--- /dev/null
+/*******************************************************************************
+ * 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.graphics.glutils.ShapeRenderer.ShapeType;
+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.</p>
+ *
+ * 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.</p>
+ *
+ * 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.</p>
+ *
+ * Shapes are rendered in batches to increase performance. The standard use-pattern looks as follows:
+ *
+ * <pre>
+ * {@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();
+ * }
+ * </pre>
+ *
+ * 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):
+ *
+ * <pre>
+ * 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();
+ * </pre>
+ *
+ * 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, stbachmann */
+public class ShapeRenderer2 {
+ /** Shape types to be used with {@link #begin(ShapeType)}.
+ * @author mzechner, stbachmann */
+ public enum ShapeType {
+ Point(GL10.GL_POINTS),
+ Line(GL10.GL_LINES),
+ Filled(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 ShapeRenderer2 () {
+ this(5000);
+ }
+
+ public ShapeRenderer2 (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);
+ 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);
+ }
+
+ public void curve(float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, int segments){
+ if (currType != ShapeType.Line) throw new GdxRuntimeException("Must call begin(ShapeType.Line)");
+ checkDirty();
+ checkFlush(segments * 2 + 2);
+
+ // Algorithm from: http://www.antigrain.com/research/bezier_interpolation/index.html#PAGE_BEZIER_INTERPOLATION
+ float subdiv_step = 1f / segments;
+ float subdiv_step2 = subdiv_step * subdiv_step;
+ float subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
+
+ float pre1 = 3 * subdiv_step;
+ float pre2 = 3 * subdiv_step2;
+ float pre4 = 6 * subdiv_step2;
+ float pre5 = 6 * subdiv_step3;
+
+ float tmp1x = x1 - cx1 * 2 + cx2;
+ float tmp1y = y1 - cy1 * 2 + cy2;
+
+ float tmp2x = (cx1 - cx2) * 3 - x1 + x2;
+ float tmp2y = (cy1 - cy2) * 3 - y1 + y2;
+
+ float fx = x1;
+ float fy = y1;
+
+ float dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
+ float dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
+
+ float ddfx = tmp1x * pre4 + tmp2x * pre5;
+ float ddfy = tmp1y * pre4 + tmp2y * pre5;
+
+ float dddfx = tmp2x * pre5;
+ float dddfy = tmp2y * pre5;
+
+ while (segments-- > 0) {
+ renderer.color(color.r, color.g, color.b, color.a);
+ renderer.vertex(fx, fy, 0);
+ fx += dfx;
+ fy += dfy;
+ dfx += ddfx;
+ dfy += ddfy;
+ ddfx += dddfx;
+ ddfy += dddfy;
+ renderer.color(color.r, color.g, color.b, color.a);
+ renderer.vertex(fx, fy, 0);
+ }
+ renderer.color(color.r, color.g, color.b, color.a);
+ renderer.vertex(fx, fy, 0);
+ renderer.color(color.r, color.g, color.b, color.a);
+ renderer.vertex(x2, y2, 0);
+ }
+
+ public void triangle(float x1, float y1, float x2, float y2, float x3, float y3){
+ if (currType != ShapeType.Filled && currType != ShapeType.Line)
+ throw new GdxRuntimeException("Must call begin(ShapeType.Filled) or begin(ShapeType.Line)");
+ checkDirty();
+ checkFlush(6);
+ if(currType == ShapeType.Line){
+ 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);
+ }
+ else {
+ 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);
+ }
+ }
+
+ /** 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#Filled} or {@link ShapeType#Line}.
+ * @param x
+ * @param y
+ * @param width
+ * @param height */
+ public void rect(float x, float y, float width, float height){
+ if (currType != ShapeType.Filled && currType != ShapeType.Line)
+ throw new GdxRuntimeException("Must call begin(ShapeType.Filled) or begin(ShapeType.Line)");
+
+ checkDirty();
+ checkFlush(8);
+
+ if(currType == 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(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);
+ }
+ else {
+ 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 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#Line}.
+ * @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.Line) throw new GdxRuntimeException("Must call begin(ShapeType.Line)");
+
+ 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.Filled && currType != ShapeType.Line)
+ throw new GdxRuntimeException("Must call begin(ShapeType.Filled) or begin(ShapeType.Line)");
+ 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;
+ if(currType == ShapeType.Line){
+ 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);
+ }
+ else {
+ 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);
+ }
+
+ 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 #cone(float, float, float, float, float, int)} by estimating the number of segments needed for a smooth
+ * circular base. */
+ public void cone (float x, float y, float z, float radius, float height) {
+ cone(x, y, z, radius, height, (int)(4 * (float)Math.sqrt(radius)));
+ }
+
+ public void cone(float x, float y, float z, float radius, float height, int segments){
+ if (segments <= 0) throw new IllegalArgumentException("segments must be >= 0.");
+ if (currType != ShapeType.Filled && currType != ShapeType.Line)
+ throw new GdxRuntimeException("Must call begin(ShapeType.Filled) or begin(ShapeType.Line)");
+ checkDirty();
+ checkFlush(segments * 4 + 2);
+ float angle = 2 * 3.1415926f / segments;
+ float cos = MathUtils.cos(angle);
+ float sin = MathUtils.sin(angle);
+ float cx = radius, cy = 0;
+ if(currType == ShapeType.Line){
+ for (int i = 0; i < segments; i++) {
+ renderer.color(color.r, color.g, color.b, color.a);
+ renderer.vertex(x + cx, y + cy, z);
+ renderer.color(color.r, color.g, color.b, color.a);
+ renderer.vertex(x, y, z + height);
+ renderer.color(color.r, color.g, color.b, color.a);
+ renderer.vertex(x + cx, y + cy, z);
+ 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, z);
+ }
+ // 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, z);
+ }
+ else {
+ segments--;
+ for (int i = 0; i < segments; i++) {
+ 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 + cx, y + cy, z);
+ float temp = cx;
+ float temp2 = cy;
+ 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, z);
+ renderer.color(color.r, color.g, color.b, color.a);
+ renderer.vertex(x + temp, y + temp2, z);
+ renderer.color(color.r, color.g, color.b, color.a);
+ renderer.vertex(x + cx, y + cy, z);
+ renderer.color(color.r, color.g, color.b, color.a);
+ renderer.vertex(x, y, z + height);
+ }
+ // Ensure the last segment is identical to the first.
+ 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 + cx, y + cy, z);
+ }
+ cx = radius;
+ cy = 0;
+ renderer.color(color.r, color.g, color.b, color.a);
+ renderer.vertex(x + cx, y + cy, z);
+ }
+
+ /** Draws a polygon in the x/y plane. The vertices must contain at least 3 points (6 floats x,y). The
+ * {@link ShapeType} passed to begin has to be {@link ShapeType#Line}.
+ * @param vertices */
+ public void polygon(float[] vertices){
+ if (currType != ShapeType.Line) throw new GdxRuntimeException("Must call begin(ShapeType.Line)");
+ if (vertices.length < 6) throw new IllegalArgumentException("Polygons must contain at least 3 points.");
+ if (vertices.length % 2 != 0) throw new IllegalArgumentException("Polygons must have a pair number of vertices.");
+ final int numFloats = vertices.length;
+
+ checkDirty();
+ checkFlush(numFloats);
+
+ float firstX = vertices[0];
+ float firstY = vertices[1];
+
+ for (int i = 0; i < numFloats; i += 2) {
+ float x1 = vertices[i];
+ float y1 = vertices[i + 1];
+
+ float x2;
+ float y2;
+
+ if(i + 2 >= numFloats){
+ x2 = firstX;
+ y2 = firstY;
+ }else{
+ x2 = vertices[i + 2];
+ y2 = vertices[i + 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);
+ }
+ }
+
+ 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);
+ }
+
+ /** Returns the current {@link ShapeType} used */
+ public ShapeType getCurrentType () {
+ return currType;
+ }
+
+ public void dispose () {
+ renderer.dispose();
+ }
+}
package com.badlogic.gdx.tests;\r
\r
import com.badlogic.gdx.Gdx;\r
+import com.badlogic.gdx.Input.Keys;\r
import com.badlogic.gdx.graphics.Color;\r
import com.badlogic.gdx.graphics.GL10;\r
import com.badlogic.gdx.graphics.PerspectiveCamera;\r
import com.badlogic.gdx.graphics.g2d.BitmapFont;\r
import com.badlogic.gdx.graphics.g2d.SpriteBatch;\r
-import com.badlogic.gdx.graphics.glutils.ShapeRenderer;\r
-import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;\r
+import com.badlogic.gdx.graphics.glutils.ShapeRenderer2;\r
+import com.badlogic.gdx.graphics.glutils.ShapeRenderer2.ShapeType;\r
import com.badlogic.gdx.math.MathUtils;\r
import com.badlogic.gdx.tests.utils.GdxTest;\r
import com.badlogic.gdx.tests.utils.PerspectiveCamController;\r
return true;\r
}\r
\r
- ShapeRenderer renderer;\r
+ ShapeRenderer2 renderer;\r
PerspectiveCamera cam;\r
PerspectiveCamController controller;\r
SpriteBatch batch;\r
BitmapFont font;\r
\r
public void create () {\r
- renderer = new ShapeRenderer();\r
+ renderer = new ShapeRenderer2();\r
cam = new PerspectiveCamera(47, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());\r
cam.position.set(0, 0, 2);\r
cam.near = 0.1f;\r
\r
public void render () {\r
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);\r
- Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);\r
+\r
cam.update();\r
renderer.setProjectionMatrix(cam.combined);\r
renderer.identity();\r
renderer.translate(-0.5f, -0.5f, 0);\r
\r
MathUtils.random.setSeed(0);\r
-\r
- renderer.begin(ShapeType.Line);\r
- renderer.setColor(Color.GREEN);\r
- for (int i = 0; i < 1000; i++) {\r
- renderer.line(MathUtils.random(), MathUtils.random(), MathUtils.random(), MathUtils.random());\r
- }\r
- renderer.end();\r
-\r
+ \r
renderer.begin(ShapeType.Point);\r
- renderer.setColor(Color.BLUE);\r
- for (int i = 0; i < 1000; i++) {\r
- renderer.point(MathUtils.random(), MathUtils.random(), MathUtils.random());\r
- }\r
+ \r
+ renderer.setColor(Color.PINK);\r
+ for(int i=0; i<100; i++)\r
+ renderer.point(MathUtils.random(0.0f, 1.0f), MathUtils.random(0.0f, 1.0f), 0);\r
+ \r
renderer.end();\r
\r
- renderer.begin(ShapeType.Rectangle);\r
- renderer.setColor(Color.RED);\r
- for (int i = 0; i < 20; i++) {\r
- float x = MathUtils.random();\r
- float y = MathUtils.random();\r
- float width = MathUtils.random();\r
- float height = MathUtils.random();\r
- renderer.identity();\r
- renderer.translate(-0.5f + x, -0.5f + y, MathUtils.random());\r
- renderer.translate(width / 2, height / 2, 0);\r
- renderer.rotate(0, 1, 0, MathUtils.random() * 360);\r
- renderer.translate(-width / 2, -height / 2, 0);\r
- renderer.rect(0, 0, width, height);\r
+ if(Gdx.input.isKeyPressed(Keys.F)){\r
+ renderer.begin(ShapeType.Filled);\r
+ \r
+ renderer.setColor(Color.RED);\r
+ renderer.rect(0, 0, 1, 1);\r
+ \r
+ renderer.setColor(Color.BLUE);\r
+ renderer.circle(0.2f, 0.2f, 0.5f, 40);\r
+ \r
+ renderer.setColor(Color.GREEN);\r
+ renderer.cone(0.6f, 0.6f, 0, 0.3f, 0.75f, 20);\r
+ \r
+ renderer.setColor(Color.MAGENTA);\r
+ renderer.triangle(-0.1f, 0.1f, -0.6f, -0.1f, -0.3f, 0.5f);\r
+ \r
+ renderer.end();\r
}\r
- renderer.end();\r
-\r
- renderer.begin(ShapeType.FilledRectangle);\r
- renderer.setColor(Color.WHITE);\r
- for (int i = 0; i < 20; i++) {\r
- float x = MathUtils.random();\r
- float y = MathUtils.random();\r
- float width = MathUtils.random();\r
- float height = MathUtils.random();\r
- renderer.identity();\r
- renderer.translate(-0.5f + x, -0.5f + y, -MathUtils.random());\r
- renderer.translate(width / 2, height / 2, 0);\r
- renderer.rotate(0, 1, 0, MathUtils.random() * 360);\r
- renderer.translate(-width / 2, -height / 2, 0);\r
- renderer.filledRect(0, 0, width, height);\r
- }\r
- renderer.end();\r
-\r
- renderer.begin(ShapeType.Box);\r
- renderer.setColor(1, 1, 0, 1);\r
- for (int i = 0; i < 20; i++) {\r
- float x = MathUtils.random();\r
- float y = MathUtils.random();\r
- float width = MathUtils.random();\r
- float height = MathUtils.random();\r
- float depth = MathUtils.random();\r
- renderer.identity();\r
- renderer.translate(-1.5f + x, -0.5f + y, MathUtils.random());\r
- renderer.translate(width / 2, height / 2, depth / 2);\r
- renderer.rotate(0, 1, 0, MathUtils.random() * 360);\r
- renderer.translate(-width / 2, -height / 2, depth / 2);\r
- renderer.box(0, 0, 0, width, height, depth);\r
- }\r
- renderer.end();\r
-\r
- renderer.begin(ShapeType.Circle);\r
- renderer.setColor(1, 0, 1, 1);\r
- renderer.identity();\r
- for (int i = 0; i < 20; i++) {\r
- float x = MathUtils.random();\r
- float y = MathUtils.random();\r
- float radius = MathUtils.random();\r
- renderer.circle(x, y, radius, 40);\r
+ else {\r
+ renderer.begin(ShapeType.Line);\r
+ \r
+ renderer.setColor(Color.RED);\r
+ renderer.rect(0, 0, 1, 1);\r
+ \r
+ renderer.setColor(Color.BLUE);\r
+ renderer.circle(0.2f, 0.2f, 0.5f, 40);\r
+ \r
+ renderer.setColor(Color.YELLOW);\r
+ renderer.line(0, 0, 1, 1);\r
+ \r
+ renderer.setColor(Color.WHITE);\r
+ renderer.box(0.1f, 0.1f, 0.1f, 0.3f, 0.25f, 0.1f);\r
+ \r
+ renderer.setColor(Color.GREEN);\r
+ renderer.cone(0.6f, 0.6f, 0, 0.3f, 0.75f, 20);\r
+ \r
+ renderer.setColor(Color.MAGENTA);\r
+ renderer.triangle(-0.1f, 0.1f, -0.6f, -0.1f, -0.3f, 0.5f);\r
+\r
+ renderer.setColor(Color.CYAN);\r
+ renderer.curve(0.0f, 0.25f, 0.2f, 0.3f, 0.3f, 0.6f, 0.1f, 0.5f, 30);\r
+ \r
+ renderer.end();\r
}\r
- renderer.end();\r
-\r
- renderer.begin(ShapeType.FilledCircle);\r
- renderer.setColor(0, 1, 1, 1);\r
- renderer.identity();\r
- renderer.rotate(0, 1, 0, 45);\r
- for (int i = 0; i < 5; i++) {\r
- float x = MathUtils.random();\r
- float y = MathUtils.random();\r
- float width = MathUtils.random();\r
- float height = MathUtils.random();\r
- renderer.identity();\r
- renderer.translate(0.5f + x, -0.5f + y, -MathUtils.random());\r
- renderer.translate(width / 2, height / 2, 0);\r
- renderer.rotate(0, 1, 0, MathUtils.random() * 360);\r
- renderer.translate(-width / 2, -height / 2, 0);\r
- renderer.filledCircle(0, 0, width, 40);\r
- }\r
- renderer.end();\r
-\r
- renderer.begin(ShapeType.Triangle);\r
- renderer.setColor(0, 0, 1, 1);\r
- renderer.identity();\r
- renderer.rotate(0, 1, 0, 45);\r
- for (int i = 0; i < 15; i++) {\r
- float x = MathUtils.random();\r
- float y = MathUtils.random();\r
- float width = MathUtils.random();\r
- float height = MathUtils.random();\r
- renderer.identity();\r
- renderer.translate(-0.5f + x, -0.5f + y, -MathUtils.random());\r
- renderer.translate(width / 2, height / 2, 0);\r
- renderer.rotate(0, 1, 0, MathUtils.random() * 360);\r
- renderer.translate(-width / 2, -height / 2, 0);\r
- renderer.triangle(0, 0, width, 0, 0, height);\r
- }\r
- renderer.end();\r
-\r
- renderer.begin(ShapeType.FilledTriangle);\r
- renderer.setColor(0, 0, 1, 1);\r
- renderer.identity();\r
- renderer.rotate(0, 1, 0, 45);\r
- for (int i = 0; i < 15; i++) {\r
- float x = MathUtils.random();\r
- float y = MathUtils.random();\r
- float width = MathUtils.random();\r
- float height = MathUtils.random();\r
- renderer.identity();\r
- renderer.translate(0.5f + x, -0.5f + y, -MathUtils.random());\r
- renderer.translate(width / 2, height / 2, 0);\r
- renderer.rotate(0, 1, 0, MathUtils.random() * 360);\r
- renderer.translate(-width / 2, -height / 2, 0);\r
- renderer.filledTriangle(0, 0, width, 0, 0, height);\r
- }\r
- renderer.end();\r
-\r
- Gdx.gl.glDisable(GL10.GL_DEPTH_TEST);\r
+ \r
batch.begin();\r
font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 0, 20);\r
batch.end();\r