List of usage examples for com.badlogic.gdx.graphics Mesh render
public void render(ShaderProgram shader, int primitiveType)
Renders the mesh using the given primitive type.
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; }