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.g3d; 18 19 import com.badlogic.gdx.Application; 20 import com.badlogic.gdx.Gdx; 21 import com.badlogic.gdx.graphics.Color; 22 import com.badlogic.gdx.graphics.GL20; 23 import com.badlogic.gdx.graphics.Mesh; 24 import com.badlogic.gdx.graphics.PerspectiveCamera; 25 import com.badlogic.gdx.graphics.Pixmap; 26 import com.badlogic.gdx.graphics.Texture; 27 import com.badlogic.gdx.graphics.TextureArray; 28 import com.badlogic.gdx.graphics.VertexAttribute; 29 import com.badlogic.gdx.graphics.VertexAttributes; 30 import com.badlogic.gdx.graphics.g3d.utils.FirstPersonCameraController; 31 import com.badlogic.gdx.graphics.glutils.ShaderProgram; 32 import com.badlogic.gdx.graphics.profiling.GL30Profiler; 33 import com.badlogic.gdx.math.Matrix4; 34 import com.badlogic.gdx.math.Quaternion; 35 import com.badlogic.gdx.math.Vector3; 36 import com.badlogic.gdx.tests.utils.GdxTest; 37 38 /** @author Tomski **/ 39 public class TextureArrayTest extends GdxTest { 40 41 TextureArray textureArray; 42 Mesh terrain; 43 44 ShaderProgram shaderProgram; 45 46 PerspectiveCamera camera; 47 FirstPersonCameraController cameraController; 48 49 Matrix4 modelView = new Matrix4(); 50 51 @Override 52 public void create () { 53 GL30Profiler.enable(); 54 ShaderProgram.prependVertexCode = Gdx.app.getType().equals(Application.ApplicationType.Desktop) ? "#version 140\n #extension GL_EXT_texture_array : enable\n" : "#version 300 es\n"; 55 ShaderProgram.prependFragmentCode = Gdx.app.getType().equals(Application.ApplicationType.Desktop) ? "#version 140\n #extension GL_EXT_texture_array : enable\n" : "#version 300 es\n"; 56 57 String[] texPaths = new String[] { "data/g3d/materials/Searing Gorge.jpg", "data/g3d/materials/Lava Cracks.jpg", "data/g3d/materials/Deep Fire.jpg" }; 58 59 camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); 60 camera.position.set(8, 10f, 20f); 61 camera.lookAt(10, 0, 10); 62 camera.up.set(0, 1, 0); 63 camera.update(); 64 cameraController = new FirstPersonCameraController(camera); 65 Gdx.input.setInputProcessor(cameraController); 66 67 textureArray = new TextureArray(texPaths); 68 textureArray.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat); 69 shaderProgram = new ShaderProgram(Gdx.files.internal("data/shaders/texturearray.vert"), Gdx.files.internal("data/shaders/texturearray.frag")); 70 System.out.println(shaderProgram.getLog()); 71 72 int vertexStride = 6; 73 int vertexCount = 100 * 100; 74 terrain = new Mesh(false, vertexCount * 6, 0, new VertexAttributes(VertexAttribute.Position(), new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 3, ShaderProgram.TEXCOORD_ATTRIBUTE + 0))); 75 76 Pixmap data = new Pixmap(Gdx.files.internal("data/g3d/heightmap.png")); 77 float[] vertices = new float[vertexCount * vertexStride * 6]; 78 int idx = 0; 79 for (int i = 0; i < 100 - 1; i++) { 80 for (int j = 0; j < 100 - 1; j++) { 81 idx = addVertex(i, j, vertices, data, idx); 82 idx = addVertex(i, j + 1, vertices, data, idx); 83 idx = addVertex(i + 1, j, vertices, data, idx); 84 85 idx = addVertex(i, j + 1, vertices, data, idx); 86 idx = addVertex(i + 1, j + 1, vertices, data, idx); 87 idx = addVertex(i + 1, j, vertices, data, idx); 88 } 89 } 90 terrain.setVertices(vertices); 91 92 data.dispose(); 93 } 94 95 Color tmpColor = new Color(); 96 private int addVertex (int i, int j, float[] vertsOut, Pixmap heightmap, int idx) { 97 int pixel = heightmap.getPixel((int) (i/100f * heightmap.getWidth()), (int)(j/100f * heightmap.getHeight())); 98 tmpColor.set(pixel); 99 vertsOut[idx++] = i/5f; 100 vertsOut[idx++] = tmpColor.r * 25f/5f; 101 vertsOut[idx++] = j/ 5f; 102 vertsOut[idx++] = i/20f; 103 vertsOut[idx++] = j/20f; 104 vertsOut[idx++] = (tmpColor.r * 3f) - 0.5f; 105 return idx; 106 } 107 108 @Override 109 public void render () { 110 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); 111 Gdx.gl.glEnable(GL20.GL_DEPTH_TEST); 112 Gdx.gl.glDepthFunc(GL20.GL_LEQUAL); 113 Gdx.gl.glCullFace(GL20.GL_BACK); 114 115 modelView.translate(10f, 0, 10f).rotate(0, 1f, 0, 2f * Gdx.graphics.getDeltaTime()).translate(-10f, 0, -10f); 116 117 cameraController.update(); 118 119 textureArray.bind(); 120 121 shaderProgram.begin(); 122 shaderProgram.setUniformi("u_textureArray", 0); 123 shaderProgram.setUniformMatrix("u_projViewTrans", camera.combined); 124 shaderProgram.setUniformMatrix("u_modelView", modelView); 125 terrain.render(shaderProgram, GL20.GL_TRIANGLES); 126 shaderProgram.end(); 127 } 128 129 @Override 130 public void dispose () { 131 terrain.dispose(); 132 shaderProgram.dispose(); 133 } 134 } 135