Java tutorial
/* * Copyright (C) 2012-2014 Oleg Dolya * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> */ package com.watabou.noosa; import java.nio.FloatBuffer; import java.nio.ShortBuffer; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL20; import com.watabou.glscripts.Script; import com.watabou.glwrap.Attribute; import com.watabou.glwrap.Quad; import com.watabou.glwrap.Uniform; public class NoosaScript extends Script { public Uniform uCamera; public Uniform uModel; public Uniform uTex; public Uniform uColorM; public Uniform uColorA; public Attribute aXY; public Attribute aUV; private Camera lastCamera; public NoosaScript() { super(); compile(shader()); uCamera = uniform("uCamera"); uModel = uniform("uModel"); uTex = uniform("uTex"); uColorM = uniform("uColorM"); uColorA = uniform("uColorA"); aXY = attribute("aXYZW"); aUV = attribute("aUV"); } @Override public void use() { super.use(); aXY.enable(); aUV.enable(); } public void drawElements(FloatBuffer vertices, ShortBuffer indices, int size) { vertices.position(0); aXY.vertexPointer(2, 4, vertices); vertices.position(2); aUV.vertexPointer(2, 4, vertices); Gdx.gl.glDrawElements(GL20.GL_TRIANGLES, size, GL20.GL_UNSIGNED_SHORT, indices); } public void drawQuad(FloatBuffer vertices) { vertices.position(0); aXY.vertexPointer(2, 4, vertices); vertices.position(2); aUV.vertexPointer(2, 4, vertices); Gdx.gl.glDrawElements(GL20.GL_TRIANGLES, Quad.SIZE, GL20.GL_UNSIGNED_SHORT, Quad.INDICES_1); } public void drawQuadSet(FloatBuffer vertices, int size) { if (size == 0) { return; } vertices.position(0); aXY.vertexPointer(2, 4, vertices); vertices.position(2); aUV.vertexPointer(2, 4, vertices); Gdx.gl.glDrawElements(GL20.GL_TRIANGLES, Quad.SIZE * size, GL20.GL_UNSIGNED_SHORT, Quad.getIndices(size)); } public void lighting(float rm, float gm, float bm, float am, float ra, float ga, float ba, float aa) { uColorM.value4f(rm, gm, bm, am); uColorA.value4f(ra, ga, ba, aa); } public void resetCamera() { lastCamera = null; } public void camera(Camera camera) { if (camera == null) { camera = Camera.main; } if (camera != lastCamera && camera.matrix != null) { lastCamera = camera; uCamera.valueM4(camera.matrix); Gdx.gl.glScissor(camera.x, Game.height - camera.screenHeight - camera.y, camera.screenWidth, camera.screenHeight); } } public static NoosaScript get() { return Script.use(NoosaScript.class); } protected String shader() { return SHADER; } private static final String SHADER = "uniform mat4 uCamera;" + "uniform mat4 uModel;" + "attribute vec4 aXYZW;" + "attribute vec2 aUV;" + "varying vec2 vUV;" + "void main() {" + " gl_Position = uCamera * uModel * aXYZW;" + " vUV = aUV;" + "}" + "//\n" + "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "varying vec2 vUV;" + "uniform sampler2D uTex;" + "uniform vec4 uColorM;" + "uniform vec4 uColorA;" + "void main() {" + " gl_FragColor = texture2D( uTex, vUV ) * uColorM + uColorA;" + "}"; }