LIBGDX版NEHE OPENGL- 3. Adding Color
opengl在给图形加颜色时,需要为每一点指定比如:
glColor3f(1.0f,0.0f,0.0f); // Set The Color To RedglVertex3f( 0.0f, 1.0f, 0.0f); // Move Up One Unit From Center (Top Point)
glColor3f(0.0f,1.0f,0.0f); // Set
The Color To GreenglVertex3f(-1.0f,-1.0f, 0.0f); //
Left And Down One Unit (Bottom Left)glColor3f(0.0f,0.0f,1.0f); // Set The Color To BlueglVertex3f( 1.0f,-1.0f, 0.0f); // Right And Down One Unit (Bottom Right)在libgdx中,我们相应的给mesh添加上颜色的属性,全部代码如下:
package com.kyugao.screen;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
public class AddingColor implements Screen {
private Mesh triangleMesh, squareMesh;
private PerspectiveCamera camera;
@Override
public void render(float delta) {
camera.update();
camera.apply(Gdx.graphics.getGL10());
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
drawGLScene();
}
private boolean drawGLScene() {
triangleMesh.render(GL10.GL_TRIANGLES, 0, 3);
squareMesh.render(GL10.GL_TRIANGLE_STRIP, 0, 4);
return true;
}
@Override
public void show() {
triangleMesh = new Mesh(true, 3, 3, new VertexAttribute(Usage.Position,
3, "a_position"), new VertexAttribute(Usage.ColorPacked, 4,
"a_color"));
squareMesh = new Mesh(true, 4, 4, new VertexAttribute(Usage.Position,
3, "b_position"), new VertexAttribute(Usage.ColorPacked, 4,
"b_color"));
triangleMesh.setVertices(new float[] { //
-1.5f, 1.0f, -6.0f, // point 1
Color.toFloatBits(1f, 0f, 0f, 1f), // color 1
-2.5f, -1.0f, -6.0f, // point 2
Color.toFloatBits(0f, 1f, 0f, 1f), // color 2
-0.5f, -1.0f, -6.0f,// point 3
Color.toFloatBits(0f, 0f, 1f, 1f) // color 3
});
triangleMesh.setIndices(new short[] { 0, 1, 2 });
squareMesh.setVertices(new float[] { 0.5f, -1.0f, -6.0f,// point BL
Color.toFloatBits(0.5f, 0.5f, 1f, 1f), // color 1
2.5f, -1.0f, -6.0f,// point BR
Color.toFloatBits(0.5f, 0.5f, 1f, 1f), // color 1
0.5f, 1.0f, -6.0f, // point TL
Color.toFloatBits(0.5f, 0.5f, 1f, 1f), // color 1
2.5f, 1.0f, -6.0f, // point TR
Color.toFloatBits(0.5f, 0.5f, 1f, 1f) // color 1
});
squareMesh.setIndices(new short[] { 0, 1, 2, 3 });
}
@Override
public void hide() {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
}
@Override
public void resize(int width, int height) {
float aspectRatio = (float) width / (float) height;
camera = new PerspectiveCamera(45, 2f * aspectRatio, 2f);
}
}
显示效果如下:

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