libGDX texture a mesh - libgdx

I need to understand how mesh works, and what are the parameters..
I looked over https://code.google.com/p/libgdx/wiki/OpenGLShader
But I don't really understand thoose vertex parameters..
Lets say that i have a polygon and I want to draw a texture repeatable, how can I do that?
I have the vertices of the polygon.
And also, for the mesh, the coordinates system is the same as libGDX system? ( origin (0,0) in bottom left ) ?
If I use mesh.setVertices() with the polygon vertices I can see nothing..
shader.begin();
shader.setUniformMatrix("u_worldView", camera.combined);
shader.setUniformi("u_texture", 0);
mesh.render(shader, GL20.GL_TRIANGLES);
shader.end();

Related

Libgdx get the model direction/front vector

I have a model instance and I rotated it after translated. Is there any way to get my model direction/front vector from my model? How?
The short answer is: no.
A model (instance) is not aware of its direction or which side of it is front. In other words, even if you haven't rotated or translated your model, then you still couldn't get the direction/front vector from your model.
However, if you know the direction/front vector when it is not rotated then you could easily rotate that vector just like your model. So, if the "direction" of your unrotated model is pointing towards the x-axis then the rotated front vector would be:
Vector3 direction = new Vector3(1, 0, 0).rot(modelInstance.tranform);

Drawing Rectangle images-LibGdx

In my first LibGdx Project,I want to draw some rectangles.
I am not looking for shape rendering purpose.I am aiming to implement a function like what fillRect() in j2me do.I have to draw filled rectangles and need to manipulate it(changing size,rotating.. etc).
When I google about it, always getting shapeRenderer related things only.
Please mention how can I draw and manipulate my own images.
Draw Rectangle by using Pixmap.
Texture texture=getPixmapTexture(Color.WHITE);
Sprite sprite=new Sprite(texture); //Used for drawing 2D sprites.
//or
Image image=new Image(texture); //2D scene graph node.
public static Texture getPixmapTexture(Color color){
return new Texture(PixmapBuilder.getPixmapRectangle(1, 1, color));
}
public static Pixmap getPixmapRectangle(int width, int height, Color color){
Pixmap pixmap=new Pixmap(width, height, Pixmap.Format.RGBA8888);
pixmap.setColor(color);
pixmap.fillRectangle(0,0, pixmap.getWidth(), pixmap.getHeight());
return pixmap;
}
The answer by Abhishek is correct.
However, if you have just started game developement with LibGDX, I would check whether you need at all to perform such operation (draw a rectangle).
In libGDX you can use Scene2D which allow you to create a Stage, Actors and direct them on your stage.
So instead of drawing a rectangle, you create an actor, such as an image, to which you can associate a texture, a button or a TextBox and place it on your screen.
Scene2D allows you to then use things like Action or rotation, scaling..
There are some good visual demos about that on Libgdx.info
I am mentioning this because moving to Scene2D later may be more complicated than if you make that decision early on.

libGDX repeated background texture drawing difficulties

Like everyone else, I'm having trouble following how libgdx's coordinate transformations. I'm creating a scrabble-like game, and dragging a finger on the screen pans the camera. The tiles are Actors on a Stage, and I'm doing the camera transformations on the stage's camera. That all works. Now I'm trying to give it a fancy background for the tiles to sit on. I can't quite figure out the draw method to make it work.
//Assets class
static final Texture feltBackground = new Texture(
Gdx.files.internal("felt_background.png"));
feltBackground.setWrap(Texture.TextureWrap.Repeat,
Texture.TextureWrap.Repeat);
//board rendering snippet
private void drawBackground() {
batch.setProjectionMatrix(board.getCamera().combined);
batch.begin();
screenUpperLeft.set(0, 0, 0);
screenLowerRight.set(Gdx.graphics.getWidth(),
Gdx.graphics.getHeight(), 0);
board.getCamera().unproject(screenUpperLeft);
board.getCamera().unproject(screenLowerRight);
batch.draw(Assets.feltBackground,
0, 0,
(int)screenUpperLeft.x, (int)screenUpperLeft.y,
(int)screenLowerRight.x, (int)screenLowerRight.y);
batch.end();
}
What I'm attempting in drawBackground is:
set boundary points to screen bounds
unproject those points into world space to find the region of the texture I should draw
draw that region to the screen origin
However, with the code like this I'm having various weird problems like the lower boundary of the background region starting offscreen, the upper boundary moving when the camera is zoomed, the texture panning faster than my finger's movement (although the boundaries of the background region pan correctly), the y axis pans mirrored, etc. Changing the code changes these symptoms, but I haven't found a pattern to try to get closer to being correct. Any words of wisdom for drawing like this?
Edit:
Here are some screenshots to add clarity.
When I open the game, there is no background.
I can drag up, which moves up the upper boundary of the background (if there is a lower boundary, I can't ever find it)
I can drag the left boundary right, but like the bottom I can't ever find a right boundary (if it exists)
Whenever you see weird synchronization issues between your camera and the stuff you're trying to draw, it's generally a symptom of confusing world coordinates with viewpoint coordinates (or vise versa) somewhere in your code.
You're using a SpriteBatch to do the rendering, right? When I look up the API for the version of SpriteBatch#draw() which you are calling, it says that those first two floats are the position that you're rendering the sprite in the world, and the four integers have to do with the source and height of the source image.
When you pass (0,0) as the position, it is drawing the image at 0,0 in your game world, which is not (0,0) on your viewport.
I would recommend a simpler approach- instead of trying to project or unproject the coordinates, set the draw location (those first two floats) to stage.getCamera().position.x and stage.getCamera().position.y.

Primitives and sprites Z index in Cocos2D-x 3.0 is not consistent?

I have two layers. Each layer has a primitive drawing in it with OpenGL like this:
void Layer1::drawPolygon()
{
glLineWidth(1);
DrawPrimitives::setDrawColor4B(255,255,255,255);
DrawPrimitives::setPointSize(1);
// Anti-Aliased
glEnable(GL_LINE_SMOOTH);
// filled poly
glLineWidth(1);
Point filledVertices[] = { Point(10,120), Point(50,120), Point(50,170), Point(25,200), Point(10,170) };
DrawPrimitives::drawSolidPoly(filledVertices, 5, Color4F(0.5f, 0.5f, 1, 1 ) );
}
When I addChild these layers to a scene and set Z orders 1 and 2, I see that I can bring one primitive on top of another and vice versa - when I exchange the Z order values. The strange things start when I addChild a sprite into one of these layers. If I addChild a sprite, then sprite lays on top of the primitive of that layer, and not only that layer. Even if the layer has smaller Z index, anyway its sprite is on top of other layer's primitive, while its primitive is below the other primitive shape - as was expected. Is this OK? How I should understand this? What if I want to draw primitives on top of all sprites?
EDIT:
I could manipulate their order, but not drawing order, with the following:
CCDirector::getInstance()->setDepthTest(true);
myLayer->setVertexZ(-1);
But I don't understand why sprites in a layer with smaller Z order are being drawn later than the primitives of the layer with bigger Z order. In other words, seems that all the primitives from all the layers is being drawn according to their order, then the same is being done for the sprites.
Due to the new multithreader renderer on cocos2d-x 3.0, drawing with primitives requires a different approach. Take a look at my reply at this thread:
https://stackoverflow.com/a/22724319/1468700
I believe there is a bug in cocos2d-x V3 beta 2 that makes primitive drawing always appear below all layers.
It is fixed (I understand) in V3.0 RC
This is incorrect - there is no bug (I was mislead by other posts - my apologies).
See the post below for a link explaining what needs to happen to get primitives to draw in the 'right' z-order.
The summary is that all drawing operations are added to a queue in the game loop, then the queue processed - so you need to add your primitive drawing into the queue rather than drawing immediately.

Points from Sprite.graphics in AS3

I need to know where the Sprite.graphics start to do some stuff. When I add the sprite to my MovieClip, (x,y) coordinates are (0,0) but I need to know coordinates from Sprite.graphics, not Sprite. There are some images so clarify what I want:
I have this board where user can draw some forms (lines, arrows, polygons, etc.) When the user draw a line, I interpret that Sprite is created (with Sprite.graphics inside it, the real form).
How can I catch the point where Sprite.graphics is created? Actually I can't because Sprite.graphics is read-only.
Thanks!
EDIT: some source code
line = new Sprite();
line.graphics.moveTo(posX,posY);
line.graphics.lineStyle(10);
line.graphics.lineTo(endposX,endposY);
Global.board.addChild(line);
To get the bounds of visual part, you can try:
var bounds: Rectangle = line.getBounds(line);
There is also a getRect() method, but that leaves out space taken by strokes.
You cannot access the graphics data like that. Your best chance would be to save the coordinates posX and posY yourself when the line is being drawn.