/******************************************************************************* * 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.gles2; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Mesh; 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; public class SimpleVertexShader extends GdxTest { ShaderProgram shader; Mesh mesh; Matrix4 projection = new Matrix4(); Matrix4 view = new Matrix4(); Matrix4 model = new Matrix4(); Matrix4 combined = new Matrix4(); Vector3 axis = new Vector3(1, 0, 1).nor(); float angle = 45; @Override public void create () { // @off String vertexShader = "uniform mat4 u_mvpMatrix; \n" + "attribute vec4 a_position; \n" + "void main() \n" + "{ \n" + " gl_Position = u_mvpMatrix * a_position; \n" + "} \n"; String fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "void main() \n" + "{ \n" + " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n" + "}"; // @on shader = new ShaderProgram(vertexShader, fragmentShader); mesh = Shapes.genCube(); mesh.getVertexAttribute(Usage.Position).alias = "a_position"; } @Override public void render () { angle += Gdx.graphics.getDeltaTime() * 40.0f; float aspect = Gdx.graphics.getWidth() / (float)Gdx.graphics.getHeight(); projection.setToProjection(1.0f, 20.0f, 60.0f, aspect); view.idt().trn(0, 0, -2.0f); model.setToRotation(axis, angle); combined.set(projection).mul(view).mul(model); Gdx.gl20.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); shader.begin(); shader.setUniformMatrix("u_mvpMatrix", combined); mesh.render(shader, GL20.GL_TRIANGLES); shader.end(); Gdx.app.log("angle", "" + angle); } }