2013-11-01 14:41:54 +01:00

221 lines
8.6 KiB
Java

/******************************************************************************
* Spine Runtime Software License - Version 1.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms in whole or in part, with
* or without modification, are permitted provided that the following conditions
* are met:
*
* 1. A Spine Essential, Professional, Enterprise, or Education License must
* be purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer, in the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
public class NormalMapTest extends ApplicationAdapter {
SpriteBatch batch;
float time;
SkeletonRenderer renderer;
Texture atlasTexture, normalMapTexture;
ShaderProgram program;
SkeletonData skeletonData;
Skeleton skeleton;
Animation animation;
final Vector3 ambientColor = new Vector3(1, 1, 1);
final Vector3 lightColor = new Vector3(1, 0.7f, 0.6f);
final Vector3 lightPosition = new Vector3(0, 0, 0.07f);
final Vector2 resolution = new Vector2();
final Vector3 attenuation = new Vector3(0.4f, 3.0f, 5);
float ambientIntensity = 0.35f;
float strength = 1.0f;
boolean useShadow = true;
boolean useNormals = true;
boolean flipY = false;
public void create () {
program = createShader();
batch = new SpriteBatch();
batch.setShader(program);
renderer = new SkeletonRenderer();
TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("spineboy-diffuse.atlas"));
atlasTexture = atlas.getRegions().first().getTexture();
normalMapTexture = new Texture(Gdx.files.internal("spineboy-normal.png"));
SkeletonJson json = new SkeletonJson(atlas);
// json.setScale(2);
skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json"));
animation = skeletonData.findAnimation("walk");
skeleton = new Skeleton(skeletonData);
skeleton.setToSetupPose();
skeleton = new Skeleton(skeleton);
skeleton.setX(200);
skeleton.setY(100);
skeleton.updateWorldTransform();
}
public void render () {
float lastTime = time;
time += Gdx.graphics.getDeltaTime();
animation.apply(skeleton, lastTime, time, true, null);
skeleton.updateWorldTransform();
skeleton.update(Gdx.graphics.getDeltaTime());
lightPosition.x = Gdx.input.getX();
lightPosition.y = (Gdx.graphics.getHeight() - Gdx.input.getY());
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
program.setUniformf("ambientIntensity", ambientIntensity);
program.setUniformf("attenuation", attenuation);
program.setUniformf("light", lightPosition);
program.setUniformi("useNormals", useNormals ? 1 : 0);
program.setUniformi("useShadow", useShadow ? 1 : 0);
program.setUniformf("strength", strength);
normalMapTexture.bind(1);
atlasTexture.bind(0);
renderer.draw(batch, skeleton);
batch.end();
}
public void resize (int width, int height) {
batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);
}
private ShaderProgram createShader () {
String vert = "attribute vec4 a_position;\n" //
+ "attribute vec4 a_color;\n" //
+ "attribute vec2 a_texCoord0;\n" //
+ "uniform mat4 u_proj;\n" //
+ "uniform mat4 u_trans;\n" //
+ "uniform mat4 u_projTrans;\n" //
+ "varying vec4 v_color;\n" //
+ "varying vec2 v_texCoords;\n" //
+ "\n" //
+ "void main()\n" //
+ "{\n" //
+ " v_color = a_color;\n" //
+ " v_texCoords = a_texCoord0;\n" //
+ " gl_Position = u_projTrans * a_position;\n" //
+ "}\n" //
+ "";
String frag = "#ifdef GL_ES\n" //
+ "precision mediump float;\n" //
+ "#endif\n" //
+ "varying vec4 v_color;\n" //
+ "varying vec2 v_texCoords;\n" //
+ "uniform sampler2D u_texture;\n" //
+ "uniform sampler2D u_normals;\n" //
+ "uniform vec3 light;\n" //
+ "uniform vec3 ambientColor;\n" //
+ "uniform float ambientIntensity; \n" //
+ "uniform vec2 resolution;\n" //
+ "uniform vec3 lightColor;\n" //
+ "uniform bool useNormals;\n" //
+ "uniform bool useShadow;\n" //
+ "uniform vec3 attenuation;\n" //
+ "uniform float strength;\n" //
+ "uniform bool yInvert;\n" //
+ "\n" //
+ "void main() {\n" //
+ " // sample color & normals from our textures\n" //
+ " vec4 color = texture2D(u_texture, v_texCoords.st);\n" //
+ " vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;\n" //
+ "\n" //
+ " // some bump map programs will need the Y value flipped..\n" //
+ " nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;\n" //
+ "\n" //
+ " // this is for debugging purposes, allowing us to lower the intensity of our bump map\n" //
+ " vec3 nBase = vec3(0.5, 0.5, 1.0);\n" //
+ " nColor = mix(nBase, nColor, strength);\n" //
+ "\n" //
+ " // normals need to be converted to [-1.0, 1.0] range and normalized\n" //
+ " vec3 normal = normalize(nColor * 2.0 - 1.0);\n" //
+ "\n" //
+ " // here we do a simple distance calculation\n" //
+ " vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );\n" //
+ "\n" //
+ " vec3 lightDir = normalize(deltaPos);\n" //
+ " float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;\n" //
+ " \n" //
+ " // now let's get a nice little falloff\n" //
+ " float d = sqrt(dot(deltaPos, deltaPos)); \n" //
+ " float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;\n" //
+ " \n" //
+ " vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;\n" //
+ " result *= color.rgb;\n" //
+ " \n" //
+ " gl_FragColor = v_color * vec4(result, color.a);\n" //
+ "}";
// System.out.println("VERTEX PROGRAM:\n------------\n\n" + vert);
// System.out.println("FRAGMENT PROGRAM:\n------------\n\n" + frag);
ShaderProgram program = new ShaderProgram(vert, frag);
ShaderProgram.pedantic = false;
if (!program.isCompiled()) throw new IllegalArgumentException("Error compiling shader: " + program.getLog());
resolution.set(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
program.begin();
program.setUniformi("u_texture", 0);
program.setUniformi("u_normals", 1);
program.setUniformf("light", lightPosition);
program.setUniformf("strength", strength);
program.setUniformf("ambientIntensity", ambientIntensity);
program.setUniformf("ambientColor", ambientColor);
program.setUniformf("resolution", resolution);
program.setUniformf("lightColor", lightColor);
program.setUniformf("attenuation", attenuation);
program.setUniformi("useShadow", useShadow ? 1 : 0);
program.setUniformi("useNormals", useNormals ? 1 : 0);
program.setUniformi("yInvert", flipY ? 1 : 0);
program.end();
return program;
}
public static void main (String[] args) throws Exception {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.useGL20 = true;
new LwjglApplication(new NormalMapTest(), config);
}
}