我正在尝试使用libgdx或更好地使用OpenGL。由于我的演讲,我必须处理Java。
我想要绘制一个背景,我可以用鼠标点击它并在鼠标位置(当我点击时)的位置绘制一个新的矩形。所以“旧的”矩形必须留在那里。
到目前为止,这是我的代码:
package com.ru.tgra.lab1;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import java.nio.FloatBuffer;
import com.badlogic.gdx.utils.BufferUtils;
public class Lab1Game extends ApplicationAdapter {
private FloatBuffer vertexBuffer;
private FloatBuffer modelMatrix;
private FloatBuffer projectionMatrix;
private int renderingProgramID;
private int vertexShaderID;
private int fragmentShaderID;
private int positionLoc;
private int modelMatrixLoc;
private int projectionMatrixLoc;
private int colorLoc;
private float position_x;
private float position_y;
private float size_rect = 100;
private int screenWidth;
private int screenHeight;
@Override
public void create () {
String vertexShaderString;
String fragmentShaderString;
vertexShaderString = Gdx.files.internal("shaders/simple2D.vert").readString();
fragmentShaderString = Gdx.files.internal("shaders/simple2D.frag").readString();
vertexShaderID = Gdx.gl.glCreateShader(GL20.GL_VERTEX_SHADER);
fragmentShaderID = Gdx.gl.glCreateShader(GL20.GL_FRAGMENT_SHADER);
Gdx.gl.glShaderSource(vertexShaderID, vertexShaderString);
Gdx.gl.glShaderSource(fragmentShaderID, fragmentShaderString);
Gdx.gl.glCompileShader(vertexShaderID);
Gdx.gl.glCompileShader(fragmentShaderID);
renderingProgramID = Gdx.gl.glCreateProgram();
Gdx.gl.glAttachShader(renderingProgramID, vertexShaderID);
Gdx.gl.glAttachShader(renderingProgramID, fragmentShaderID);
Gdx.gl.glLinkProgram(renderingProgramID);
positionLoc = Gdx.gl.glGetAttribLocation(renderingProgramID, "a_position");
Gdx.gl.glEnableVertexAttribArray(positionLoc);
modelMatrixLoc = Gdx.gl.glGetUniformLocation(renderingProgramID, "u_modelMatrix");
projectionMatrixLoc = Gdx.gl.glGetUniformLocation(renderingProgramID, "u_projectionMatrix");
colorLoc = Gdx.gl.glGetUniformLocation(renderingProgramID, "u_color");
Gdx.gl.glUseProgram(renderingProgramID);
float[] pm = new float[16];
pm[0] = 2.0f / Gdx.graphics.getWidth(); pm[4] = 0.0f; pm[8] = 0.0f; pm[12] = -1.0f;
pm[1] = 0.0f; pm[5] = 2.0f / Gdx.graphics.getHeight(); pm[9] = 0.0f; pm[13] = -1.0f;
pm[2] = 0.0f; pm[6] = 0.0f; pm[10] = 1.0f; pm[14] = 0.0f;
pm[3] = 0.0f; pm[7] = 0.0f; pm[11] = 0.0f; pm[15] = 1.0f;
projectionMatrix = BufferUtils.newFloatBuffer(16);
projectionMatrix.put(pm);
projectionMatrix.rewind();
Gdx.gl.glUniformMatrix4fv(projectionMatrixLoc, 1, false, projectionMatrix);
float[] mm = new float[16];
mm[0] = 1.0f; mm[4] = 0.0f; mm[8] = 0.0f; mm[12] = 0.0f;
mm[1] = 0.0f; mm[5] = 1.0f; mm[9] = 0.0f; mm[13] = 0.0f;
mm[2] = 0.0f; mm[6] = 0.0f; mm[10] = 1.0f; mm[14] = 0.0f;
mm[3] = 0.0f; mm[7] = 0.0f; mm[11] = 0.0f; mm[15] = 1.0f;
modelMatrix = BufferUtils.newFloatBuffer(16);
modelMatrix.put(mm);
modelMatrix.rewind();
Gdx.gl.glUniformMatrix4fv(modelMatrixLoc, 1, false, modelMatrix);
//COLOR IS SET HERE
Gdx.gl.glUniform4f(colorLoc, 0.7f, 0.2f, 0, 1);
//VERTEX ARRAY IS FILLED HERE
float[] array = {-50.0f, -50.0f,
-50.0f, 50.0f,
50.0f, -50.0f,
50.0f, 50.0f};
vertexBuffer = BufferUtils.newFloatBuffer(8);
vertexBuffer.put(array);
vertexBuffer.rewind();
position_x = 300;
position_y = 300;
screenWidth = Gdx.graphics.getWidth();
screenHeight = Gdx.graphics.getHeight();
size_rect = size_rect / 2;
}
private void update()
{
if(Gdx.input.justTouched())
{
position_x = Gdx.input.getX();
position_y = screenHeight - Gdx.input.getY();
vertexBuffer.put(0, position_x - size_rect);
vertexBuffer.put(1, position_y - size_rect);
vertexBuffer.put(2, position_x - size_rect);
vertexBuffer.put(3, position_y + size_rect);
vertexBuffer.put(4, position_x + size_rect);
vertexBuffer.put(5, position_y - size_rect);
vertexBuffer.put(6, position_x + size_rect);
vertexBuffer.put(7, position_y + size_rect);
}
Gdx.gl.glVertexAttribPointer(positionLoc, 2, GL20.GL_FLOAT, false, 0, vertexBuffer);
Gdx.gl.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
}
@Override
public void render () {
Gdx.gl.glClearColor( 0.7f, 1f, 1f, 1f );
Gdx.gl.glClear( GL20.GL_COLOR_BUFFER_BIT );
update();
}
}
不幸的是我不知道如何动态地“保存”矩形(或坐标)。
有人为我提供了一个好的提示,或者是如何做到这一点的简短代码示例?
答案 0 :(得分:0)
只需要一个变量来存储最新矩形顶点的起始索引,另一个变量来保存矩形数。
private int m_numRectangles;
private int m_nextRectIndex;
//initialize both above variables to 0
//...
if(Gdx.input.justTouched())
{
m_nextRectIndex = m_numRectangles * 8;
m_numRectangles++;
//save a copy of the old rectangles
vertexBuffer.rewind();
Float[] oldRects = new Float[ vertexBuffer.remaining() ];
vertexBuffer.get(oldRects);
//allocate more memory for old + one more rectangle
vertexBuffer = BufferUtils.newFloatBuffer( m_numRectangles * 8 );
//copy back the old rectangles
vertexBuffer.put( oldbuffer );
vectexBuffer.rewind();
position_x = Gdx.input.getX();
position_y = screenHeight - Gdx.input.getY();
vertexBuffer.put(m_nextRectIndex + 0, position_x - size_rect);
vertexBuffer.put(m_nextRectIndex + 1, position_y - size_rect);
vertexBuffer.put(m_nextRectIndex + 2, position_x - size_rect);
vertexBuffer.put(m_nextRectIndex + 3, position_y + size_rect);
vertexBuffer.put(m_nextRectIndex + 4, position_x + size_rect);
vertexBuffer.put(m_nextRectIndex + 5, position_y - size_rect);
vertexBuffer.put(m_nextRectIndex + 6, position_x + size_rect);
vertexBuffer.put(m_nextRectIndex + 7, position_y + size_rect);
}
Gdx.gl.glVertexAttribPointer(positionLoc, 2, GL20.GL_FLOAT, false, 0, vertexBuffer);
for( int i=0; i<m_numRectangles * 4; i+=4 )
{
Gdx.gl.glDrawArrays(GL20.GL_TRIANGLE_STRIP, i, 4);
}