本文整理汇总了Java中com.badlogic.gdx.graphics.VertexAttributes类的典型用法代码示例。如果您正苦于以下问题:Java VertexAttributes类的具体用法?Java VertexAttributes怎么用?Java VertexAttributes使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
VertexAttributes类属于com.badlogic.gdx.graphics包,在下文中一共展示了VertexAttributes类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: create
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
@Override
public void create() {
rotationSpeed = 0.5f;
mesh = new Mesh(true, 4, 6,
new VertexAttribute(VertexAttributes.Usage.Position, 3,"attr_Position"),
new VertexAttribute(Usage.TextureCoordinates, 2, "attr_texCoords"));
texture = new Texture(Gdx.files.internal("data/Jellyfish.jpg"));
mesh.setVertices(new float[] {
-1024f, -1024f, 0, 0, 1,
1024f, -1024f, 0, 1, 1,
1024f, 1024f, 0, 1, 0,
-1024f, 1024f, 0, 0, 0
});
mesh.setIndices(new short[] { 0, 1, 2, 2, 3, 0 });
cam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
xScale = Gdx.graphics.getWidth()/(float)TARGET_WIDTH;
yScale = Gdx.graphics.getHeight()/(float)TARGET_HEIGHT;
font = loadBitmapFont("default.fnt", "default.png");
scale = Math.min(xScale, yScale);
cam.zoom = 1/scale;
// cam.project(start_position);
cam.position.set(0, 0, 0);
batch = new SpriteBatch();
}
示例2: createPrefix
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
private String createPrefix(Renderable renderable) {
String prefix = "";
if (params.useBones) {
prefix += "#define numBones " + 12 + "\n";
final int n = renderable.meshPart.mesh.getVertexAttributes().size();
for (int i = 0; i < n; i++) {
final VertexAttribute attr = renderable.meshPart.mesh.getVertexAttributes().get(i);
if (attr.usage == VertexAttributes.Usage.BoneWeight) {
prefix += "#define boneWeight" + attr.unit + "Flag\n";
}
}
}
return prefix;
}
示例3: create
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
@Override
public void create() {
super.create();
geometryPass = new ShaderProgram(
Gdx.files.internal("shaders/g_buffer.vert"),
Gdx.files.internal("shaders/g_buffer.frag"));
lightingPass = new ShaderProgram(
Gdx.files.internal("shaders/deferred_shader.vert"),
Gdx.files.internal("shaders/deferred_shader.frag"));
ModelBuilder mb = new ModelBuilder();
Model cube = mb.createBox(1, 1, 1, new Material(),
VertexAttributes.Usage.Position |
VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates);
cubeMesh = cube.meshes.first();
}
示例4: getAttributeLocations
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
protected final int[] getAttributeLocations(Renderable renderable) {
final IntIntMap attributes = new IntIntMap();
final VertexAttributes attrs = renderable.meshPart.mesh.getVertexAttributes();
final int c = attrs.size();
for (int i = 0; i < c; i++) {
final VertexAttribute attr = attrs.get(i);
final int location = program.getAttributeLocation(attr.alias);
if (location >= 0)
attributes.put(attr.getKey(), location);
}
tempArray.clear();
final int n = attrs.size();
for (int i = 0; i < n; i++) {
tempArray.add(attributes.get(attrs.get(i).getKey(), -1));
}
return tempArray.items;
}
示例5: makeMesh
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
public void makeMesh() {
int rayon = Math.max(ExterminateGame.rendu, ExterminateGame.MAX_VIEW_DISTANCE)+5;
int nbTriangles=ChunkBuilder.GRIDSIZE*ChunkBuilder.GRIDSIZE*2*rayon*2*rayon*2;
int nbVertex=(ChunkBuilder.GRIDSIZE+1)*(ChunkBuilder.GRIDSIZE+1)*rayon*2*rayon*2;
FloatBuffer vertexL = org.lwjgl.BufferUtils.createFloatBuffer(nbVertex*ChunkBuilder.SOL_VERTICE_SIZE);
IntBuffer indicesL = org.lwjgl.BufferUtils.createIntBuffer(nbTriangles*3);
mesh = new UniMesh(true, true, nbVertex, nbTriangles*3, new VertexAttributes(VertexAttribute.Position(), VertexAttribute.NormalPacked(), VertexAttribute.TexCoords(0), VertexAttribute.ColorPacked()));
mesh.setVertices(vertexL, 0, nbVertex*ChunkBuilder.SOL_VERTICE_SIZE);
mesh.setIndices(indicesL, 0, nbTriangles*3);
mesh.setCapacity(0);
usedSol = new boolean[rayon*2*rayon*2];
forChunk = new Chunk[rayon*2*rayon*2];
for(int i=0;i<rayon*2*rayon*2;i++) {
usedSol[i] = false;
}
UniVertexBufferObject.showMem();
}
示例6: SimulationRunner
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
public SimulationRunner() {
logger.info("Loading models");
ModelBuilder builder = new ModelBuilder();
models.put("box", builder.createBox(5f, 5f, 5f,
new Material(ColorAttribute.createDiffuse(new Color(0.8f, 0f, 0f, 0f))),
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal));
G3dModelLoader loader = new G3dModelLoader(new JsonReader());
models.put("hub", loader.loadModel(Gdx.files.internal("data/hubreal.g3dj")));
models.put("rim", loader.loadModel(Gdx.files.internal("data/rimreal.g3dj")));
models.put("spoke", loader.loadModel(Gdx.files.internal("data/spoke.g3dj")));
Bullet.init();
logger.info("Initialized Bullet");
}
示例7: Terrain
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
private Terrain(int vertexResolution) {
this.transform = new Matrix4();
this.attribs = MeshBuilder.createAttributes(VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal
| VertexAttributes.Usage.TextureCoordinates);
this.posPos = attribs.getOffset(VertexAttributes.Usage.Position, -1);
this.norPos = attribs.getOffset(VertexAttributes.Usage.Normal, -1);
this.uvPos = attribs.getOffset(VertexAttributes.Usage.TextureCoordinates, -1);
this.stride = attribs.vertexSize / 4;
this.vertexResolution = vertexResolution;
this.heightData = new float[vertexResolution * vertexResolution];
this.terrainTexture = new TerrainTexture();
this.terrainTexture.setTerrain(this);
material = new Material();
material.set(new TerrainTextureAttribute(TerrainTextureAttribute.ATTRIBUTE_SPLAT0, terrainTexture));
}
示例8: createAxes
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
public static Model createAxes() {
final float GRID_MIN = -10f;
final float GRID_MAX = 10f;
final float GRID_STEP = 1f;
ModelBuilder modelBuilder = new ModelBuilder();
modelBuilder.begin();
MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorUnpacked, new Material());
builder.setColor(Color.LIGHT_GRAY);
for (float t = GRID_MIN; t <= GRID_MAX; t += GRID_STEP) {
builder.line(t, 0, GRID_MIN, t, 0, GRID_MAX);
builder.line(GRID_MIN, 0, t, GRID_MAX, 0, t);
}
builder = modelBuilder.part("axes", GL20.GL_LINES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorUnpacked, new Material());
builder.setColor(Color.RED);
builder.line(0, 0, 0, 100, 0, 0);
builder.setColor(Color.GREEN);
builder.line(0, 0, 0, 0, 100, 0);
builder.setColor(Color.BLUE);
builder.line(0, 0, 0, 0, 0, 100);
return modelBuilder.end();
}
示例9: ScaleTool
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
public ScaleTool(ProjectManager projectManager, GameObjectPicker goPicker, ToolHandlePicker handlePicker,
ShapeRenderer shapeRenderer, ModelBatch batch, CommandHistory history) {
super(projectManager, goPicker, handlePicker, batch, history);
this.shapeRenderer = shapeRenderer;
ModelBuilder modelBuilder = new ModelBuilder();
Model xPlaneHandleModel = UsefulMeshs.createArrowStub(new Material(ColorAttribute.createDiffuse(COLOR_X)),
Vector3.Zero, new Vector3(15, 0, 0));
Model yPlaneHandleModel = UsefulMeshs.createArrowStub(new Material(ColorAttribute.createDiffuse(COLOR_Y)),
Vector3.Zero, new Vector3(0, 15, 0));
Model zPlaneHandleModel = UsefulMeshs.createArrowStub(new Material(ColorAttribute.createDiffuse(COLOR_Z)),
Vector3.Zero, new Vector3(0, 0, 15));
Model xyzPlaneHandleModel = modelBuilder.createBox(3, 3, 3,
new Material(ColorAttribute.createDiffuse(COLOR_XYZ)),
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
xHandle = new ScaleHandle(X_HANDLE_ID, xPlaneHandleModel);
yHandle = new ScaleHandle(Y_HANDLE_ID, yPlaneHandleModel);
zHandle = new ScaleHandle(Z_HANDLE_ID, zPlaneHandleModel);
xyzHandle = new ScaleHandle(XYZ_HANDLE_ID, xyzPlaneHandleModel);
handles = new ScaleHandle[] { xHandle, yHandle, zHandle, xyzHandle };
}
示例10: createVertexVectors
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
/**
* Creates Vector3 objects from the vertices of the mesh. The resulting array follows the ordering of the provided
* index array.
*
* @param mesh
* @param indices
* @return
*/
private static Vector3[] createVertexVectors(Mesh mesh, short[] indices) {
FloatBuffer verticesBuffer = mesh.getVerticesBuffer();
int positionOffset = mesh.getVertexAttributes().findByUsage(VertexAttributes.Usage.Position).offset / 4;
int vertexSize = mesh.getVertexSize() / 4;
Vector3[] vertexVectors = new Vector3[mesh.getNumIndices()];
for (int i = 0; i < indices.length; i++) {
short index = indices[i];
int a = index * vertexSize + positionOffset;
float x = verticesBuffer.get(a++);
float y = verticesBuffer.get(a++);
float z = verticesBuffer.get(a);
vertexVectors[index] = new Vector3(x, y, z);
}
return vertexVectors;
}
示例11: initialize
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
/** Initializes the batch with the given amount of decal objects the buffer is able to hold when full.
*
* @param size Maximum size of decal objects to hold in memory */
public void initialize (int size) {
vertices = new float[size * Decal.SIZE];
mesh = new Mesh(Mesh.VertexDataType.VertexArray, false, size * 4, size * 6, new VertexAttribute(
VertexAttributes.Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(
VertexAttributes.Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE), new VertexAttribute(
VertexAttributes.Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
short[] indices = new short[size * 6];
int v = 0;
for (int i = 0; i < indices.length; i += 6, v += 4) {
indices[i] = (short)(v);
indices[i + 1] = (short)(v + 2);
indices[i + 2] = (short)(v + 1);
indices[i + 3] = (short)(v + 1);
indices[i + 4] = (short)(v + 2);
indices[i + 5] = (short)(v + 3);
}
mesh.setIndices(indices);
}
示例12: createAttributes
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
/** @param usage bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal and
* TextureCoordinates is supported. */
public static VertexAttributes createAttributes (long usage) {
final Array<VertexAttribute> attrs = new Array<VertexAttribute>();
if ((usage & Usage.Position) == Usage.Position)
attrs.add(new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE));
if ((usage & Usage.Color) == Usage.Color) attrs.add(new VertexAttribute(Usage.Color, 4, ShaderProgram.COLOR_ATTRIBUTE));
if ((usage & Usage.ColorPacked) == Usage.ColorPacked)
attrs.add(new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE));
if ((usage & Usage.Normal) == Usage.Normal)
attrs.add(new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE));
if ((usage & Usage.TextureCoordinates) == Usage.TextureCoordinates)
attrs.add(new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
final VertexAttribute attributes[] = new VertexAttribute[attrs.size];
for (int i = 0; i < attributes.length; i++)
attributes[i] = attrs.get(i);
return new VertexAttributes(attributes);
}
示例13: create
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
@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"));
}
示例14: TileHighlightDisplayable
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
public TileHighlightDisplayable() {
ModelBuilder modelBuilder = new ModelBuilder();
Model model
= modelBuilder.createRect(0, 0, Z_OFFSET,
1, 0, Z_OFFSET,
1, 1, Z_OFFSET,
0, 1, Z_OFFSET,
0, 0, 1,
GL20.GL_TRIANGLES,
new Material(
new ColorAttribute(
ColorAttribute.createDiffuse(color)),
new BlendingAttribute(
GL20.GL_SRC_ALPHA,
GL20.GL_ONE_MINUS_SRC_ALPHA)),
VertexAttributes.Usage.Position |
VertexAttributes.Usage.TextureCoordinates);
instance = new ModelInstance(model);
}
示例15: createAttributes
import com.badlogic.gdx.graphics.VertexAttributes; //导入依赖的package包/类
/** @param usage bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal and
* TextureCoordinates is supported. */
public static VertexAttributes createAttributes(long usage) {
final Array<VertexAttribute> attrs = new Array<VertexAttribute>();
if ((usage & Usage.Position) == Usage.Position)
attrs.add(new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE));
if ((usage & Usage.ColorUnpacked) == Usage.ColorUnpacked)
attrs.add(new VertexAttribute(Usage.ColorUnpacked, 4, ShaderProgram.COLOR_ATTRIBUTE));
if ((usage & Usage.ColorPacked) == Usage.ColorPacked)
attrs.add(new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE));
if ((usage & Usage.Normal) == Usage.Normal)
attrs.add(new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE));
if ((usage & Usage.TextureCoordinates) == Usage.TextureCoordinates)
attrs.add(new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
final VertexAttribute attributes[] = new VertexAttribute[attrs.size];
for (int i = 0; i < attributes.length; i++)
attributes[i] = attrs.get(i);
return new VertexAttributes(attributes);
}