After several days of struggling I came here. I'm trying to pass a custom per-vertex vec3 attribute to a custom shader based on this tutorial. The tutorial describes how to pass a custom uniform which actually works fine. However when I'm trying to modify the code to pass my custom per-vertex attribute it seems that nothing is transferred to vertex shader and I can't figure out how to make it to work.
So far I've done the following:
I've created several boxes with modelBuilder.createBox() (so I know for sure every model has 24 vertexes)
Then I'v generated a FloatBuffer containing actual attribute data like this:
int[] data = new int[]{x1, y1, z1, x1, y1, z1, ...}
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(data.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
mAttributeBuffer = byteBuffer.asFloatBuffer();
mAttributeBuffer.put(data);
mAttributeBuffer.position(0);
Then I'm initializing the corresponding attribute location variable (successfully, a_coord >= 0):
a_coord = program.getAttributeLocation("a_coord");
After that on libgdx side in custom shader's render(Renderable)
method I'm passing the buffer to OpenGL like this:
program.setVertexAttribute(a_coord, 3, Gdx.gl20.GL_FLOAT, false, 0, mAttributeBuffer);
My custom vertex shader is as the following:
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord0;
uniform mat4 u_worldTrans;
uniform mat4 u_projTrans;
varying vec2 v_texCoord0;
//my custom attribute
attribute vec2 a_coord;
void main() {
v_texCoord0 = a_texCoord0;
float posY = a_position.y + a_coord.y;
gl_Position = u_projTrans * u_worldTrans * vec4(a_position.x, posY, a_position.z, 1.0);
}
The problem
At the moment a_coord is 0 for every vertex. What am I missing and how to correctly pass custom attribute to vertex shader?
I'm guessing the problem is somewhere in VBO field and the way libGDX passes attribute data to vertexes but I still can't figure out how to make it work.
I'll be glad if anyone can point me in the right direction on this question.
Complete code:
Main AplicationListener class:
public class ProtoGame implements ApplicationListener {
public ProtoGame()
{
super();
}
public PerspectiveCamera cam;
public CameraInputController camController;
public Model model;
public Array<ModelInstance> instances = new Array<ModelInstance>();
public ModelBatch modelBatch;
@Override
public void create () {
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(0f, 8f, 8f);
cam.lookAt(0,0,0);
cam.near = 1f;
cam.far = 300f;
cam.update();
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
ModelBuilder modelBuilder = new ModelBuilder();
model = modelBuilder.createBox(1f, 1f, 1f,
new Material(),
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal | VertexAttributes.Usage.TextureCoordinates);
Color colorU = new Color(), colorV = new Color();
for (int x = -5; x <= 5; x+=2) {
for (int z = -5; z<=5; z+=2) {
ModelInstance instance = new ModelInstance(model, x, 0, z);
//this is where I'll put per-vertex attribute data for every instance
//but for now it's hardcoded in the Shader class so the data is the same across instances
TestShader.DoubleColorAttribute attr = new TestShader.DoubleColorAttribute(TestShader.DoubleColorAttribute.DiffuseUV,
colorU.set((x+5f)/10f, 1f - (z+5f)/10f, 0, 1),
colorV.set(1f - (x+5f)/10f, 0, (z+5f)/10f, 1));
instance.materials.get(0).set(attr);
instances.add(instance);
}
}
modelBatch = new ModelBatch(new BaseShaderProvider() {
@Override
protected Shader createShader(Renderable renderable) {
return new TestShader();
}
});
}
@Override
public void render () {
camController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
for (ModelInstance instance : instances)
modelBatch.render(instance);
modelBatch.end();
}
@Override
public void dispose () {
model.dispose();
modelBatch.dispose();
}
}
Custom libgdx shader class:
public class TestShader implements Shader {
private FloatBuffer mAttributeBuffer;
ShaderProgram program;
Camera camera;
RenderContext context;
int u_projTrans;
int u_worldTrans;
int u_colorU;
int u_colorV;
int a_coord;
private static String getCustomVertexShader() {
return Gdx.files.internal("shader/test.vertex.glsl").readString();
}
private static String getCustomFragmentShader() {
return Gdx.files.internal("shader/test.fragment.glsl").readString();
}
@Override
public void init() {
program = new ShaderProgram(getCustomVertexShader(), getCustomFragmentShader());
if (!program.isCompiled())
throw new GdxRuntimeException(program.getLog());
//tutorial's logic to init custom uniform locations
u_projTrans = program.getUniformLocation("u_projTrans");
u_worldTrans = program.getUniformLocation("u_worldTrans");
u_colorU = program.getUniformLocation("u_colorU");
u_colorV = program.getUniformLocation("u_colorV");
//initing custom attribute location
a_coord = program.getAttributeLocation("a_coord");
//generating data and passing it to nio Buffer
float data[] = generateData();
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(data.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
mAttributeBuffer = byteBuffer.asFloatBuffer();
mAttributeBuffer.put(data);
mAttributeBuffer.position(0);
}
private float[] generateData() {
Vector3[] dataArray = new Vector3[1];
dataArray[0] = new Vector3(2, 2, 2);
int components = 3;
int vertexPerModel = 24;
float[] data = new float[dataArray.length * components * vertexPerModel];
for(int i = 0; i < dataArray.length; ++i){
int i3 = i * components;
for(int j = 0; j < vertexPerModel; ++j) {
int j3 = j * components;
data[i3 + 0 + j3] = dataArray[i].x;
data[i3 + 1 + j3] = dataArray[i].y;
data[i3 + 2 + j3] = dataArray[i].z;
}
}
return data;
}
@Override
public void dispose() {
program.dispose();
}
@Override
public void begin(Camera camera, RenderContext context) {
this.camera = camera;
this.context = context;
program.begin();
program.setUniformMatrix(u_projTrans, camera.combined);
context.setDepthTest(GL20.GL_LEQUAL);
context.setCullFace(GL20.GL_BACK);
}
@Override
public void render(Renderable renderable) {
program.setUniformMatrix(u_worldTrans, renderable.worldTransform);
//tutorial's logic to pass uniform
DoubleColorAttribute attribute = ((DoubleColorAttribute) renderable.material.get(DoubleColorAttribute.DiffuseUV));
program.setUniformf(u_colorU, attribute.color1.r, attribute.color1.g, attribute.color1.b);
program.setUniformf(u_colorV, attribute.color2.r, attribute.color2.g, attribute.color2.b);
//passing my custom attributes to the vertex shader
program.setVertexAttribute(a_coord, 3, Gdx.gl20.GL_FLOAT, false, 0, mAttributeBuffer);
renderable.mesh.render(program, renderable.primitiveType,
renderable.meshPartOffset, renderable.meshPartSize);
}
@Override
public void end() {
program.end();
}
@Override
public int compareTo(Shader other) {
return 0;
}
@Override
public boolean canRender(Renderable renderable) {
return renderable.material.has(DoubleColorAttribute.DiffuseUV);
}
}
Finally I was able to pass a custom attribute to vertex shader! Thanks a lot to @Xoppa for pointing me in the right direction.
This is the working solution I've got so far (I'm open for any further advices on how to implement it in a more elegant way):
First of all, as Xoppa stated in the comment it's required to create a model providing custom vertex structure while building it. So model creation may look like this:
VertexAttribute posAttr = new VertexAttribute(VertexAttributes.Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE);
...
VertexAttribute customVertexAttr = new VertexAttribute(512, 3, "a_custom");
VertexAttributes vertexAttributes = new VertexAttributes(
posAttr,
...
customVertexAttr);
ModelBuilder modelBuilder = new ModelBuilder();
modelBuilder.begin();
modelBuilder.
part("box", GL20.GL_TRIANGLES, vertexAttributes, new Material()).
box(1f, 1f, 1f);
model = modelBuilder.end();
Or the same with MeshBuilder
:
MeshBuilder meshBuilder = new MeshBuilder();
VertexAttributes vertexAttributes = new VertexAttributes(...);
meshBuilder.begin(vertexAttributes);
meshBuilder.part("box", GL20.GL_TRIANGLES);
meshBuilder.setColor(color);
meshBuilder.box(1f, 1f, 1f);
Mesh mesh = meshBuilder.end();
This code will create model with vertices containing additional data according to the provided attributes. It's time to fill the corresponding vertex array. You need a mesh for this - it stores vertices array - a flat array of packed attributes one after another vertex by vertex. So what you need is a number of attributes per vertex as well as an offset for attribute which needs to be modified. Mesh stores all that data:
Mesh mesh = model.meshes.get(0);
int numVertices = mesh.getNumVertices();
// vertex size and offset are in byte so we need to divide it by 4
int vertexSize = mesh.getVertexAttributes().vertexSize / 4;
//it's possible to use usage int here passed previously to VertexAttribute constructor.
VertexAttribute customAttribute = mesh.getVertexAttribute(512)
int offset = customAttribute.offset / 4;
float[] vertices = new float[numVertices * vertexSize];
mesh.getVertices(vertices);
We are ready to pass the data:
List<Vector3> customData ...
for(int i = 0; i < numVertices; ++i){
int index = i * vertexSize + offset;
vertices[index + 0] = customData.get(i).x;
vertices[index + 1] = customData.get(i).y;
vertices[index + 2] = customData.get(i).z;
}
And don't forget to pass the updated vertices array back to the mesh:
mesh.updateVertices(0, vertices);
That's it.
Here's also an implementation of a helper method to create a mix of default attributes using Usage
flags alongside with custom attributes:
private VertexAttributes createMixedVertexAttribute(int defaultAtributes, List<VertexAttribute> customAttributes){
VertexAttributes defaultAttributes = MeshBuilder.createAttributes(defaultAtributes);
List<VertexAttribute> attributeList = new ArrayList<VertexAttribute>();
for(VertexAttribute attribute: defaultAttributes){
attributeList.add(attribute);
}
attributeList.addAll(customAttributes);
VertexAttribute[] typeArray = new VertexAttribute[0];
VertexAttributes mixedVertexAttributes = new VertexAttributes(attributeList.toArray(typeArray));
return mixedVertexAttributes;
}
The full source:
public class ProtoGame implements ApplicationListener {
private static final int CUSTOM_ATTRIBUTE_USAGE = 512;
public ProtoGame()
{
super();
}
public PerspectiveCamera cam;
public CameraInputController camController;
public Model model;
public Array<ModelInstance> instances = new Array<ModelInstance>();
public ModelBatch modelBatch;
@Override
public void create () {
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(0f, 8f, 8f);
cam.lookAt(0, 0, 0);
cam.near = 1f;
cam.far = 300f;
cam.update();
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
Model model = createModelWithCustomAttributes();
Mesh mesh = model.meshes.get(0);
setCustomAttributeData(mesh);
Color colorU = new Color(), colorV = new Color();
for (int x = -5; x <= 5; x+=2) {
for (int z = -5; z<=5; z+=2) {
ModelInstance instance = new ModelInstance(model, x, 0, z);
TestShader.DoubleColorAttribute attr = new TestShader.DoubleColorAttribute(TestShader.DoubleColorAttribute.DiffuseUV,
colorU.set((x+5f)/10f, 1f - (z+5f)/10f, 0, 1),
colorV.set(1f - (x+5f)/10f, 0, (z+5f)/10f, 1));
instance.materials.get(0).set(attr);
instances.add(instance);
}
}
modelBatch = new ModelBatch(new BaseShaderProvider() {
@Override
protected Shader createShader(Renderable renderable) {
return new TestShader();
}
});
}
@Override
public void render () {
camController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
for (ModelInstance instance : instances)
modelBatch.render(instance);
modelBatch.end();
}
private Model createModelWithCustomAttributes() {
int defaultAttributes = VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal | VertexAttributes.Usage.TextureCoordinates;
VertexAttribute customVertexAttr = new VertexAttribute(CUSTOM_ATTRIBUTE_USAGE, 3, "a_custom");
List<VertexAttribute> customAttributeList = new ArrayList<VertexAttribute>();
customAttributeList.add(customVertexAttr);
VertexAttributes vertexAttributes = createMixedVertexAttribute(defaultAttributes, customAttributeList);
ModelBuilder modelBuilder = new ModelBuilder();
modelBuilder.begin();
modelBuilder.
part("box", GL20.GL_TRIANGLES, vertexAttributes, new Material()).
box(1f, 1f, 1f);
return modelBuilder.end();
}
private void setCustomAttributeData(Mesh mesh) {
int numVertices = mesh.getNumVertices();
int vertexSize = mesh.getVertexAttributes().vertexSize / 4;
int offset = mesh.getVertexAttribute(CUSTOM_ATTRIBUTE_USAGE).offset / 4;
float[] vertices = new float[numVertices * vertexSize];
mesh.getVertices(vertices);
for(int i = 0; i < numVertices; ++i){
int index = i * vertexSize + offset;
vertices[index + 0] = i;
vertices[index + 1] = i;
vertices[index + 2] = i;
}
mesh.updateVertices(0, vertices);
}
@Override
public void dispose () {
model.dispose();
modelBatch.dispose();
}
private VertexAttributes createMixedVertexAttribute(int defaultAtributes, List<VertexAttribute> customAttributes){
VertexAttributes defaultAttributes = MeshBuilder.createAttributes(defaultAtributes);
List<VertexAttribute> attributeList = new ArrayList<VertexAttribute>();
for(VertexAttribute attribute: defaultAttributes){
attributeList.add(attribute);
}
attributeList.addAll(customAttributes);
VertexAttribute[] typeArray = new VertexAttribute[0];
VertexAttributes mixedVertexAttributes = new VertexAttributes(attributeList.toArray(typeArray));
return mixedVertexAttributes;
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
Vertex shader:
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord0;
uniform mat4 u_worldTrans;
uniform mat4 u_projTrans;
varying vec2 v_texCoord0;
attribute vec3 a_custom;
void main() {
v_texCoord0 = a_texCoord0;
float posX = a_position.x + a_custom.x;
float posY = a_position.y + a_custom.y;
float posZ = a_position.z + a_custom.z;
gl_Position = u_projTrans * u_worldTrans * vec4(posX, posY, posZ, 1.0);
}
Fragment shader
#ifdef GL_ES
precision mediump float;
#endif
uniform vec3 u_colorU;
uniform vec3 u_colorV;
varying vec2 v_texCoord0;
void main() {
gl_FragColor = vec4(v_texCoord0.x * u_colorU + v_texCoord0.y * u_colorV, 1.0);
}