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Example 21 with ShaderProgram

use of com.badlogic.gdx.graphics.glutils.ShaderProgram in project libgdx by libgdx.

the class ProjectiveTextureTest method setupShaders.

public void setupShaders() {
    ShaderProgram.pedantic = false;
    projTexShader = new ShaderProgram(Gdx.files.internal("data/shaders/projtex-vert.glsl").readString(), Gdx.files.internal("data/shaders/projtex-frag.glsl").readString());
    if (!projTexShader.isCompiled())
        throw new GdxRuntimeException("Couldn't compile shader: " + projTexShader.getLog());
}
Also used : GdxRuntimeException(com.badlogic.gdx.utils.GdxRuntimeException) ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram)

Example 22 with ShaderProgram

use of com.badlogic.gdx.graphics.glutils.ShaderProgram in project libgdx by libgdx.

the class SpriteBatch method createDefaultShader.

/** Returns a new instance of the default shader used by SpriteBatch for GL2 when no shader is specified. */
public static ShaderProgram createDefaultShader() {
    String vertexShader = //
    "attribute vec4 " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" + "attribute vec4 " + ShaderProgram.COLOR_ATTRIBUTE + //
    ";\n" + "attribute vec2 " + ShaderProgram.TEXCOORD_ATTRIBUTE + //
    "0;\n" + //
    "uniform mat4 u_projTrans;\n" + //
    "varying vec4 v_color;\n" + //
    "varying vec2 v_texCoords;\n" + //
    "\n" + //
    "void main()\n" + //
    "{\n" + "   v_color = " + ShaderProgram.COLOR_ATTRIBUTE + //
    ";\n" + //
    "   v_color.a = v_color.a * (255.0/254.0);\n" + "   v_texCoords = " + ShaderProgram.TEXCOORD_ATTRIBUTE + //
    "0;\n" + "   gl_Position =  u_projTrans * " + ShaderProgram.POSITION_ATTRIBUTE + //
    ";\n" + "}\n";
    String fragmentShader = //
    "#ifdef GL_ES\n" + //
    "#define LOWP lowp\n" + //
    "precision mediump float;\n" + //
    "#else\n" + //
    "#define LOWP \n" + //
    "#endif\n" + //
    "varying LOWP vec4 v_color;\n" + //
    "varying vec2 v_texCoords;\n" + //
    "uniform sampler2D u_texture;\n" + //
    "void main()\n" + //
    "{\n" + //
    "  gl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n" + "}";
    ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
    if (shader.isCompiled() == false)
        throw new IllegalArgumentException("Error compiling shader: " + shader.getLog());
    return shader;
}
Also used : ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram)

Example 23 with ShaderProgram

use of com.badlogic.gdx.graphics.glutils.ShaderProgram in project libgdx by libgdx.

the class DefaultShader method init.

@Override
public void init() {
    final ShaderProgram program = this.program;
    this.program = null;
    init(program, renderable);
    renderable = null;
    dirLightsLoc = loc(u_dirLights0color);
    dirLightsColorOffset = loc(u_dirLights0color) - dirLightsLoc;
    dirLightsDirectionOffset = loc(u_dirLights0direction) - dirLightsLoc;
    dirLightsSize = loc(u_dirLights1color) - dirLightsLoc;
    if (dirLightsSize < 0)
        dirLightsSize = 0;
    pointLightsLoc = loc(u_pointLights0color);
    pointLightsColorOffset = loc(u_pointLights0color) - pointLightsLoc;
    pointLightsPositionOffset = loc(u_pointLights0position) - pointLightsLoc;
    pointLightsIntensityOffset = has(u_pointLights0intensity) ? loc(u_pointLights0intensity) - pointLightsLoc : -1;
    pointLightsSize = loc(u_pointLights1color) - pointLightsLoc;
    if (pointLightsSize < 0)
        pointLightsSize = 0;
    spotLightsLoc = loc(u_spotLights0color);
    spotLightsColorOffset = loc(u_spotLights0color) - spotLightsLoc;
    spotLightsPositionOffset = loc(u_spotLights0position) - spotLightsLoc;
    spotLightsDirectionOffset = loc(u_spotLights0direction) - spotLightsLoc;
    spotLightsIntensityOffset = has(u_spotLights0intensity) ? loc(u_spotLights0intensity) - spotLightsLoc : -1;
    spotLightsCutoffAngleOffset = loc(u_spotLights0cutoffAngle) - spotLightsLoc;
    spotLightsExponentOffset = loc(u_spotLights0exponent) - spotLightsLoc;
    spotLightsSize = loc(u_spotLights1color) - spotLightsLoc;
    if (spotLightsSize < 0)
        spotLightsSize = 0;
}
Also used : ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram)

Example 24 with ShaderProgram

use of com.badlogic.gdx.graphics.glutils.ShaderProgram in project libgdx by libgdx.

the class KTXTest method create.

@Override
public void create() {
    // Cubemap test
    String cubemapVS = //
    "" + //
    "attribute vec3 a_position;\n" + //
    "uniform mat4 u_projViewTrans;\n" + //
    "uniform mat4 u_worldTrans;\n" + //
    "\n" + //
    "varying vec3 v_cubeMapUV;\n" + //
    "\n" + //
    "void main() {\n" + //
    "   vec4 g_position = vec4(a_position, 1.0);\n" + //
    "   g_position = u_worldTrans * g_position;\n" + //
    "   v_cubeMapUV = normalize(g_position.xyz);\n" + //
    "   gl_Position = u_projViewTrans * g_position;\n" + "}";
    String cubemapFS = //
    "" + //
    "#ifdef GL_ES\n" + //
    "precision mediump float;\n" + //
    "#endif\n" + //
    "uniform samplerCube u_environmentCubemap;\n" + //
    "varying vec3 v_cubeMapUV;\n" + //
    "void main() {\n" + //
    "	gl_FragColor = vec4(textureCube(u_environmentCubemap, v_cubeMapUV).rgb, 1.0);\n" + "}\n";
    modelBatch = new ModelBatch(new DefaultShaderProvider(new Config(cubemapVS, cubemapFS)));
    cubemap = new Cubemap(new KTXTextureData(Gdx.files.internal("data/cubemap.zktx"), true));
    cubemap.setFilter(TextureFilter.MipMapLinearLinear, TextureFilter.Linear);
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.1f, 0.1f, 0.1f, 1.f));
    environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1.0f, -0.8f));
    environment.set(new CubemapAttribute(CubemapAttribute.EnvironmentMap, cubemap));
    perspectiveCamera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    perspectiveCamera.position.set(10f, 10f, 10f);
    perspectiveCamera.lookAt(0, 0, 0);
    perspectiveCamera.near = 0.1f;
    perspectiveCamera.far = 300f;
    perspectiveCamera.update();
    ModelBuilder modelBuilder = new ModelBuilder();
    model = modelBuilder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position | Usage.Normal);
    instance = new ModelInstance(model);
    Gdx.input.setInputProcessor(new InputMultiplexer(this, inputController = new CameraInputController(perspectiveCamera)));
    // 2D texture test
    String etc1aVS = //
    "" + //
    "uniform mat4 u_projTrans;\n" + //
    "\n" + //
    "attribute vec4 a_position;\n" + //
    "attribute vec2 a_texCoord0;\n" + //
    "attribute vec4 a_color;\n" + //
    "\n" + //
    "varying vec4 v_color;\n" + //
    "varying vec2 v_texCoord;\n" + //
    "\n" + //
    "void main() {\n" + //
    "   gl_Position = u_projTrans * a_position;\n" + //
    "   v_texCoord = a_texCoord0;\n" + //
    "   v_color = a_color;\n" + //
    "}\n";
    String etc1aFS = //
    "" + //
    "#ifdef GL_ES\n" + //
    "precision mediump float;\n" + //
    "#endif\n" + //
    "uniform sampler2D u_texture;\n" + //
    "\n" + //
    "varying vec4 v_color;\n" + //
    "varying vec2 v_texCoord;\n" + //
    "\n" + //
    "void main() {\n" + //
    "   vec3 col = texture2D(u_texture, v_texCoord.st).rgb;\n" + //
    "   float alpha = texture2D(u_texture, v_texCoord.st + vec2(0.0, 0.5)).r;\n" + //
    "   gl_FragColor = vec4(col, alpha) * v_color;\n" + //
    "}\n";
    etc1aShader = new ShaderProgram(etc1aVS, etc1aFS);
    orthoCamera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    image = new Texture("data/egg.zktx");
    batch = new SpriteBatch(100, etc1aShader);
}
Also used : DefaultShaderProvider(com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider) Config(com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.Config) CubemapAttribute(com.badlogic.gdx.graphics.g3d.attributes.CubemapAttribute) OrthographicCamera(com.badlogic.gdx.graphics.OrthographicCamera) Material(com.badlogic.gdx.graphics.g3d.Material) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) KTXTextureData(com.badlogic.gdx.graphics.glutils.KTXTextureData) Texture(com.badlogic.gdx.graphics.Texture) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) CameraInputController(com.badlogic.gdx.graphics.g3d.utils.CameraInputController) InputMultiplexer(com.badlogic.gdx.InputMultiplexer) ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Environment(com.badlogic.gdx.graphics.g3d.Environment) Cubemap(com.badlogic.gdx.graphics.Cubemap) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)

Example 25 with ShaderProgram

use of com.badlogic.gdx.graphics.glutils.ShaderProgram in project libgdx by libgdx.

the class GLES30Test method create.

@Override
public void create() {
    Gdx.app.log("GLES30Test", "GL_VERSION = " + Gdx.gl.glGetString(GL20.GL_VERSION));
    batch = new SpriteBatch();
    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
    shaderProgram = new ShaderProgram(Gdx.files.internal("data/shaders/gles30sprite.vert"), Gdx.files.internal("data/shaders/gles30sprite.frag"));
    Gdx.app.log("GLES30Test", shaderProgram.getLog());
    if (shaderProgram.isCompiled()) {
        Gdx.app.log("GLES30Test", "Shader compiled");
        batch.setShader(shaderProgram);
    }
}
Also used : ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) Texture(com.badlogic.gdx.graphics.Texture)

Aggregations

ShaderProgram (com.badlogic.gdx.graphics.glutils.ShaderProgram)31 Texture (com.badlogic.gdx.graphics.Texture)10 VertexAttribute (com.badlogic.gdx.graphics.VertexAttribute)9 Mesh (com.badlogic.gdx.graphics.Mesh)8 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)7 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)5 InputMultiplexer (com.badlogic.gdx.InputMultiplexer)3 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)3 ModelInstance (com.badlogic.gdx.graphics.g3d.ModelInstance)3 GdxRuntimeException (com.badlogic.gdx.utils.GdxRuntimeException)3 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)2 Pixmap (com.badlogic.gdx.graphics.Pixmap)2 TextureAtlas (com.badlogic.gdx.graphics.g2d.TextureAtlas)2 Material (com.badlogic.gdx.graphics.g3d.Material)2 ModelBatch (com.badlogic.gdx.graphics.g3d.ModelBatch)2 FirstPersonCameraController (com.badlogic.gdx.graphics.g3d.utils.FirstPersonCameraController)2 ModelBuilder (com.badlogic.gdx.graphics.g3d.utils.ModelBuilder)2 FrameBuffer (com.badlogic.gdx.graphics.glutils.FrameBuffer)2 IndexBufferObject (com.badlogic.gdx.graphics.glutils.IndexBufferObject)2 VertexBufferObject (com.badlogic.gdx.graphics.glutils.VertexBufferObject)2