libGDX

【libGDX】使用Mesh绘制立方体

2024-02-21  本文已影响0人  LittleFatSheep

1 前言

本文主要介绍使用 Mesh 绘制立方体,读者如果对 Mesh 不太熟悉,请回顾以下内容:

在绘制立方体的过程中,主要用到了 MVP (Model View Projection)矩阵变换。

上述变换依次叠加,得到一个总的变换矩阵,即 MVP 变换矩阵,mvpMatrix = projectionMatrix * viewMatrix * modelMatrix,MVP 变换作用到模型的原始坐标矩阵上,得到的最终坐标矩阵即为用户观测到的模型状态。

对于立体图形的绘制,绘制前需要清除深度缓存,并开启深度测试,如下。

Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT | GL30.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL30.GL_DEPTH_TEST);

2 绘制立方体

本节将使用 Mesh、ShaderProgram、Shader 绘制立方体,OpenGL ES 的实现见博客 → 绘制立方体,本节完整代码资源见 → libGDX使用Mesh绘制立方体

DesktopLauncher.java

package com.zhyan8.game;

import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;

public class DesktopLauncher {
    public static void main (String[] arg) {
        Lwjgl3ApplicationConfiguration config = new Lwjgl3ApplicationConfiguration();
        config.setForegroundFPS(60);
        config.setTitle("Cube");
        new Lwjgl3Application(new Cube(), config);
    }
}

Cube.java

package com.zhyan8.game;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL30;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;

public class Cube extends ApplicationAdapter {
    private PerspectiveCamera mCamera;
    private ShaderProgram mShaderProgram;
    private Mesh mMesh;
    private Vector3 mRotateAxis; // 旋转轴
    private int mRotateAgree = 0; // 旋转角度
    Matrix4 mModelMatrix; // 模型变换矩阵

    @Override
    public void create() {
        initCamera();
        initShader();
        initMesh();
        mRotateAxis = new Vector3(0.3f, 0.5f, 0.7f);
        mModelMatrix = new Matrix4();
    }

    @Override
    public void render() {
        Gdx.gl.glClearColor(0.455f, 0.725f, 1.0f, 1.0f);
        Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT | GL30.GL_DEPTH_BUFFER_BIT);
        Gdx.gl.glEnable(GL30.GL_DEPTH_TEST);
        mShaderProgram.bind();
        transform();
        mMesh.render(mShaderProgram, GL30.GL_TRIANGLES);
    }

    @Override
    public void dispose() {
        mShaderProgram.dispose();
        mMesh.dispose();
    }

    private void initCamera() { // 初始化相机
        mCamera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
        mCamera.near = 0.3f;
        mCamera.far = 1000f;
        mCamera.position.set(0f, 0f, 2.5f);
        mCamera.lookAt(0, 0, 0);
        mCamera.update();
    }

    private void initShader() { // 初始化着色器程序
        String vertex = Gdx.files.internal("shaders/cube_vertex.glsl").readString();
        String fragment = Gdx.files.internal("shaders/cube_fragment.glsl").readString();
        mShaderProgram = new ShaderProgram(vertex, fragment);
    }

    private void initMesh() { // 初始化网格
        float[] vertices = getVertices(0.5f, 1.0f);
        short[] indices = getIndices();
        VertexAttribute vertexPosition = new VertexAttribute(Usage.Position, 3, "a_position");
        VertexAttribute colorPosition = new VertexAttribute(Usage.ColorUnpacked, 4, "a_color");
        mMesh = new Mesh(true, vertices.length / 7, indices.length, vertexPosition, colorPosition);
        mMesh.setVertices(vertices);
        mMesh.setIndices(indices);
    }

    private void transform() { // MVP矩阵变换
        mRotateAgree = (mRotateAgree + 2) % 360;
        mModelMatrix.idt(); // 模型变换矩阵单位化
        mModelMatrix.rotate(mRotateAxis, mRotateAgree);
        Matrix4 mvpMatrix = mModelMatrix.mulLeft(mCamera.combined);
        mShaderProgram.setUniformMatrix("u_mvpTrans", mvpMatrix);
    }

    private float[] getVertices(float r, float c) { // 获取顶点数据
        float[] vertex = new float[] {
                r, r, r, c, c, c, 1, //0
                -r, r, r, 0, c, c, 1, //1
                -r, -r, r, 0, 0, c, 1, //2
                r, -r, r, c, 0, c, 1, //3
                r, r, -r, c, c, 0, 1, //4
                -r, r, -r, 0, c, 0, 1, //5
                -r, -r, -r, 0, 0, 0, 1, //6
                r, -r, -r, c, 0, 0, 1 //7
        };
        return vertex;
    }

    private short[] getIndices() { // 获取三角形顶点索引序列
        short[] indices = new short[] {
                0, 1, 2, 0, 2, 3, //前面
                0, 5, 1, 0, 4, 5, //上面
                0, 3, 7, 0, 7, 4, //右面
                6, 5, 4, 6, 4, 7, //后面
                6, 3, 2, 6, 7, 3, //下面
                6, 2, 1, 6, 1, 5 //左面
        };
        return indices;
    }
}

cube_vertex.glsl

#version 300 es

in vec3 a_position;
in vec4 a_color;

uniform mat4 u_mvpTrans; // MVP矩阵变换

out vec4 v_color;

void main() {
    gl_Position = u_mvpTrans * vec4(a_position, 1.0);
    v_color = a_color;
}

cube_fragment.glsl

#version 300 es
precision mediump float; // 声明float型变量的精度为mediump

in vec4 v_color;

out vec4 fragColor;

void main() {
    fragColor = v_color;
}

运行效果如下。

声明:本文转自【libGDX】使用Mesh绘制立方体

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