/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.tests; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Mesh; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.VertexAttribute; import com.badlogic.gdx.graphics.VertexAttributes.Usage; import com.badlogic.gdx.graphics.glutils.ShaderProgram; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector3; import com.badlogic.gdx.tests.utils.GdxTest; import com.badlogic.gdx.utils.NumberUtils; public class MeshShaderTest extends GdxTest { ShaderProgram shader; Mesh mesh, meshCustomVA; Texture texture; Matrix4 matrix = new Matrix4(); private static final float FLOAT_WHITE = Color.WHITE.toFloatBits(); @Override public void create () { String vertexShader = "attribute vec4 a_position; \n" + "attribute vec4 a_color;\n" + "attribute vec2 a_texCoord0;\n" + "uniform mat4 u_worldView;\n" + "varying vec4 v_color;" + "varying vec2 v_texCoords;" + "void main() \n" + "{ \n" + " v_color = vec4(1, 1, 1, 1); \n" + " v_texCoords = a_texCoord0; \n" + " gl_Position = u_worldView * a_position; \n" + "} \n"; String fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "varying 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" + "}"; shader = new ShaderProgram(vertexShader, fragmentShader); if (shader.isCompiled() == false) { Gdx.app.log("ShaderTest", shader.getLog()); Gdx.app.exit(); } mesh = new Mesh(true, 4, 6, VertexAttribute.Position(), VertexAttribute.ColorUnpacked(), VertexAttribute.TexCoords(0)); mesh.setVertices(new float[] {-0.5f, -0.5f, 0, 1, 1, 1, 1, 0, 1, 0.5f, -0.5f, 0, 1, 1, 1, 1, 1, 1, 0.5f, 0.5f, 0, 1, 1, 1, 1, 1, 0, -0.5f, 0.5f, 0, 1, 1, 1, 1, 0, 0}); mesh.setIndices(new short[] {0, 1, 2, 2, 3, 0}); //Mesh with texCoords wearing a pair of shorts. :) meshCustomVA = new Mesh(true, 4, 6, VertexAttribute.Position(), VertexAttribute.ColorPacked(), new VertexAttribute(Usage.TextureCoordinates, 2, GL20.GL_UNSIGNED_SHORT, true, ShaderProgram.TEXCOORD_ATTRIBUTE + "0", 0)); meshCustomVA.setVertices(new float[] { -0.5f, -0.5f, 0, FLOAT_WHITE, toSingleFloat(0, 1), 0.5f, -0.5f, 0, FLOAT_WHITE, toSingleFloat(1, 1), 0.5f, 0.5f, 0, FLOAT_WHITE, toSingleFloat(1, 0), -0.5f, 0.5f, 0, FLOAT_WHITE, toSingleFloat(0, 0) }); meshCustomVA.setIndices(new short[] {0, 1, 2, 2, 3, 0}); texture = new Texture(Gdx.files.internal("data/bobrgb888-32x32.png")); } private static float toSingleFloat (float u, float v){ int vu = ((int)(v * 0xffff) << 16) | (int)(u * 0xffff); return NumberUtils.intToFloatColor(vu); //v will lose some precision due to masking } Vector3 axis = new Vector3(0, 0, 1); float angle = 0; @Override public void render () { angle += Gdx.graphics.getDeltaTime() * 45; matrix.setToRotation(axis, angle); Mesh meshToDraw = Gdx.input.isButtonPressed(0) ? meshCustomVA : mesh; Gdx.gl20.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl20.glClearColor(0.2f, 0.2f, 0.2f, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D); Gdx.gl20.glEnable(GL20.GL_BLEND); Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); texture.bind(); shader.begin(); shader.setUniformMatrix("u_worldView", matrix); shader.setUniformi("u_texture", 0); meshToDraw.render(shader, GL20.GL_TRIANGLES); shader.end(); } @Override public void dispose () { mesh.dispose(); texture.dispose(); shader.dispose(); } }