Java Code Examples for com.badlogic.gdx.graphics.glutils.ShaderProgram#NORMAL_ATTRIBUTE
The following examples show how to use
com.badlogic.gdx.graphics.glutils.ShaderProgram#NORMAL_ATTRIBUTE .
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Example 1
Source File: Renderer20.java From fluid-simulator-v2 with Apache License 2.0 | 6 votes |
static private String createVertexShader (boolean hasNormals, boolean hasColors, int numTexCoords) { String shader = "attribute vec4 " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" + (hasNormals ? "attribute vec3 " + ShaderProgram.NORMAL_ATTRIBUTE + ";\n" : "") + (hasColors ? "attribute vec4 " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" : ""); for (int i = 0; i < numTexCoords; i++) { shader += "attribute vec2 " + ShaderProgram.TEXCOORD_ATTRIBUTE + i + ";\n"; } shader += "uniform mat4 u_projModelView;\n"; shader += (hasColors ? "varying vec4 v_col;\n" : ""); for (int i = 0; i < numTexCoords; i++) { shader += "varying vec2 v_tex" + i + ";\n"; } shader += "void main() {\n" + " gl_Position = u_projModelView * " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" + (hasColors ? " v_col = " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" : ""); for (int i = 0; i < numTexCoords; i++) { shader += " v_tex" + i + " = " + ShaderProgram.TEXCOORD_ATTRIBUTE + i + ";\n"; } shader += " gl_PointSize = 1.0;\n"; shader += "}\n"; return shader; }
Example 2
Source File: GameWorldRenderer.java From uracer-kotd with Apache License 2.0 | 5 votes |
private void createBackPlane () { plane = new Mesh(true, 4, 4, new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE)); // @formatter:off float size = 10f; float verts[] = {-size / 2, 0, size / 2, size / 2, 0, size / 2, size / 2, 0, -size / 2, -size / 2, 0, -size / 2}; // float verts[] = {size, 0, size, size, 0, 0, 0, 0, 0, 0, 0, size}; float normals[] = {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0}; // @formatter:on int vidx = 0, nidx = 0; int length = 6 * 4; float[] vertices = new float[length]; for (int i = 0; i < length;) { vertices[i++] = verts[vidx++]; vertices[i++] = verts[vidx++]; vertices[i++] = verts[vidx++]; vertices[i++] = normals[nidx++]; vertices[i++] = normals[nidx++]; vertices[i++] = normals[nidx++]; } plane.setVertices(vertices); plane.setIndices(new short[] {0, 1, 2, 3}); }
Example 3
Source File: G3dtLoader.java From uracer-kotd with Apache License 2.0 | 5 votes |
private static VertexAttribute[] createVertexAttributes (boolean hasNormals, int uvs) { VertexAttribute[] attributes = new VertexAttribute[1 + (hasNormals ? 1 : 0) + uvs]; int idx = 0; attributes[idx++] = new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE); if (hasNormals) attributes[idx++] = new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE); for (int i = 0; i < uvs; i++) { attributes[idx++] = new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + i); } return attributes; }