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[LIBGDX] If you need to render your BoundingBox to see where is this slut like after a matrix transform !
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import com.badlogic.gdx.Gdx; | |
import com.badlogic.gdx.graphics.Camera; | |
import com.badlogic.gdx.graphics.GL20; | |
import com.badlogic.gdx.graphics.VertexAttribute; | |
import com.badlogic.gdx.graphics.glutils.IndexBufferObject; | |
import com.badlogic.gdx.graphics.glutils.ShaderProgram; | |
import com.badlogic.gdx.graphics.glutils.VertexBufferObject; | |
import com.badlogic.gdx.math.collision.BoundingBox; | |
import com.badlogic.gdx.utils.FloatArray; | |
import com.badlogic.gdx.utils.ShortArray; | |
public class BoundingBoxModel { | |
public BoundingBox boundingBox; | |
public VertexBufferObject vbo; | |
public IndexBufferObject ibo; | |
public FloatArray verts; | |
public ShortArray indices; | |
public static VertexAttribute vertexAttribute = VertexAttribute.Position(); | |
public BoundingBoxModel(BoundingBox boundingBox){ | |
this.boundingBox = boundingBox; | |
verts = new FloatArray(); | |
indices = new ShortArray(); | |
initShader(); | |
} | |
private void updateBox(){ | |
verts.clear(); indices.clear(); | |
final float x0 = boundingBox.min.x, y0 = boundingBox.min.y, z0 = boundingBox.min.z, x1 = boundingBox.max.x, y1 = boundingBox.max.y, z1 = boundingBox.max.z; | |
verts.add(x0);verts.add(y0);verts.add(z0); | |
verts.add(x0);verts.add(y0);verts.add(z1); | |
verts.add(x0);verts.add(y1);verts.add(z0); | |
verts.add(x0);verts.add(y1);verts.add(z1); | |
verts.add(x1);verts.add(y0);verts.add(z0); | |
verts.add(x1);verts.add(y0);verts.add(z1); | |
verts.add(x1);verts.add(y1);verts.add(z0); | |
verts.add(x1);verts.add(y1);verts.add(z1); | |
indices.add(0);indices.add(1);indices.add(2);indices.add(0); | |
indices.add(2);indices.add(3);indices.add(1);indices.add(2); | |
indices.add(6);indices.add(0);indices.add(4);indices.add(6); | |
indices.add(7);indices.add(5);indices.add(6); | |
indices.add(4);indices.add(5);indices.add(7); | |
indices.add(3);indices.add(1);indices.add(7); | |
indices.add(5);indices.add(1);indices.add(3); | |
} | |
private void buildVBO(){ | |
if(vbo == null){ | |
vbo = new VertexBufferObject(false, verts.size, vertexAttribute); | |
vbo.setVertices(verts.items, 0, verts.size); | |
}else{ | |
vbo.updateVertices(0, verts.items, 0, verts.size); | |
} | |
if(ibo == null) { | |
ibo = new IndexBufferObject(indices.size); | |
ibo.setIndices(indices.items, 0, indices.size); | |
}else{ | |
ibo.updateIndices(0, indices.items, 0, 0 ); | |
} | |
} | |
public void update(){ | |
updateBox(); | |
buildVBO(); | |
} | |
public void render(Camera camera){ | |
shader.begin(); | |
shader.setUniformMatrix("u_projTrans", camera.combined); | |
ibo.bind(); | |
vbo.bind(shader); | |
Gdx.gl20.glDrawElements(GL20.GL_LINE_STRIP, ibo.getNumIndices(), GL20.GL_UNSIGNED_SHORT, 0); | |
vbo.unbind(shader); | |
ibo.unbind(); | |
shader.end(); | |
} | |
ShaderProgram shader; | |
public void initShader() { | |
String vertexShader = "attribute vec4 a_position; \n" + | |
"attribute vec4 a_color; \n" + | |
"attribute vec2 a_texCoord0; \n" + | |
"uniform mat4 u_projTrans; \n" + | |
"varying vec4 v_color; \n" + | |
"varying vec2 v_texCoords; \n" + | |
" \n" + | |
"void main() \n" + | |
"{ \n" + | |
" vec3 pos = vec3(a_position.x , a_position.y, a_position.z ); \n" + | |
" v_color = vec4(1, 1, 1, 1); \n" + | |
" v_texCoords = a_texCoord0; \n" + | |
" gl_Position = u_projTrans * vec4(pos, 1.0); \n" + | |
"} \n"; | |
String fragmentShader = "#ifdef GL_ES \n" + | |
"precision mediump float; \n" + | |
"#endif \n" + | |
"varying vec4 v_color; \n" + | |
"varying vec2 v_texCoords; \n" + | |
"uniform sampler2D u_texture; \n" + | |
"void main() \n" + | |
"{ \n" + | |
" gl_FragColor = v_color;//* texture2D(u_texture, v_texCoords); \n" + | |
"} \n"; | |
shader = new ShaderProgram(vertexShader, fragmentShader); | |
if (!shader.isCompiled()) { | |
Gdx.app.log("ShaderTest", shader.getLog()); | |
Gdx.app.exit(); | |
} | |
} | |
} |
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