Example usage for com.badlogic.gdx.graphics Mesh render

List of usage examples for com.badlogic.gdx.graphics Mesh render

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics Mesh render.

Prototype

public void render(ShaderProgram shader, int primitiveType) 

Source Link

Document

Renders the mesh using the given primitive type.

Usage

From source file:airfoil.Main.java

License:Open Source License

protected final void renderMeshTriangles(Mesh mesh) {
    final ShaderProgram bodyShader = this.bodyShader;
    if (null != bodyShader) {

        if (null != mesh) {
            final Matrix4 camera = this.getCamera();

            bodyShader.begin();/* w w w.  jav a2 s.co m*/

            bodyShader.setUniformMatrix("u_camera", camera);
            bodyShader.setUniformf("u_color", Color.YELLOW);
            bodyShader.setUniformf("u_light", LightNormal);
            bodyShader.setUniformf("u_mat", Material);

            mesh.render(bodyShader, GL20.GL_TRIANGLES);

            bodyShader.end();
        }
    }
}

From source file:airfoil.Main.java

License:Open Source License

protected final void renderMeshLines(Mesh mesh) {
    final ShaderProgram axesShader = this.axesShader;
    if (null != axesShader) {

        if (null != mesh) {
            final Matrix4 camera = this.getCamera();

            axesShader.begin();/*from   w  ww .j ava 2  s .  co  m*/

            axesShader.setUniformMatrix("u_camera", camera);
            axesShader.setUniformf("u_color", Color.YELLOW);
            axesShader.setUniformf("u_light", LightNormal);
            axesShader.setUniformf("u_mat", Material);

            mesh.render(axesShader, GL20.GL_LINES);

            axesShader.end();
        }
    }
}

From source file:com.explatcreations.sft.graphics.Fbo.java

License:Open Source License

public void drawSimple(final Shader shader, final Mesh mesh, IAction func) {
    draw(func);//from  ww  w.j  a  v a  2  s. c  o  m

    shader.draw(new IAction() {
        @Override
        public void eval() {
            getTexture().bind();
            mesh.render(shader.getShader(), GL10.GL_TRIANGLE_FAN);
        }
    });

}

From source file:com.lyeeedar.Roguelike3D.Graphics.Renderers.ForwardRenderer.java

License:Open Source License

@Override
protected void flush(LightManager lightManager) {

    if (shader == null)
        return;/*www .  j  a v a  2s .  c o  m*/

    else if (GameData.player != null)
        lightManager.calculateDynamicLights(GameData.player.position.x, GameData.player.position.y,
                GameData.player.position.z);
    else
        lightManager.calculateDynamicLights(0, 0, 0);

    shader.begin();
    shader.setUniformMatrix("u_pv", cam.combined);
    lightManager.applyDynamicLights(shader);

    drawableManager.drawables.sort(sorter);
    for (int i = drawableManager.drawables.size; --i >= 0;) {

        final Drawable drawable = drawableManager.drawables.get(i);

        final Matrix4 modelMatrix = drawable.model_matrix;
        normalMatrix.set(modelMatrix);

        final Mesh mesh = drawable.mesh;
        final Material material = drawable.material;

        shader.setUniformMatrix("u_model_matrix", modelMatrix);
        if (lightManager.maxLightsPerModel > 0)
            shader.setUniformMatrix("u_normal_matrix", normalMatrix);

        lastTexture = material.bind(shader, lightManager, lastTexture);

        mesh.render(shader, drawable.primitiveType);
    }

    shader.end();
    lastTexture = null;

}