/******************************************************************************* * 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.GL20; import com.badlogic.gdx.graphics.Mesh; import com.badlogic.gdx.graphics.Pixmap; import com.badlogic.gdx.graphics.Pixmap.Format; 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.tests.utils.GdxTest; public class ShaderMultitextureTest extends GdxTest { ShaderProgram shader; Texture texture; Texture texture2; Mesh mesh; @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 = {-0.5f, 0.5f, // Position 0 0.0f, 0.0f, // TexCoord 0 -0.5f, -0.5f, // Position 1 0.0f, 1.0f, // TexCoord 1 0.5f, -0.5f, // Position 2 1.0f, 1.0f, // TexCoord 2 0.5f, 0.5f, // Position 3 1.0f, 0.0f // TexCoord 3 }; short[] indices = {0, 1, 2, 0, 2, 3}; mesh.setVertices(vertices); mesh.setIndices(indices); createTexture(); } private void createTexture () { Pixmap pixmap = new Pixmap(256, 256, Format.RGBA8888); pixmap.setColor(1, 1, 1, 1); pixmap.fill(); pixmap.setColor(0, 0, 0, 1); pixmap.drawLine(0, 0, 256, 256); pixmap.drawLine(256, 0, 0, 256); texture = new Texture(pixmap); pixmap.dispose(); pixmap = new Pixmap(256, 256, Format.RGBA8888); pixmap.setColor(1, 1, 1, 1); pixmap.fill(); pixmap.setColor(0, 0, 0, 1); pixmap.drawLine(128, 0, 128, 256); texture2 = new Texture(pixmap); pixmap.dispose(); } public void resume () { createTexture(); } public void render () { Gdx.gl20.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0); texture.bind(); Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE1); texture2.bind(); shader.begin(); shader.setUniformi("s_texture", 0); shader.setUniformi("s_texture2", 1); mesh.render(shader, GL20.GL_TRIANGLES); shader.end(); } @Override public void dispose () { texture.dispose(); texture2.dispose(); shader.dispose(); mesh.dispose(); } }