Class IntRenderable
It defines what (the shape), how (the material) and where (the transform) should be rendered by which shader.
The shape is defined using the mesh, meshPartOffset, meshPartSize and primitiveType members. This matches the members of the
IntMeshPart
class. The meshPartOffset is used to specify the offset within the mesh and the meshPartSize is used to
specify the part (in total number of vertices) to render. If the mesh is indexed (which is when IntMesh.getNumIndices()
>
0) then both values are in number of indices within the indices array of the mesh, otherwise they are in number of vertices
within the vertices array of the mesh. Note that some classes might require the mesh to be indexed.
The material
and (optional) environment
values are combined to specify how the shape should look like.
Typically these are used to specify uniform values or other OpenGL state changes. When a value is present in both the
material
and environment
, then the value of the material
will be used.
Renderables can be rendered directly using a IntShader
(in which case the shader
member is ignored). Though more
typically Renderables are rendered via a IntModelBatch
, either directly, or by passing a IntRenderableProvider
like
IntModelInstance
to the RenderBatch.
A ModelInstance returns all Renderables via its IntModelInstance.getRenderables(Array, Pool)
method. In which case the
value of IntModelInstance.userData
will be set to the userData
member. The userData
member can be used
to pass additional data to the shader. However, in most scenario's it is advised to use the material
or
environment
member with custom Attribute
s to pass data to the shader.
In some cases, (for example for non-hierarchical basic game objects requiring only a single draw call) it is possible to extend
the Renderable class and add additional fields to pass to the shader. While extending the Renderable class can be useful, the
shader should not rely on it. Similar to the userData
member it is advised to use the material
and
environment
members to pass data to the shader.
When using a ModelBatch to render a Renderable, The Renderable and all its values must not be changed in between the call to
IntModelBatch.begin(com.badlogic.gdx.graphics.Camera)
and IntModelBatch.end()
. Therefor Renderable instances cannot
be reused for multiple render calls.
When the shader
member of the Renderable is set, the IntShaderProvider
of the IntModelBatch
may decide to
use that shader instead of the default shader. Therefor, to assure the default shader is used, the shader
member must
be set to null.
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Field Summary
Modifier and TypeFieldDescriptioncom.badlogic.gdx.math.Matrix4[]
The bone transformations used for skinning, or null if not applicable.TheEnvironment
to be used to render this Renderable, may be null.TheMaterial
to be applied to the shape (part of the mesh), must not be null.final IntMeshPart
TheIntMeshPart
that contains the shape to renderTheIntShader
to be used to render this Renderable using aIntModelBatch
, may be null.User definable value, may be null.final com.badlogic.gdx.math.Matrix4
Used to specify the transformations (like translation, scale and rotation) to apply to the shape. -
Constructor Summary
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Method Summary
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Field Details
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worldTransform
public final com.badlogic.gdx.math.Matrix4 worldTransformUsed to specify the transformations (like translation, scale and rotation) to apply to the shape. In other words: it is used to transform the vertices from model space into world space. -
meshPart
TheIntMeshPart
that contains the shape to render -
material
TheMaterial
to be applied to the shape (part of the mesh), must not be null.- See Also:
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environment
TheEnvironment
to be used to render this Renderable, may be null. When specified it will be combined by the shader with thematerial
. When both the material and environment contain an attribute of the same type, the attribute of the material will be used. -
bones
public com.badlogic.gdx.math.Matrix4[] bonesThe bone transformations used for skinning, or null if not applicable. When specified and the mesh contains one or moreVertexAttributes.Usage.BoneWeight
vertex attributes, then the BoneWeight index is used as index in the array. If the array isn't large enough then the identity matrix is used. Each BoneWeight weight is used to combine multiple bones into a single transformation matrix, which is used to transform the vertex to model space. In other words: the bone transformation is applied prior to theworldTransform
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shader
TheIntShader
to be used to render this Renderable using aIntModelBatch
, may be null. It is not guaranteed that the shader will be used, the usedIntShaderProvider
is responsible for actually choosing the correct shader to use. -
userData
User definable value, may be null.
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Constructor Details
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IntRenderable
public IntRenderable()
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Method Details
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set
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