/*******************************************************************************
* 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);
}
}