【libGDX】使用Mesh绘制立方体

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。

  • Model:模型变换,施加在模型上的空间变换,包含平移变换(translateM)、旋转变换(rotateM)、对称变换(transposeM)、缩放变换(scaleM);
  • View:观察变换,施加在观察点上的变换,用于调整观察点位置、观察朝向、观察正方向;
  • Projection:透视变换,施加在视觉上的变换,用于调整模型的透视效果(如:矩形的透视效果是梯形)。

        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。

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转载自blog.csdn.net/m0_37602827/article/details/134589138