libgdx利用mesh生成2d游戏自定义地形

首先来看看效果:


原理:分为两部分,上面的是线条,下面是多边形, 所以需要两个Mesh(点的数据就是随便模拟了几个)

1.地下部分

地下部分

原理:根据顶点数据+底部的点组成一些列的点 这些点放入Mesh画出来。

points.add(new Vector2(114, 240));
//points.add(new Vector2(800, 240));
points.add(new Vector2(268, 434));
points.add(new Vector2(400, 450));
points.add(new Vector2(626, 257));
points.add(new Vector2(921, 244));

linepoints.addAll(points);
stage.addActor(new GroundActor(points));

下面来GroundActor的写法

1.定义shader

ShaderProgram shader;

shader = new ShaderProgram(Gdx.files.internal("surface_vertex.gles"), Gdx.files.internal     ("surface_fragment.gles"));

surface_vertex.gles

attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_worldView;

varying vec4 v_color;
varying vec2 v_texCoords;
void main()
{
 v_color = vec4(1, 1, 1, 1);
 gl_Position =  u_worldView * a_position;
 v_texCoords = a_texCoord0;
}

surface_fragment.gles

#ifdef GL_ES    
        precision mediump float;
#endif
varying vec2 v_texCoords;
uniform sampler2D u_texture;
varying vec4 v_color;

void main(){    
        gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
}

2.定义mesh

Mesh mesh;
mesh = new Mesh(true, points.size * 2, points.size * 2,        
new VertexAttribute(VertexAttributes.Usage.Position, 2, "a_position"),        
new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, "a_texCoord0"));

3.定义Texture

private final Texture texture;
texture = new Texture("tile.png");
texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
texture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);

4.解析顶点数据

//每个顶点需要占4个位置, 点坐标2个,纹理坐标2个,根据上面的顶点生成一个相应的底部顶点
//总共需要points.size * 2个顶点, 每个顶点占4个位置
float vertexs[] = new float[2 * 2 * 2 * points.size];

int offset = 0;
for (Vector2 point : points){    
//下面的顶点 比如顶点2
 vertexs[offset + 0] = point.x;  //横坐标
 vertexs[offset + 1] = 0;    //纵坐标,顶部的点Y都是0
 vertexs[offset + 2] = point.x / texture.getWidth();    //纹理坐标,横轴
 vertexs[offset + 3] = 0;    //纹理坐标

//上面的顶点 比如1 
 vertexs[offset + 4] = point.x;    
 vertexs[offset + 5] = point.y;    
 vertexs[offset + 6] = point.x / texture.getWidth();    
 vertexs[offset + 7] = point.y / texture.getHeight();    

offset += 8;
}

//设置顶点数据到mesh中
mesh.setVertices(vertexs);
short[] indices1 = new short[points.size * 2];
for (int i = 0; i < indices1.length; i++){   
  indices1[i] = (short) i;
}
//设置索引,就是依顺序0,1,2,3,4,5,6,7,8,9...
mesh.setIndices(indices1);

5.把Mesh画出来

Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);

//把stage的相机绑定在mesh上
shader.begin();shader.setUniformMatrix("u_worldView", getStage().getCamera().combined);texture.bind(0);
mesh.render(shader, GL20.GL_TRIANGLE_STRIP);
shader.end();

Gdx.gl.glDisable(GL20.GL_BLEND);

至此底部的地形就画出来了,剩下的就是上面部分

Paste_Image.png

这部分原理差不多,只是生成点的方式不一样而已

Paste_Image.png

只需要生成顶点的时候上移和下移一下就好了。

int offset = 0;
Vector2 pt = new Vector2();
for (int i = 0; i < points.size; ++i){    
  pt.set(points.get(i).cpy());    
  vertexs[offset + 0] = pt.x;    
  vertexs[offset + 1] = pt.y - texture.getHeight() / 2f;    //下移一段距离
  vertexs[offset + 2] = pt.x / texture.getWidth();   
  vertexs[offset + 3] = 1;    
  vertexs[offset + 4] = pt.x;    
  vertexs[offset + 5] = pt.y + texture.getHeight() / 2f;    //上移一段距离 其他的都一样
  vertexs[offset + 6] = pt.x / texture.getWidth();    
  vertexs[offset + 7] = 0;    

  offset += 8;
}

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完整代码(groundActor):

public class GroundActor extends Actor{

    ShaderProgram shader;
    Mesh mesh;
    Array<Vector2> points;
    private final Texture texture;

    public GroundActor(Array<Vector2> points){
        this.points = points;

        texture = new Texture("tile.png");
        texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
        texture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);

        float vertexs[] = new float[2 * 2 * 2 * points.size];

        int offset = 0;
        for (Vector2 point : points){
            vertexs[offset + 0] = point.x;
            vertexs[offset + 1] = 0;
            vertexs[offset + 2] = point.x / texture.getWidth();
            vertexs[offset + 3] = 0;

            vertexs[offset + 4] = point.x;
            vertexs[offset + 5] = point.y;
            vertexs[offset + 6] = point.x / texture.getWidth();
            vertexs[offset + 7] = point.y / texture.getHeight();

            offset += 8;
        }

        shader = new ShaderProgram(Gdx.files.internal("surface_vertex.gles"), Gdx.files.internal
                ("surface_fragment.gles"));

        mesh = new Mesh(true, points.size * 2, points.size * 2,
                new VertexAttribute(VertexAttributes.Usage.Position, 2, "a_position"),
                new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, "a_texCoord0"));

        mesh.setVertices(vertexs);

        short[] indices1 = new short[points.size * 2];

        for (int i = 0; i < indices1.length; i++){
            indices1[i] = (short) i;
        }

        mesh.setIndices(indices1);
    }

    @Override
    public void draw(Batch batch, float parentAlpha) {
        super.draw(batch, parentAlpha);
        Gdx.gl.glEnable(GL20.GL_BLEND);
        Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);

        shader.begin();
        shader.setUniformMatrix("u_worldView", getStage().getCamera().combined);
        texture.bind(0);
        mesh.render(shader, GL20.GL_TRIANGLE_STRIP);
        shader.end();

        Gdx.gl.glDisable(GL20.GL_BLEND);
    }
}

完整的代码(LineActor)

public class LineActor extends Actor{
    ShaderProgram shader;
    Mesh mesh;
    Array<Vector2> points;
    private Texture texture;

    public LineActor(Array<Vector2> points){
        this.points = points;

        texture = new Texture("line.png");
        texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
        texture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);

        float vertexs[] = new float[2 * 2 * 2 * points.size];

        int offset = 0;
        Vector2 pt = new Vector2();
        for (int i = 0; i < points.size; ++i){
            pt.set(points.get(i).cpy());

            vertexs[offset + 0] = pt.x;
            vertexs[offset + 1] = pt.y - texture.getHeight() / 2f;
            vertexs[offset + 2] = pt.x / texture.getWidth();
            vertexs[offset + 3] = 1;

            vertexs[offset + 4] = pt.x;
            vertexs[offset + 5] = pt.y + texture.getHeight() / 2f;
            vertexs[offset + 6] = pt.x / texture.getWidth();
            vertexs[offset + 7] = 0;

            offset += 8;
        }

        shader = new ShaderProgram(Gdx.files.internal("surface_vertex.gles"), Gdx.files.internal
                ("surface_fragment.gles"));

        mesh = new Mesh(true, points.size * 2, points.size * 2,
                new VertexAttribute(VertexAttributes.Usage.Position, 2, ShaderProgram.POSITION_ATTRIBUTE),
                new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, ShaderProgram
                        .TEXCOORD_ATTRIBUTE + "0"));

        mesh.setVertices(vertexs);

        short[] indices1 = new short[points.size * 2];

        for (int i = 0; i < indices1.length; i++){
            indices1[i] = (short) i;
        }

        mesh.setIndices(indices1);
    }

    @Override
    public void draw(Batch batch, float parentAlpha) {
        super.draw(batch, parentAlpha);

        Gdx.gl.glEnable(GL20.GL_BLEND);
        Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);

        texture.bind();
        shader.begin();
        shader.setUniformMatrix("u_worldView", getStage().getCamera().combined);
        mesh.render(shader, GL20.GL_TRIANGLE_STRIP);
        shader.end();

        Gdx.gl.glDisable(GL20.GL_BLEND);
    }
}
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