Mesh, color & texture - s76/libgdx GitHub Wiki

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#summary Going more indepth into Mesh, including colors and textures

Introduction

The MyFirstTriangle tutorial showed us how to create a new project and use the Mesh class to render a simple triangle. This tutorial will explain the Mesh class methods in more detail, and also show how to add colors and a texture onto a mesh object.

Setting up a Project

Follow the instructions in the MyFirstTriangle tutorial to create a new libgdx desktop project. We'll call the desktop project mesh-color-texture and we'll defer creating the Android project until later. Remember to include the libgdx library JAR files. In the project, create a package and name it com.test.meshcolortexture. In that package, create a class named MeshColorTexture which implements the ApplicationListener interfrace. Inside, we'll just copy most of what we created from the MyFirstTriangle tutorial:

package com.test.meshcolortexture;

import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;

public class MeshColorTexture implements ApplicationListener {
    private Mesh mesh;

    @Override
    public void create() {
        if (mesh == null) {
            mesh = new Mesh(true, 3, 3, 
                    new VertexAttribute(Usage.Position, 3, "a_position"));
                    
            mesh.setVertices(new float[] { -0.5f, -0.5f, 0,
                                            0.5f, -0.5f, 0,
                                            0, 0.5f, 0 });
                                        
            mesh.setIndices(new short[] { 0, 1, 2 });
        }
    }

    @Override
    public void dispose() { }

    @Override
    public void pause() { }

    @Override
    public void render() {
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
        mesh.render(GL10.GL_TRIANGLES, 0, 3);
    }

    @Override
    public void resize(int width, int height) { }

    @Override
    public void resume() { }
}

Then, create a class named MeshColorTextureDesktop that creates a JoglApplication using an instance of the MeshColorTexture class. Again, it's very similiar to the MyFirstTriangle tutorial:

package com.test.meshcolortexture;

import com.badlogic.gdx.backends.jogl.JoglApplication;

public class MeshColorTextureDesktop {
    public static void main (String[] argv) {
        new JoglApplication(new MeshColorTexture(), "Mesh with Color and Texture", 480, 320, false);
    }
}

Mesh

Now lets go over in more detail what some of these methods do, starting with the MeshColorTexture class. In create(), we see:

mesh = new Mesh(true, 3, 3, 
        new VertexAttribute(Usage.Position, 3, "a_position"));

The Mesh class constructor has several parameters. The first one specifies whether the mesh is static. Setting this to true will enable OpenGL optimizations beneficial to a mesh that doesn't change very much (i.e. every frame). The second and third parameters specify the number of vertices and indices this mesh will have. Since the mesh represents a triangle, it has three vertices. Each vertex is used once in the rendering of the triangle, so the Mesh requires three indices.

Finally, we pass in a VertexAttribute object to specified which type of information we will set for this mesh. This is a very simple mesh, and we're only going to set its position. In the VertexAttribute constructor, we pass in a Usage constant that denotes positional information. We then pass in an integer representing the number of components needed for each position. Since a position is represented by three values (x, y, and z), we pass in 3. Finally, we give the VertexAttribute the alias a_position, but any word will do.

mesh.setVertices(new float[] { -0.5f, -0.5f, 0,
                               0.5f, -0.5f, 0,
                               0, 0.5f, 0 });	
mesh.setIndices(new short[] { 0, 1, 2 });

After creating a mesh, we specify its vertices using a float array. The first three floats in the array are the x, y, z components of vertex 0, the next three floats make up vertex 1, and the last three vertex 2. We then set the indices, which is the order by which vertices are traversed to create the triangle.

Vertex 1 is located at 0.5(x), -0.5(y), 0(z). To visualize where this point is on the screen, imagine that the center of the screen is at 0(x), 0(y), 0(z). The left edge of the screen is at -1(x), the right edge 1(x). The bottom of the screen is at -1(y), the top 1(y). Here's an image of the concept:

http://libgdx.googlecode.com/svn/wiki/img/mesh_color_texture_coordinate_system.png

public void render() {
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    mesh.render(GL10.GL_TRIANGLES, 0, 3);
}

The render() method is where the meshes in the application are drawn. We call glClear(int) to clear the buffer, turning the scene black (by default). Then the mesh just has to call render(int primitiveType, int offset, int type). The first parameter specifies what type of primitive shape makes up this mesh. The second parameter would be used as an offset if this mesh was represented by a vertex buffer. Vertex buffers will be touched on in a later tutorial, for now just use 0. The final parameter specifies the number of indices this mesh uses.

Color

If we wanted to this mesh to be colored, we only need to add another VertexAttribute and specify color information for the vertices. Modify the code to to look like following (you will need to import the com.badlogic.gdx.graphics.Color class):

mesh = new Mesh(true, 3, 3, 
        new VertexAttribute(Usage.Position, 3, "a_position"),
        new VertexAttribute(Usage.ColorPacked, 4, "a_color"));		

mesh.setVertices(new float[] { -0.5f, -0.5f, 0, Color.toFloatBits(255, 0, 0, 255),
                               0.5f, -0.5f, 0, Color.toFloatBits(0, 255, 0, 255),
                               0, 0.5f, 0, Color.toFloatBits(0, 0, 255, 255) });	
mesh.setIndices(new short[] { 0, 1, 2 });

In the mesh construction, we added a VertexAttribute for color. It contains 4 components (R, G, B, Alpha) and we give it the alias a_color. We then add color information to the float array. When we run the app, it should look like this:

http://libgdx.googlecode.com/svn/wiki/img/mesh_color_texture_colored.png

Texture

To put a texture on the mesh, we will need to put an image file in our workspace, create a texture object in our code referencing that image, and then add a texture VertexAttribute to our mesh.

To start, inside the mesh-color-texture project, create a folder named data on the same level as the src and libs folders. Copy any image into the folder, in this example we'll use [http://libgdx.googlecode.com/svn/wiki/img/badlogic.jpg badlogic.jpg]. It's important to note that any image used to create a texture must have width and height each be a power of two.

http://libgdx.googlecode.com/svn/wiki/img/badlogic.jpg

In the MeshColorTexture class, we need to add a Texture object field, then modify the create() and render methods. Here are the changes:

private Mesh mesh;
private Texture texture;

@Override
public void create() {
    if (mesh == null) {
        mesh = new Mesh(true, 3, 3, 
                new VertexAttribute(Usage.Position, 3, "a_position"),
                new VertexAttribute(Usage.ColorPacked, 4, "a_color"),
                new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords"));

        mesh.setVertices(new float[] { -0.5f, -0.5f, 0, Color.toFloatBits(255, 0, 0, 255), 0, 1,
                                       0.5f, -0.5f, 0, Color.toFloatBits(0, 255, 0, 255), 1, 1,
                                       0, 0.5f, 0, Color.toFloatBits(0, 0, 255, 255), 0.5f, 0 });
                                       
        mesh.setIndices(new short[] { 0, 1, 2 });

        FileHandle imageFileHandle = Gdx.files.internal("data/badlogic.jpg"); 
        texture = new Texture(imageFileHandle);
    }
}

@Override
public void render() {
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D);
    texture.bind();
    mesh.render(GL10.GL_TRIANGLES, 0, 3);
}

Import the necessary classes and run the MeshColorTextureDesktop application. The result should look like this:

http://libgdx.googlecode.com/svn/wiki/img/mesh_color_texture_textured.png

new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords")

Similar to when color was added, we used another VertexAttribute in the mesh's constructor. It specifies that the mesh will use a texture, which adds two components to each vertex.

mesh.setVertices(new float[] { -0.5f, -0.5f, 0, Color.toFloatBits(255, 0, 0, 255), 0, 1,
                               0.5f, -0.5f, 0, Color.toFloatBits(0, 255, 0, 255), 1, 1,
                               0, 0.5f, 0, Color.toFloatBits(0, 0, 255, 255), 0.5f, 0 });

We add the texture coordinate components to the float array of VertexAttribute data components, right after the color data. To interpret the data, imagine that the texture is mapped to a 2D coordinate system. The texture's upper-left corner lies at (0, 0), upper-right at (1, 0), lower-left (0, 1), lower-right (1, 1). Looking at the three rows of vertex components we just modified, we can see that the vertex representing the lower-left corner of the triangle is mapped to the lower-left corner of the texture. The lower-right corner is mapped to the lower-right corner of the texture. The upper-center corner is mapped ot the upper-center of the texture.

FileHandle imageFileHandle = Gdx.files.internal("data/badlogic.jpg"); 
texture = new Texture(imageFileHandle);

To create a Texture object from the JPG file we added to the workspace earlier, first create a file handle to the image. Then, just pass the file handle into the Texture class contractor.

public void render() {
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D);
    texture.bind();
    mesh.render(GL10.GL_TRIANGLES, 0, 3);
}

Finally, when rendering, we enable textures, set the texture we created as the active texture, and render the mesh.

Running in Android

To run this example on an Android device or simulator, we just need to follow steps similiar to those in the MyFirstTriangle tutorial. Here's a quick summary:

  • Create an Android project
  • Copy the libgdx libraries into the workspace and reference to them in the project settings
  • Reference the desktop project in the project settings
  • Modify the main Activity so that it extends AndroidApplication instead of Activity
  • Inside onCreate(), initialize the application with a new instance of the MeshColorTexture class

The one last thing thing we need to do is to add the image file to the Android workspace. Under your Android project, if a folder named assets does not already exist adjacent to the src and libs directory, then create it. Inside assets, create a folder named data, and put your image file in it, in our case it was badlogic.jpg. Now you can run the project as an Android application.

http://libgdx.googlecode.com/svn/wiki/img/mesh_color_texture_android.png

Conclusion

There are several resources to learn more about meshes, colors, and textures. In the [http://code.google.com/p/libgdx/downloads/list Downloads page], you can get the source code of the game Invaders, which uses these element more extensively. The Javadoc is quite complete, and provides better details on the requirements of different classes and methods. Check out this [http://www.badlogicgames.com/wordpress/?p=1199 article] for more information about file access within libgdx. If you have more questions, please visit our forum or go on our IRC channel #badlogic hosted on apisutdios.com. Also on the [http://code.google.com/p/libgdx/downloads/list Downloads page], you can find MeshColorTexture.zip, which contains the source code to the examples used in this tutorial.

= Change Log = == Feb 22 2011 ==

  • fixed rendering on Mac OS X
  • added screen shots
  • moved badlogic.jpg into the wiki
  • use the new Texture constructor instead of old factory method