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/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics.glutils;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Camera;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.utils.GdxRuntimeException;
/** Renders points, lines, rectangles, filled rectangles and boxes. This class is not meant to be used for performance sensitive
* applications but more oriented towards debugging.
*
* This class works with OpenGL ES 1.x and 2.0. In its base configuration a 2D orthographic projection with the origin in the
* lower left corner is used. Units are given in screen pixels.
*
* To change the projection properties use the {@link #setProjectionMatrix(Matrix4)} method. Usually the {@link Camera#combined}
* matrix is set via this method. If the screen orientation or resolution changes, the projection matrix might have to be adapted
* as well.
*
* Shapes are rendered in batches to increase performance. The standard use-pattern looks as follows:
*
*
* {@code
* camera.update();
* shapeRenderer.setProjectionMatrix(camera.combined);
*
* shapeRenderer.begin(ShapeType.Line);
* shapeRenderer.color(1, 1, 0, 1);
* shapeRenderer.line(x, y, x2, y2);
* shapeRenderer.line(x3, y3, x4, y4);
* shapeRenderer.end();
*
* shapeRenderer.begin(ShapeType.Box);
* shapeRenderer.color(0, 1, 0, 1);
* shapeRenderer.box(x, y, z, width, height, depth);
* shapeRenderer.end();
* }
*
*
* The class has a second matrix called the transformation matrix which is used to rotate, scale and translate shapes in a more
* flexible manner. This mechanism works much like matrix operations in OpenGL ES 1.x. The following example shows how to rotate a
* rectangle around its center using the z-axis as the rotation axis and placing it's center at (20, 12, 2):
*
*
* shapeRenderer.begin(ShapeType.Rectangle);
* shapeRenderer.identity();
* shapeRenderer.translate(20, 12, 2);
* shapeRenderer.rotate(0, 0, 1, 90);
* shapeRenderer.rect(-width / 2, -height / 2, width, height);
* shapeRenderer.end();
*
*
* Matrix operations all use postmultiplication and work just like glTranslate, glScale and glRotate. The last transformation
* specified will be the first that is applied to a shape (rotate then translate in the above example).
*
* The projection and transformation matrices are a state of the ShapeRenderer, just like the color and will be applied to all
* shapes until they are changed.
*
* @author mzechner */
public class ShapeRenderer {
/** Shape types to be used with {@link #begin(ShapeType)}.
* @author mzechner */
public enum ShapeType {
Point(GL10.GL_POINTS), //
Line(GL10.GL_LINES), //
Rectangle(GL10.GL_LINES), //
FilledRectangle(GL10.GL_TRIANGLES), //
Box(GL10.GL_LINES), //
Circle(GL10.GL_LINES), //
FilledCircle(GL10.GL_TRIANGLES), //
Triangle(GL10.GL_LINES), //
FilledTriangle(GL10.GL_TRIANGLES), //
;
private final int glType;
ShapeType (int glType) {
this.glType = glType;
}
public int getGlType () {
return glType;
}
}
ImmediateModeRenderer renderer;
boolean matrixDirty = false;
Matrix4 projView = new Matrix4();
Matrix4 transform = new Matrix4();
Matrix4 combined = new Matrix4();
Matrix4 tmp = new Matrix4();
Color color = new Color(1, 1, 1, 1);
ShapeType currType = null;
public ShapeRenderer () {
this(5000);
}
public ShapeRenderer (int maxVertices) {
if (Gdx.graphics.isGL20Available())
renderer = new ImmediateModeRenderer20(maxVertices, false, true, 0);
else
renderer = new ImmediateModeRenderer10(maxVertices);
projView.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
matrixDirty = true;
}
/** Sets the {@link Color} to be used by shapes.
* @param color */
public void setColor (Color color) {
this.color.set(color);
}
/** Sets the {@link Color} to be used by shapes.
* @param r
* @param g
* @param b
* @param a */
public void setColor (float r, float g, float b, float a) {
this.color.set(r, g, b, a);
}
/** Sets the projection matrix to be used for rendering. Usually this will be set to {@link Camera#combined}.
* @param matrix */
public void setProjectionMatrix (Matrix4 matrix) {
projView.set(matrix);
matrixDirty = true;
}
public void setTransformMatrix (Matrix4 matrix) {
transform.set(matrix);
matrixDirty = true;
}
/** Sets the transformation matrix to identity. */
public void identity () {
transform.idt();
matrixDirty = true;
}
/** Multiplies the current transformation matrix by a translation matrix.
* @param x
* @param y
* @param z */
public void translate (float x, float y, float z) {
transform.translate(x, y, z);
matrixDirty = true;
}
/** Multiplies the current transformation matrix by a rotation matrix.
* @param angle angle in degrees
* @param axisX
* @param axisY
* @param axisZ */
public void rotate (float axisX, float axisY, float axisZ, float angle) {
transform.rotate(axisX, axisY, axisZ, angle);
matrixDirty = true;
}
/** Multiplies the current transformation matrix by a scale matrix.
* @param scaleX
* @param scaleY
* @param scaleZ */
public void scale (float scaleX, float scaleY, float scaleZ) {
transform.scale(scaleX, scaleY, scaleZ);
matrixDirty = true;
}
/** Starts a new batch of shapes. All shapes within the batch have to have the type specified. E.g. if {@link ShapeType#Point}
* is specified, only call #point().
*
* The call to this method must be paired with a call to {@link #end()}.
*
* In case OpenGL ES 1.x is used, the projection and modelview matrix will be modified.
*
* @param type the {@link ShapeType}. */
public void begin (ShapeType type) {
if (currType != null) throw new GdxRuntimeException("Call end() before beginning a new shape batch");
currType = type;
if (matrixDirty) {
combined.set(projView);
Matrix4.mul(combined.val, transform.val);
matrixDirty = false;
}
renderer.begin(combined, currType.getGlType());
}
/** Draws a point. The {@link ShapeType} passed to begin has to be {@link ShapeType#Point}.
* @param x
* @param y
* @param z */
public void point (float x, float y, float z) {
if (currType != ShapeType.Point) throw new GdxRuntimeException("Must call begin(ShapeType.Point)");
checkDirty();
checkFlush(1);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, z);
}
/** Draws a line. The {@link ShapeType} passed to begin has to be {@link ShapeType#Line}.
* @param x
* @param y
* @param z
* @param x2
* @param y2
* @param z2 */
public void line (float x, float y, float z, float x2, float y2, float z2) {
if (currType != ShapeType.Line) throw new GdxRuntimeException("Must call begin(ShapeType.Line)");
checkDirty();
checkFlush(2);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x2, y2, z2);
}
/** Draws a line in the x/y plane. The {@link ShapeType} passed to begin has to be {@link ShapeType#Line}.
* @param x
* @param y
* @param x2
* @param y2 */
public void line (float x, float y, float x2, float y2) {
if (currType != ShapeType.Line) throw new GdxRuntimeException("Must call begin(ShapeType.Line)");
checkDirty();
checkFlush(2);
if (currType != ShapeType.Line) throw new GdxRuntimeException("Must call begin(ShapeType.Line)");
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x2, y2, 0);
}
/** Draws a rectangle in the x/y plane. The x and y coordinate specify the bottom left corner of the rectangle. The
* {@link ShapeType} passed to begin has to be {@link ShapeType#Rectangle}.
* @param x
* @param y
* @param width
* @param height */
public void rect (float x, float y, float width, float height) {
if (currType != ShapeType.Rectangle) throw new GdxRuntimeException("Must call begin(ShapeType.Rectangle)");
checkDirty();
checkFlush(8);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y + height, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y + height, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y + height, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y + height, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, 0);
}
/** Draws a filled rectangle in the x/y plane. The x and y coordinate specify the bottom left corner of the rectangle. The
* {@link ShapeType} passed to begin has to be {@link ShapeType#FilledRectangle}.
* @param x
* @param y
* @param width
* @param height */
public void filledRect (float x, float y, float width, float height) {
if (currType != ShapeType.FilledRectangle) throw new GdxRuntimeException("Must call begin(ShapeType.FilledRectangle)");
checkDirty();
checkFlush(8);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y + height, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y + height, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y + height, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, 0);
}
/** Draws a filled rectangle in the x/y plane. The x and y coordinate specify the bottom left corner of the rectangle. The
* {@link ShapeType} passed to begin has to be {@link ShapeType#FilledRectangle}. The 4 color parameters
* specify the color for the bottom left, bottom right, top right and top left corner of the rectangle, allowing
* you to create gradients.
* @param x
* @param y
* @param width
* @param height */
public void filledRect (float x, float y, float width, float height, Color c1, Color c2, Color c3, Color c4) {
if (currType != ShapeType.FilledRectangle) throw new GdxRuntimeException("Must call begin(ShapeType.FilledRectangle)");
checkDirty();
checkFlush(8);
renderer.color(c1.r, c1.g, c1.b, c1.a);
renderer.vertex(x, y, 0);
renderer.color(c2.r, c2.g, c2.b, c2.a);
renderer.vertex(x + width, y, 0);
renderer.color(c3.r, c3.g, c3.b, c3.a);
renderer.vertex(x + width, y + height, 0);
renderer.color(c3.r, c3.g, c3.b, c3.a);
renderer.vertex(x + width, y + height, 0);
renderer.color(c4.r, c4.g, c4.b, c4.a);
renderer.vertex(x, y + height, 0);
renderer.color(c1.r, c1.g, c1.b, c1.a);
renderer.vertex(x, y, 0);
}
/** Draws a box. The x, y and z coordinate specify the bottom left front corner of the rectangle. The {@link ShapeType} passed
* to begin has to be {@link ShapeType#Box}.
* @param x
* @param y
* @param width
* @param height */
public void box (float x, float y, float z, float width, float height, float depth) {
if (currType != ShapeType.Box) throw new GdxRuntimeException("Must call begin(ShapeType.Box)");
checkDirty();
checkFlush(16);
depth = -depth;
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y, z + depth);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y, z + depth);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, z + depth);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, z + depth);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y + height, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y + height, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y + height, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y + height, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y + height, z + depth);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y + height, z + depth);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y + height, z + depth);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y + height, z + depth);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y + height, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y + height, z);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y, z + depth);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + width, y + height, z + depth);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, z + depth);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y + height, z + depth);
}
/** Calls {@link #circle(float, float, float, int)} by estimating the number of segments needed for a smooth circle. */
public void circle (float x, float y, float radius) {
circle(x, y, radius, (int)(6 * (float)Math.cbrt(radius)));
}
public void circle (float x, float y, float radius, int segments) {
if (segments <= 0) throw new IllegalArgumentException("segments must be >= 0.");
if (currType != ShapeType.Circle) throw new GdxRuntimeException("Must call begin(ShapeType.Circle)");
checkDirty();
checkFlush(segments * 2 + 2);
float angle = 2 * 3.1415926f / segments;
float cos = MathUtils.cos(angle);
float sin = MathUtils.sin(angle);
float cx = radius, cy = 0;
for (int i = 0; i < segments; i++) {
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + cx, y + cy, 0);
float temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + cx, y + cy, 0);
}
// Ensure the last segment is identical to the first.
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + cx, y + cy, 0);
float temp = cx;
cx = radius;
cy = 0;
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + cx, y + cy, 0);
}
/** Calls {@link #filledCircle(float, float, float, int)} by estimating the number of segments needed for a smooth circle. */
public void filledCircle (float x, float y, float radius) {
filledCircle(x, y, radius, (int)(4 * (float)Math.sqrt(radius)));
}
public void filledCircle (float x, float y, float radius, int segments) {
if (segments <= 0) throw new IllegalArgumentException("segments must be >= 0.");
if (currType != ShapeType.FilledCircle) throw new GdxRuntimeException("Must call begin(ShapeType.FilledCircle)");
checkDirty();
checkFlush(segments * 3 + 3);
int inc = 360 / segments;
float angle = 2 * 3.1415926f / segments;
float cos = MathUtils.cos(angle);
float sin = MathUtils.sin(angle);
float cx = radius, cy = 0;
segments--;
for (int i = 0; i < segments; i++) {
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + cx, y + cy, 0);
float temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + cx, y + cy, 0);
}
// Ensure the last segment is identical to the first.
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x, y, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + cx, y + cy, 0);
cx = radius;
cy = 0;
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x + cx, y + cy, 0);
}
public void triangle (float x1, float y1, float x2, float y2, float x3, float y3) {
if (currType != ShapeType.Triangle) throw new GdxRuntimeException("Must call begin(ShapeType.Triangle)");
checkDirty();
checkFlush(6);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x1, y1, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x2, y2, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x2, y2, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x3, y3, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x3, y3, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x1, y1, 0);
}
public void filledTriangle (float x1, float y1, float x2, float y2, float x3, float y3) {
if (currType != ShapeType.FilledTriangle) throw new GdxRuntimeException("Must call begin(ShapeType.FilledTriangle)");
checkDirty();
checkFlush(3);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x1, y1, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x2, y2, 0);
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(x3, y3, 0);
}
private void checkDirty () {
if (!matrixDirty) return;
ShapeType type = currType;
end();
begin(type);
}
private void checkFlush (int newVertices) {
if (renderer.getMaxVertices() - renderer.getNumVertices() >= newVertices) return;
ShapeType type = currType;
end();
begin(type);
}
/** Finishes the batch of shapes and ensures they get rendered. */
public void end () {
renderer.end();
currType = null;
}
public void flush () {
ShapeType type = currType;
end();
begin(type);
}
public void dispose () {
renderer.dispose();
}
}
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