1] = (short) (v + 2);
        indices[i + 2] = (short) (v + 1);
        indices[i + 3] = (short) (v + 1);
        indices[i + 4] = (short) (v + 2);
        indices[i + 5] = (short) (v + 3);
    }
    mesh.setIndices(indices);
}
Also used : VertexAttribute(com.badlogic.gdx.graphics.VertexAttribute) Mesh(com.badlogic.gdx.graphics.Mesh)

Aggregations

VertexAttribute (com.badlogic.gdx.graphics.VertexAttribute)33 Mesh (com.badlogic.gdx.graphics.Mesh)15 ShaderProgram (com.badlogic.gdx.graphics.glutils.ShaderProgram)9 Texture (com.badlogic.gdx.graphics.Texture)8 GdxRuntimeException (com.badlogic.gdx.utils.GdxRuntimeException)6 Array (com.badlogic.gdx.utils.Array)4 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)3 Vector3 (com.badlogic.gdx.math.Vector3)3 GL20 (com.badlogic.gdx.graphics.GL20)2 VertexAttributes (com.badlogic.gdx.graphics.VertexAttributes)2 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)2 Attributes (com.badlogic.gdx.graphics.g3d.Attributes)2 IndexBufferObject (com.badlogic.gdx.graphics.glutils.IndexBufferObject)2 VertexBufferObject (com.badlogic.gdx.graphics.glutils.VertexBufferObject)2 PerspectiveCamController (com.badlogic.gdx.tests.utils.PerspectiveCamController)2 InputMultiplexer (com.badlogic.gdx.InputMultiplexer)1 Pixmap (com.badlogic.gdx.graphics.Pixmap)1 TextureArray (com.badlogic.gdx.graphics.TextureArray)1 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)1 Environment (com.badlogic.gdx.graphics.g3d.Environment)1