1 前言
紋理貼圖的本質(zhì)是將圖片的紋理坐標與模型的頂點坐標建立一一映射關(guān)系跷叉。紋理坐標的 x好乐、y 軸正方向分別朝右和朝下肌毅,如下。
2 紋理貼圖
本節(jié)將使用 Mesh筐喳、ShaderProgram催式、Shader 實現(xiàn)紋理貼圖函喉,OpenGL ES 的實現(xiàn)見博客 → 紋理貼圖,本節(jié)完整代碼資源見 → libGDX Mesh紋理貼圖荣月。
DesktopLauncher.java
package com.zhyan8.game;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
import com.zhyan8.game.Chartlet;
public class DesktopLauncher {
public static void main (String[] arg) {
Lwjgl3ApplicationConfiguration config = new Lwjgl3ApplicationConfiguration();
config.setForegroundFPS(60);
config.setTitle("Chartlet");
new Lwjgl3Application(new Chartlet(), config);
}
}
Chartlet.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.Texture;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
public class Chartlet extends ApplicationAdapter {
private ShaderProgram mShaderProgram;
private Mesh mMesh;
private Texture mTexture;
@Override
public void create() {
initShader();
initMesh();
mTexture = new Texture(Gdx.files.internal("textures/girl.jpg"));
}
@Override
public void render() {
Gdx.gl.glClearColor(0.455f, 0.725f, 1.0f, 1.0f);
Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
mShaderProgram.bind();
// mShaderProgram.setUniformi("u_texture", 0); // 設(shè)置紋理單元
mTexture.bind(0);
mMesh.render(mShaderProgram, GL30.GL_TRIANGLE_FAN);
}
@Override
public void dispose() {
mShaderProgram.dispose();
mMesh.dispose();
}
private void initShader() { // 初始化著色器程序
String vertex = Gdx.files.internal("shaders/chartlet_vertex.glsl").readString();
String fragment = Gdx.files.internal("shaders/chartlet_fragment.glsl").readString();
mShaderProgram = new ShaderProgram(vertex, fragment);
}
private void initMesh() { // 初始化網(wǎng)格
float[] vertices = {
-1f, -1f, 0f, 0f, 1f, // 左下
1f, -1f, 0f, 1f, 1f, // 右下
1f, 1f, 0f, 1f, 0f, // 右上
-1f, 1f, 0f, 0f, 0f // 左上
};
short[] indices = {0, 1, 2, 3};
VertexAttribute vertexPosition = new VertexAttribute(Usage.Position, 3, "a_position");
VertexAttribute texCoords = new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0");
mMesh = new Mesh(true, vertices.length / 5, indices.length, vertexPosition, texCoords);
mMesh.setVertices(vertices);
mMesh.setIndices(indices);
}
}
chartlet_vertex.glsl
#version 300 es
in vec3 a_position;
in vec2 a_texCoord0;
out vec2 v_texCoord0;
void main() {
gl_Position = vec4(a_position, 1.0);
v_texCoord0 = a_texCoord0;
}
chartlet_fragment.glsl
#version 300 es
precision mediump float; // 聲明float型變量的精度為mediump
in vec2 v_texCoord0;
uniform sampler2D u_texture;
out vec4 fragColor;
void main() {
fragColor = texture(u_texture, v_texCoord0);
}
運行效果管呵。
聲明:本文轉(zhuǎn)自【libGDX】Mesh紋理貼圖。