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); } }
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); } }
switch (type) { case VertexBufferObject: vertices = new VertexBufferObject(isStatic, maxVertices, attributes); indices = new IndexBufferObject(isStatic, maxIndices); isVertexArray = false;
switch (type) { case VertexBufferObject: vertices = new VertexBufferObject(isStatic, maxVertices, attributes); indices = new IndexBufferObject(isStatic, maxIndices); isVertexArray = false;
@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")); }
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"));
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); } }
switch (type) { case VertexBufferObject: vertices = new VertexBufferObject(isStatic, maxVertices, attributes); indices = new IndexBufferObject(isStatic, maxIndices); isVertexArray = false;