/*
* 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.g3d;
import com.badlogic.gdx.Application;
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.PerspectiveCamera;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.TextureArray;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.graphics.g3d.utils.FirstPersonCameraController;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.graphics.profiling.GL30Profiler;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Quaternion;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.tests.utils.GdxTest;
/** @author Tomski **/
public class TextureArrayTest extends GdxTest {
TextureArray textureArray;
Mesh terrain;
ShaderProgram shaderProgram;
PerspectiveCamera camera;
FirstPersonCameraController cameraController;
Matrix4 modelView = new Matrix4();
@Override
public void create () {
GL30Profiler.enable();
ShaderProgram.prependVertexCode = Gdx.app.getType().equals(Application.ApplicationType.Desktop) ? "#version 140\n #extension GL_EXT_texture_array : enable\n" : "#version 300 es\n";
ShaderProgram.prependFragmentCode = Gdx.app.getType().equals(Application.ApplicationType.Desktop) ? "#version 140\n #extension GL_EXT_texture_array : enable\n" : "#version 300 es\n";
String[] texPaths = new String[] { "data/g3d/materials/Searing Gorge.jpg", "data/g3d/materials/Lava Cracks.jpg", "data/g3d/materials/Deep Fire.jpg" };
camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.set(8, 10f, 20f);
camera.lookAt(10, 0, 10);
camera.up.set(0, 1, 0);
camera.update();
cameraController = new FirstPersonCameraController(camera);
Gdx.input.setInputProcessor(cameraController);
textureArray = new TextureArray(texPaths);
textureArray.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
shaderProgram = new ShaderProgram(Gdx.files.internal("data/shaders/texturearray.vert"), Gdx.files.internal("data/shaders/texturearray.frag"));
System.out.println(shaderProgram.getLog());
int vertexStride = 6;
int vertexCount = 100 * 100;
terrain = new Mesh(false, vertexCount * 6, 0, new VertexAttributes(VertexAttribute.Position(), new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 3, ShaderProgram.TEXCOORD_ATTRIBUTE + 0)));
Pixmap data = new Pixmap(Gdx.files.internal("data/g3d/heightmap.png"));
float[] vertices = new float[vertexCount * vertexStride * 6];
int idx = 0;
for (int i = 0; i < 100 - 1; i++) {
for (int j = 0; j < 100 - 1; j++) {
idx = addVertex(i, j, vertices, data, idx);
idx = addVertex(i, j + 1, vertices, data, idx);
idx = addVertex(i + 1, j, vertices, data, idx);
idx = addVertex(i, j + 1, vertices, data, idx);
idx = addVertex(i + 1, j + 1, vertices, data, idx);
idx = addVertex(i + 1, j, vertices, data, idx);
}
}
terrain.setVertices(vertices);
data.dispose();
}
Color tmpColor = new Color();
private int addVertex (int i, int j, float[] vertsOut, Pixmap heightmap, int idx) {
int pixel = heightmap.getPixel((int) (i/100f * heightmap.getWidth()), (int)(j/100f * heightmap.getHeight()));
tmpColor.set(pixel);
vertsOut[idx++] = i/5f;
vertsOut[idx++] = tmpColor.r * 25f/5f;
vertsOut[idx++] = j/ 5f;
vertsOut[idx++] = i/20f;
vertsOut[idx++] = j/20f;
vertsOut[idx++] = (tmpColor.r * 3f) - 0.5f;
return idx;
}
@Override
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glDepthFunc(GL20.GL_LEQUAL);
Gdx.gl.glCullFace(GL20.GL_BACK);
modelView.translate(10f, 0, 10f).rotate(0, 1f, 0, 2f * Gdx.graphics.getDeltaTime()).translate(-10f, 0, -10f);
cameraController.update();
textureArray.bind();
shaderProgram.begin();
shaderProgram.setUniformi("u_textureArray", 0);
shaderProgram.setUniformMatrix("u_projViewTrans", camera.combined);
shaderProgram.setUniformMatrix("u_modelView", modelView);
terrain.render(shaderProgram, GL20.GL_TRIANGLES);
shaderProgram.end();
}
@Override
public void dispose () {
terrain.dispose();
shaderProgram.dispose();
}
}