private VertexData makeVertexBuffer (boolean isStatic, int maxVertices, VertexAttributes vertexAttributes) { if (Gdx.gl30 != null) { return new VertexBufferObjectWithVAO(isStatic, maxVertices, vertexAttributes); } else { return new VertexBufferObject(isStatic, maxVertices, vertexAttributes); } }
/** Binds this VertexBufferObject for rendering via glDrawArrays or glDrawElements * @param shader the shader */ @Override public void bind (ShaderProgram shader) { bind(shader, null); }
/** Unbinds this VertexBufferObject. * * @param shader the shader */ @Override public void unbind (final ShaderProgram shader) { unbind(shader, null); }
@Override public void render () { // System.out.println( "render"); Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); Gdx.gl.glEnable(GL20.GL_TEXTURE_2D); shader.begin(); shader.setUniformi("u_texture", 0); texture.bind(); vbo.bind(shader); ibo.bind(); Gdx.gl20.glDrawElements(GL20.GL_TRIANGLES, 3, GL20.GL_UNSIGNED_SHORT, 0); ibo.unbind(); vbo.unbind(shader); shader.end(); }
@Override public void create () { String vertexShader = "attribute vec4 a_position; \n" + "attribute vec4 a_color;\n" + "attribute vec2 a_texCoords;\n" + "varying vec4 v_color;" + "varying vec2 v_texCoords;" + "void main() \n" + "{ \n" + " v_color = vec4(a_color.x, a_color.y, a_color.z, 1); \n" + " v_texCoords = a_texCoords; \n" + " gl_Position = 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); vbo = new VertexBufferObject(true, 3, new VertexAttribute(VertexAttributes.Usage.Position, 2, "a_position"), new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, "a_texCoords"), new VertexAttribute( VertexAttributes.Usage.ColorPacked, 4, "a_color")); float[] vertices = new float[] {-1, -1, 0, 0, Color.toFloatBits(1f, 0f, 0f, 1f), 0, 1, 0.5f, 1.0f, Color.toFloatBits(0f, 1f, 0f, 1f), 1, -1, 1, 0, Color.toFloatBits(0f, 0f, 1f, 1f)}; vbo.setVertices(vertices, 0, vertices.length); ibo = new IndexBufferObject(true, 3); ibo.setIndices(new short[] {0, 1, 2}, 0, 3); texture = new Texture(Gdx.files.internal("data/badlogic.jpg")); }
@Override public void updateVertices (int targetOffset, float[] vertices, int sourceOffset, int count) { isDirty = true; final int pos = byteBuffer.position(); byteBuffer.position(targetOffset * 4); BufferUtils.copy(vertices, sourceOffset, count, byteBuffer); byteBuffer.position(pos); buffer.position(0); bufferChanged(); }
@Override public void dispose () { texture.dispose(); shader.dispose(); vbo.dispose(); ibo.dispose(); }
@Override public void resume () { vbo.invalidate(); }
@Override public void render () { GL20 gl = Gdx.gl20; gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl.glClearColor(0.7f, 0, 0, 1); gl.glClear(GL20.GL_COLOR_BUFFER_BIT); gl.glEnable(GL20.GL_TEXTURE_2D); shader.begin(); shader.setUniformi("u_texture", 0); texture.bind(); vbo.bind(shader); indices.bind(); gl.glDrawElements(GL20.GL_TRIANGLES, 3, GL20.GL_UNSIGNED_SHORT, indices.getBuffer().position()); indices.unbind(); vbo.unbind(shader); shader.end(); }
vbo = new VertexBufferObject(true, 3, new VertexAttribute(VertexAttributes.Usage.Position, 2, "a_position"), new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, "a_texCoords"), new VertexAttribute( VertexAttributes.Usage.ColorPacked, 4, "a_color")); float[] vertices = new float[] {-1, -1, 0, 0, Color.toFloatBits(1f, 0f, 0f, 1f), 0, 1, 0.5f, 1.0f, Color.toFloatBits(0f, 1f, 0f, 1f), 1, -1, 1, 0, Color.toFloatBits(0f, 0f, 1f, 1f)}; vbo.setVertices(vertices, 0, vertices.length); indices = new IndexBufferObject(3); indices.setIndices(new short[] {0, 1, 2}, 0, 3);
@Override public void updateVertices (int targetOffset, float[] vertices, int sourceOffset, int count) { isDirty = true; final int pos = byteBuffer.position(); byteBuffer.position(targetOffset * 4); BufferUtils.copy(vertices, sourceOffset, count, byteBuffer); byteBuffer.position(pos); buffer.position(0); bufferChanged(); }
@Override public void dispose () { texture.dispose(); vbo.dispose(); indices.dispose(); shader.dispose(); }
@Override public void resume () { vbo.invalidate(); ibo.invalidate(); }
/** Constructs a new interleaved VertexBufferObject. * * @param isStatic whether the vertex data is static. * @param numVertices the maximum number of vertices * @param attributes the {@link VertexAttributes}. */ public VertexBufferObject (boolean isStatic, int numVertices, VertexAttributes attributes) { bufferHandle = Gdx.gl20.glGenBuffer(); ByteBuffer data = BufferUtils.newUnsafeByteBuffer(attributes.vertexSize * numVertices); data.limit(0); setBuffer(data, true, attributes); setUsage(isStatic ? GL20.GL_STATIC_DRAW : GL20.GL_DYNAMIC_DRAW); }
private VertexData makeVertexBuffer (boolean isStatic, int maxVertices, VertexAttributes vertexAttributes) { if (Gdx.gl30 != null) { return new VertexBufferObjectWithVAO(isStatic, maxVertices, vertexAttributes); } else { return new VertexBufferObject(isStatic, maxVertices, vertexAttributes); } }
/** Binds this VertexBufferObject for rendering via glDrawArrays or glDrawElements * @param shader the shader */ @Override public void bind (ShaderProgram shader) { bind(shader, null); }
/** Unbinds this VertexBufferObject. * * @param shader the shader */ @Override public void unbind (final ShaderProgram shader) { unbind(shader, null); }
@Override public void setVertices (float[] vertices, int offset, int count) { isDirty = true; BufferUtils.copy(vertices, byteBuffer, count, offset); buffer.position(0); buffer.limit(count); bufferChanged(); }