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@Darkyenus
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libGDX Billboarded text at world-space coordinates
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.BitmapFontCache;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g3d.Environment;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight;
import com.badlogic.gdx.graphics.g3d.utils.CameraInputController;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.Align;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
/**
* Demo for billboarded 2D text in 3D space.
* <p>
* 3D rendering code taken from http://blog.xoppa.com/basic-3d-using-libgdx-2/ by Xoppa, under Apache 2 license.
* Text rendering parts in public domain.
*/
public class TextIn3D implements ApplicationListener {
//region 3D Objects
public Environment environment;
public PerspectiveCamera cam;
public CameraInputController camController;
public ModelBatch modelBatch;
public Model model;
public ModelInstance instance;
//endregion
//region Text rendering
public BitmapFont font;
public BitmapFontCache fontCache;
public final ScreenViewport uiViewport = new ScreenViewport();
public SpriteBatch spriteBatch;
/** World-space position of the text. (Corner of the cube.) */
public Vector3 textPosition = new Vector3(2.5f, 2.5f, 2.5f);
//endregion
@Override
public void create() {
//region 3D Objects
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
modelBatch = new ModelBatch();
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 1f;
cam.far = 300f;
cam.update();
ModelBuilder modelBuilder = new ModelBuilder();
model = modelBuilder.createBox(5f, 5f, 5f,
new Material(ColorAttribute.createDiffuse(Color.GREEN)),
Usage.Position | Usage.Normal);
instance = new ModelInstance(model);
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
//endregion
//region Text rendering
font = new BitmapFont();
fontCache = new BitmapFontCache(font, false);
spriteBatch = new SpriteBatch();
//endregion
}
/**
* Multiply 4x4 matrix {@code m} and 4D vector {$code (v, vW)} together.
* Store result {@code (x/w, y/w, z/w)} back in {@code v} and return {@code w}.
*/
private static float multiplyProjective(Matrix4 m, Vector3 v, float vW) {
final float[] mat = m.val;
final float x = v.x * mat[Matrix4.M00] + v.y * mat[Matrix4.M01] + v.z * mat[Matrix4.M02] + vW * mat[Matrix4.M03];
final float y = v.x * mat[Matrix4.M10] + v.y * mat[Matrix4.M11] + v.z * mat[Matrix4.M12] + vW * mat[Matrix4.M13];
final float z = v.x * mat[Matrix4.M20] + v.y * mat[Matrix4.M21] + v.z * mat[Matrix4.M22] + vW * mat[Matrix4.M23];
final float w = v.x * mat[Matrix4.M30] + v.y * mat[Matrix4.M31] + v.z * mat[Matrix4.M32] + vW * mat[Matrix4.M33];
final float iw = 1f / w;
v.set(x * iw, y * iw, z * iw);
return w;
}
@Override
public void render() {
//region 3D Objects
camController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
modelBatch.render(instance, environment);
modelBatch.end();
//endregion
//region Text rendering
// Multiply vector with world-space position with 3D projection-view matrix
final Vector3 clipSpacePos = new Vector3(textPosition);
final float w = multiplyProjective(cam.combined, clipSpacePos, 1f);
// Do not render the text if it is behind the camera or too far away
if (clipSpacePos.z >= -1f && clipSpacePos.z <= 1f) {
// Calculate the position on screen (clip space is [-1,1], we need [-size/2, size/2], but this depends on your viewport)
final float textPosX = clipSpacePos.x * Gdx.graphics.getWidth() * 0.5f;
final float textPosY = clipSpacePos.y * Gdx.graphics.getHeight() * 0.5f;
// Set the text normally. The position must be 0, otherwise the scaling won't work.
// If you don't want perspective scaling, you can set x,y to textPosX,textPosY directly and skip the next part.
fontCache.setText("Now in 3D", 0f, 0, 0f, Align.center, false);
// Size of the text in the world
final float fontSize = 5f;
// Scaling factor
final float fontScale = fontSize / w;
// Go through prepared vertices of the font cache and do necessary transformation
final int regionCount = font.getRegions().size;
for (int page = 0; page < regionCount; page++) {
final int vertexCount = fontCache.getVertexCount(page);
final float[] vertices = fontCache.getVertices(page);
for (int v = 0; v < vertexCount; v += 5) {
// This is why the text position must be 0 - otherwise the scaling would move the text
vertices[v] = vertices[v] * fontScale + textPosX;
vertices[v + 1] = vertices[v + 1] * fontScale + textPosY;
}
}
// Standard viewport update
uiViewport.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
spriteBatch.setProjectionMatrix(uiViewport.getCamera().projection);
// Draw the text normally
spriteBatch.begin();
fontCache.draw(spriteBatch);
spriteBatch.end();
}
//endregion
}
@Override
public void dispose() {
modelBatch.dispose();
model.dispose();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
public static void main(String[] args) {
final Lwjgl3ApplicationConfiguration config = new Lwjgl3ApplicationConfiguration();
new Lwjgl3Application(new TextIn3D(), config);
}
}
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