Example usage for com.badlogic.gdx.graphics VertexAttributes getOffset

List of usage examples for com.badlogic.gdx.graphics VertexAttributes getOffset

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics VertexAttributes getOffset.

Prototype

public int getOffset(int usage) 

Source Link

Document

Returns the offset for the first VertexAttribute with the specified usage.

Usage

From source file:com.lyeeedar.Roguelike3D.Graphics.Models.Shapes.java

License:Open Source License

public static Mesh insertLight(Mesh mesh, LightManager lights, boolean bakeStatics, Matrix4 model_matrix) {
    VertexAttributes attributes = mesh.getVertexAttributes();
    final int vertCount = mesh.getNumVertices();
    final int vertexSize = attributes.vertexSize / 4;

    VertexAttribute[] newAttributes = new VertexAttribute[attributes.size() + 1];
    for (int i = 0; i < attributes.size(); i++) {
        newAttributes[i] = attributes.get(i);
    }/*from w w  w  . jav  a  2  s .  c  om*/
    newAttributes[attributes.size()] = new VertexAttribute(Usage.Generic, 3, "a_baked_light");

    final int newVertexSize = vertexSize + 3;

    float[] verts = new float[vertexSize * vertCount];
    mesh.getVertices(verts);
    short[] indices = new short[mesh.getNumIndices()];
    mesh.getIndices(indices);
    float[] newVerts = new float[newVertexSize * vertCount];

    int positionOffset = attributes.getOffset(Usage.Position);
    int normalOffset = attributes.getOffset(Usage.Normal);

    Matrix4 normal_matrix = new Matrix4();
    normal_matrix.set(model_matrix);

    Vector3 position = new Vector3();

    for (int i = 0; i < vertCount; i++) {
        int j = 0;
        for (; j < vertexSize; j++) {
            newVerts[(i * newVertexSize) + j] = verts[(i * vertexSize) + j];
        }

        position.set(verts[(i * vertexSize) + positionOffset], verts[(i * vertexSize) + positionOffset + 1],
                verts[(i * vertexSize) + positionOffset + 2]).mul(model_matrix);

        Vector3 normal = new Vector3(verts[(i * vertexSize) + normalOffset],
                verts[(i * vertexSize) + normalOffset + 1], verts[(i * vertexSize) + normalOffset + 2]);
        normal.rot(normal_matrix).nor();

        Color light_colour = lights.calculateLightAtPoint(position, normal, bakeStatics);

        newVerts[(i * newVertexSize) + j + 0] = light_colour.r;
        newVerts[(i * newVertexSize) + j + 1] = light_colour.g;
        newVerts[(i * newVertexSize) + j + 2] = light_colour.b;
    }

    Mesh newMesh = new Mesh(true, mesh.getNumVertices(), mesh.getNumIndices(), newAttributes);
    newMesh.setVertices(newVerts);
    newMesh.setIndices(indices);

    return newMesh;
}

From source file:com.lyeeedar.Roguelike3D.Graphics.Models.Shapes.java

License:Open Source License

public static Mesh insertTangents(Mesh mesh) {
    VertexAttributes attributes = mesh.getVertexAttributes();
    final int vertCount = mesh.getNumVertices();
    final int vertexSize = attributes.vertexSize / 4;

    VertexAttribute[] newAttributes = new VertexAttribute[attributes.size() + 1];
    for (int i = 0; i < attributes.size(); i++) {
        newAttributes[i] = attributes.get(i);
    }/*w  w w .  ja va2  s. c om*/
    newAttributes[attributes.size()] = new VertexAttribute(Usage.Generic, 4, "a_tangent");

    final int newVertexSize = vertexSize + 4;

    float[] verts = new float[vertexSize * vertCount];
    mesh.getVertices(verts);
    short[] indices = new short[mesh.getNumIndices()];
    mesh.getIndices(indices);
    float[] newVerts = new float[newVertexSize * vertCount];

    int positionOffset = attributes.getOffset(Usage.Position);
    int normalOffset = attributes.getOffset(Usage.Normal);
    int textureOffset = attributes.getOffset(Usage.TextureCoordinates);

    int tangentOffset = 0;
    for (int i = 0; i < vertCount; i += 3) {
        int j = 0;
        for (; j < vertexSize; j++) {
            newVerts[(i * newVertexSize) + j] = verts[(i * vertexSize) + j];
            newVerts[((i + 1) * newVertexSize) + j] = verts[((i + 1) * vertexSize) + j];
            newVerts[((i + 2) * newVertexSize) + j] = verts[((i + 2) * vertexSize) + j];
        }
        tangentOffset = j;
    }
    for (int i = 0; i < mesh.getNumIndices(); i += 3) {
        int i1 = indices[i];
        int i2 = indices[i + 1];
        int i3 = indices[i + 2];

        Vector3 v1 = new Vector3(verts[(i1 * vertexSize) + positionOffset],
                verts[(i1 * vertexSize) + positionOffset] + 1, verts[(i1 * vertexSize) + positionOffset] + 2);
        Vector3 v2 = new Vector3(verts[(i2 * vertexSize) + positionOffset],
                verts[(i2 * vertexSize) + positionOffset] + 1, verts[(i2 * vertexSize) + positionOffset] + 2);
        Vector3 v3 = new Vector3(verts[(i3 * vertexSize) + positionOffset],
                verts[(i3 * vertexSize) + positionOffset] + 1, verts[(i3 * vertexSize) + positionOffset] + 2);

        float[] w1 = { verts[(i1 * vertexSize) + textureOffset], verts[(i1 * vertexSize) + textureOffset] + 1 };
        float[] w2 = { verts[(i2 * vertexSize) + textureOffset], verts[(i2 * vertexSize) + textureOffset] + 1 };
        float[] w3 = { verts[(i3 * vertexSize) + textureOffset], verts[(i3 * vertexSize) + textureOffset] + 1 };

        float x1 = v2.x - v1.x;
        float x2 = v3.x - v1.x;
        float y1 = v2.y - v1.y;
        float y2 = v3.y - v1.y;
        float z1 = v2.z - v1.z;
        float z2 = v3.z - v1.z;

        float s1 = w2[0] - w1[0];
        float s2 = w3[0] - w1[0];
        float t1 = w2[1] - w1[1];
        float t2 = w3[1] - w1[1];

        float div = s1 * t2 - s2 * t1;
        float r = div == 0.0f ? 0.0f : 1.0f / div;

        Vector3 t = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
        Vector3 n = new Vector3(verts[(i1 * vertexSize) + normalOffset],
                verts[(i1 * vertexSize) + normalOffset] + 1, verts[(i1 * vertexSize) + normalOffset] + 2);

        //Vector3 tangent = t.cpy().sub(n).mul(n.tmp().dot(t)).nor();
        Vector3 tangent = orthoNormalize(n, t);

        System.out.println(t2);

        Vector3 tan2 = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
        float handedness = (n.tmp().crs(t).dot(tan2) < 0.0f) ? -1.0f : 1.0f;

        Vector3 c1 = n.cpy().crs(0.0f, 0.0f, 1.0f);
        Vector3 c2 = n.cpy().crs(0.0f, 1.0f, 0.0f);

        if (c1.len2() > c2.len2()) {
            tangent = c1;
        } else {
            tangent = c2;
        }

        newVerts[(i1 * newVertexSize) + tangentOffset] = tangent.x;
        newVerts[(i1 * newVertexSize) + tangentOffset + 1] = tangent.y;
        newVerts[(i1 * newVertexSize) + tangentOffset + 2] = tangent.z;
        newVerts[(i1 * newVertexSize) + tangentOffset + 3] = handedness;

        newVerts[(i2 * newVertexSize) + tangentOffset] = tangent.x;
        newVerts[(i2 * newVertexSize) + tangentOffset + 1] = tangent.y;
        newVerts[(i2 * newVertexSize) + tangentOffset + 2] = tangent.z;
        newVerts[(i2 * newVertexSize) + tangentOffset + 3] = handedness;

        newVerts[(i3 * newVertexSize) + tangentOffset] = tangent.x;
        newVerts[(i3 * newVertexSize) + tangentOffset + 1] = tangent.y;
        newVerts[(i3 * newVertexSize) + tangentOffset + 2] = tangent.z;
        newVerts[(i3 * newVertexSize) + tangentOffset + 3] = handedness;
    }

    Mesh newMesh = new Mesh(true, mesh.getNumVertices(), mesh.getNumIndices(), newAttributes);
    newMesh.setVertices(newVerts);
    newMesh.setIndices(indices);

    return newMesh;
}