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1 /*******************************************************************************
2  * Copyright 2011 See AUTHORS file.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *   http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  ******************************************************************************/
16 
17 package com.badlogic.gdx.tests.gles2;
18 
19 import com.badlogic.gdx.Gdx;
20 import com.badlogic.gdx.graphics.GL20;
21 import com.badlogic.gdx.graphics.Mesh;
22 import com.badlogic.gdx.graphics.VertexAttributes.Usage;
23 import com.badlogic.gdx.graphics.glutils.ShaderProgram;
24 import com.badlogic.gdx.math.Matrix4;
25 import com.badlogic.gdx.math.Vector3;
26 import com.badlogic.gdx.tests.utils.GdxTest;
27 
28 public class SimpleVertexShader extends GdxTest {
29 	ShaderProgram shader;
30 	Mesh mesh;
31 	Matrix4 projection = new Matrix4();
32 	Matrix4 view = new Matrix4();
33 	Matrix4 model = new Matrix4();
34 	Matrix4 combined = new Matrix4();
35 	Vector3 axis = new Vector3(1, 0, 1).nor();
36 	float angle = 45;
37 
38 	@Override
create()39 	public void create () {
40 		// @off
41 		String vertexShader =
42 			  "uniform mat4 u_mvpMatrix;                   \n"
43 			+ "attribute vec4 a_position;                  \n"
44 			+ "void main()                                 \n"
45 			+ "{                                           \n"
46 			+ "   gl_Position = u_mvpMatrix * a_position;  \n"
47 			+ "}                            \n";
48 		String fragmentShader =
49 			"#ifdef GL_ES\n"
50 			+ "precision mediump float;\n"
51 			+ "#endif\n"
52 			+ "void main()                                  \n"
53 			+ "{                                            \n"
54 			+ "  gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
55 			+ "}";
56 		// @on
57 
58 		shader = new ShaderProgram(vertexShader, fragmentShader);
59 		mesh = Shapes.genCube();
60 		mesh.getVertexAttribute(Usage.Position).alias = "a_position";
61 	}
62 
63 	@Override
render()64 	public void render () {
65 		angle += Gdx.graphics.getDeltaTime() * 40.0f;
66 		float aspect = Gdx.graphics.getWidth() / (float)Gdx.graphics.getHeight();
67 		projection.setToProjection(1.0f, 20.0f, 60.0f, aspect);
68 		view.idt().trn(0, 0, -2.0f);
69 		model.setToRotation(axis, angle);
70 		combined.set(projection).mul(view).mul(model);
71 
72 		Gdx.gl20.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
73 		Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT);
74 		shader.begin();
75 		shader.setUniformMatrix("u_mvpMatrix", combined);
76 		mesh.render(shader, GL20.GL_TRIANGLES);
77 		shader.end();
78 
79 		Gdx.app.log("angle", "" + angle);
80 	}
81 }
82