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Example 66 with Texture

use of com.badlogic.gdx.graphics.Texture in project libgdx by libgdx.

the class VehicleTest method create.

@Override
public void create() {
    super.create();
    instructions = "Tap to shoot\nArrow keys to drive\nR to reset\nLong press to toggle debug mode\nSwipe for next test";
    final Model chassisModel = objLoader.loadModel(Gdx.files.internal("data/car.obj"));
    disposables.add(chassisModel);
    chassisModel.materials.get(0).clear();
    chassisModel.materials.get(0).set(ColorAttribute.createDiffuse(Color.RED), ColorAttribute.createSpecular(Color.WHITE));
    final Model wheelModel = objLoader.loadModel(Gdx.files.internal("data/wheel.obj"));
    disposables.add(wheelModel);
    wheelModel.materials.get(0).clear();
    wheelModel.materials.get(0).set(ColorAttribute.createDiffuse(Color.BLACK), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(128));
    Texture checkboard = new Texture(Gdx.files.internal("data/g3d/checkboard.png"));
    final Model largeGroundModel = modelBuilder.createBox(200f, 2f, 200f, new Material(TextureAttribute.createDiffuse(checkboard), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(16f)), Usage.Position | Usage.Normal | Usage.TextureCoordinates);
    largeGroundModel.manageDisposable(checkboard);
    disposables.add(largeGroundModel);
    world.addConstructor("largeground", new BulletConstructor(largeGroundModel, 0f));
    BoundingBox bounds = new BoundingBox();
    Vector3 chassisHalfExtents = chassisModel.calculateBoundingBox(bounds).getDimensions(new Vector3()).scl(0.5f);
    Vector3 wheelHalfExtents = wheelModel.calculateBoundingBox(bounds).getDimensions(new Vector3()).scl(0.5f);
    world.addConstructor("chassis", new BulletConstructor(chassisModel, 5f, new btBoxShape(chassisHalfExtents)));
    world.addConstructor("wheel", new BulletConstructor(wheelModel, 0, null));
    for (int i = 0; i < 1000; i += 200) world.add("largeground", 0f, -1f, i);
    chassis = world.add("chassis", 0, 3f, 0);
    wheels[0] = world.add("wheel", 0, 0, 0);
    wheels[1] = world.add("wheel", 0, 0, 0);
    wheels[2] = world.add("wheel", 0, 0, 0);
    wheels[3] = world.add("wheel", 0, 0, 0);
    // Create the vehicle
    raycaster = getRaycaster();
    tuning = new btVehicleTuning();
    vehicle = new btRaycastVehicle(tuning, (btRigidBody) chassis.body, raycaster);
    chassis.body.setActivationState(Collision.DISABLE_DEACTIVATION);
    ((btDynamicsWorld) world.collisionWorld).addVehicle(vehicle);
    vehicle.setCoordinateSystem(0, 1, 2);
    btWheelInfo wheelInfo;
    Vector3 point = new Vector3();
    Vector3 direction = new Vector3(0, -1, 0);
    Vector3 axis = new Vector3(-1, 0, 0);
    wheelInfo = vehicle.addWheel(point.set(chassisHalfExtents).scl(0.9f, -0.8f, 0.7f), direction, axis, wheelHalfExtents.z * 0.3f, wheelHalfExtents.z, tuning, true);
    wheelInfo = vehicle.addWheel(point.set(chassisHalfExtents).scl(-0.9f, -0.8f, 0.7f), direction, axis, wheelHalfExtents.z * 0.3f, wheelHalfExtents.z, tuning, true);
    wheelInfo = vehicle.addWheel(point.set(chassisHalfExtents).scl(0.9f, -0.8f, -0.5f), direction, axis, wheelHalfExtents.z * 0.3f, wheelHalfExtents.z, tuning, false);
    wheelInfo = vehicle.addWheel(point.set(chassisHalfExtents).scl(-0.9f, -0.8f, -0.5f), direction, axis, wheelHalfExtents.z * 0.3f, wheelHalfExtents.z, tuning, false);
}
Also used : com.badlogic.gdx.physics.bullet.collision.btBoxShape(com.badlogic.gdx.physics.bullet.collision.btBoxShape) com.badlogic.gdx.physics.bullet.dynamics.btRaycastVehicle(com.badlogic.gdx.physics.bullet.dynamics.btRaycastVehicle) com.badlogic.gdx.physics.bullet.dynamics.btWheelInfo(com.badlogic.gdx.physics.bullet.dynamics.btWheelInfo) com.badlogic.gdx.physics.bullet.dynamics.btRaycastVehicle.btVehicleTuning(com.badlogic.gdx.physics.bullet.dynamics.btRaycastVehicle.btVehicleTuning) Material(com.badlogic.gdx.graphics.g3d.Material) Vector3(com.badlogic.gdx.math.Vector3) Texture(com.badlogic.gdx.graphics.Texture) com.badlogic.gdx.physics.bullet.dynamics.btRigidBody(com.badlogic.gdx.physics.bullet.dynamics.btRigidBody) com.badlogic.gdx.physics.bullet.dynamics.btDynamicsWorld(com.badlogic.gdx.physics.bullet.dynamics.btDynamicsWorld) BoundingBox(com.badlogic.gdx.math.collision.BoundingBox) Model(com.badlogic.gdx.graphics.g3d.Model)

Example 67 with Texture

use of com.badlogic.gdx.graphics.Texture in project libgdx by libgdx.

the class MoveSpriteExample method create.

public void create() {
    // create a SpriteBatch with which to render the sprite
    batch = new SpriteBatch();
    // load the sprite's texture. note: usually you have more than
    // one sprite in a texture, see {@see TextureAtlas} and {@see TextureRegion}.
    texture = new Texture(Gdx.files.internal("data/bobargb8888-32x32.png"));
    // create an {@link OrthographicCamera} which is used to transform
    // touch coordinates to world coordinates.
    camera = new OrthographicCamera();
    // we want the camera to setup a viewport with pixels as units, with the
    // y-axis pointing upwards. The origin will be in the lower left corner
    // of the screen.
    camera.setToOrtho(false);
}
Also used : OrthographicCamera(com.badlogic.gdx.graphics.OrthographicCamera) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) Texture(com.badlogic.gdx.graphics.Texture)

Example 68 with Texture

use of com.badlogic.gdx.graphics.Texture in project libgdx by libgdx.

the class HeightMapTest method create.

@Override
public void create() {
    super.create();
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
    environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1.0f, -0.8f));
    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
    int w = 20, h = 20;
    Pixmap data = new Pixmap(Gdx.files.internal("data/g3d/heightmap.png"));
    field = new HeightField(true, data, true, Usage.Position | Usage.Normal | Usage.ColorUnpacked | Usage.TextureCoordinates);
    data.dispose();
    field.corner00.set(-10f, 0, -10f);
    field.corner10.set(10f, 0, -10f);
    field.corner01.set(-10f, 0, 10f);
    field.corner11.set(10f, 0, 10f);
    field.color00.set(0, 0, 1, 1);
    field.color01.set(0, 1, 1, 1);
    field.color10.set(1, 0, 1, 1);
    field.color11.set(1, 1, 1, 1);
    field.magnitude.set(0f, 5f, 0f);
    field.update();
    ground = new Renderable();
    ground.environment = environment;
    ground.meshPart.mesh = field.mesh;
    ground.meshPart.primitiveType = GL20.GL_TRIANGLES;
    ground.meshPart.offset = 0;
    ground.meshPart.size = field.mesh.getNumIndices();
    ground.meshPart.update();
    ground.material = new Material(TextureAttribute.createDiffuse(texture));
}
Also used : Renderable(com.badlogic.gdx.graphics.g3d.Renderable) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) Environment(com.badlogic.gdx.graphics.g3d.Environment) Material(com.badlogic.gdx.graphics.g3d.Material) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) Texture(com.badlogic.gdx.graphics.Texture) Pixmap(com.badlogic.gdx.graphics.Pixmap)

Example 69 with Texture

use of com.badlogic.gdx.graphics.Texture in project libgdx by libgdx.

the class MeshBuilderTest method create.

@Override
public void create() {
    super.create();
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
    environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1.0f, -0.8f));
    modelsWindow.setVisible(false);
    Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
    Material material = new Material(TextureAttribute.createDiffuse(texture));
    MeshBuilder meshBuilder = new MeshBuilder();
    meshBuilder.begin(Usage.Position | Usage.Normal | Usage.ColorPacked | Usage.TextureCoordinates, GL20.GL_TRIANGLES);
    meshBuilder.box(1f, 1f, 1f);
    Mesh mesh = new Mesh(true, meshBuilder.getNumVertices(), meshBuilder.getNumIndices(), meshBuilder.getAttributes());
    mesh = meshBuilder.end(mesh);
    ModelBuilder modelBuilder = new ModelBuilder();
    modelBuilder.begin();
    modelBuilder.manage(texture);
    modelBuilder.node().id = "box";
    MeshPartBuilder mpb = modelBuilder.part("box", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
    mpb.setColor(Color.RED);
    mpb.box(1f, 1f, 1f);
    modelBuilder.node().id = "sphere";
    mpb = modelBuilder.part("sphere", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
    mpb.sphere(2f, 2f, 2f, 10, 5);
    modelBuilder.node().id = "cone";
    mpb = modelBuilder.part("cone", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
    mpb.setVertexTransform(new Matrix4().rotate(Vector3.X, -45f));
    mpb.cone(2f, 3f, 1f, 8);
    modelBuilder.node().id = "cylinder";
    mpb = modelBuilder.part("cylinder", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
    mpb.setUVRange(1f, 1f, 0f, 0f);
    mpb.cylinder(2f, 4f, 3f, 15);
    modelBuilder.node().id = "mesh";
    mpb = modelBuilder.part("mesh", GL20.GL_TRIANGLES, mesh.getVertexAttributes(), material);
    Matrix4 transform = new Matrix4();
    mpb.setVertexTransform(transform.setToTranslation(0, 2, 0));
    mpb.addMesh(mesh);
    mpb.setColor(Color.BLUE);
    mpb.setVertexTransform(transform.setToTranslation(1, 1, 0));
    mpb.addMesh(mesh);
    mpb.setColor(null);
    mpb.setVertexTransform(transform.setToTranslation(-1, 1, 0).rotate(Vector3.X, 45));
    mpb.addMesh(mesh);
    mpb.setVertexTransform(transform.setToTranslation(0, 1, 1));
    mpb.setUVRange(0.75f, 0.75f, 0.25f, 0.25f);
    mpb.addMesh(mesh);
    model = modelBuilder.end();
    instances.add(new ModelInstance(model, new Matrix4().trn(0f, 0f, 0f), "mesh", true));
    instances.add(new ModelInstance(model, new Matrix4().trn(-5f, 0f, -5f), "box", true));
    instances.add(new ModelInstance(model, new Matrix4().trn(5f, 0f, -5f), "sphere", true));
    instances.add(new ModelInstance(model, new Matrix4().trn(-5f, 0f, 5f), "cone", true));
    instances.add(new ModelInstance(model, new Matrix4().trn(5f, 0f, 5f), "cylinder", true));
}
Also used : ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) MeshBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshBuilder) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) Environment(com.badlogic.gdx.graphics.g3d.Environment) Mesh(com.badlogic.gdx.graphics.Mesh) Material(com.badlogic.gdx.graphics.g3d.Material) MeshPartBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) Texture(com.badlogic.gdx.graphics.Texture) Matrix4(com.badlogic.gdx.math.Matrix4)

Example 70 with Texture

use of com.badlogic.gdx.graphics.Texture in project libgdx by libgdx.

the class GwtTest method create.

@Override
public void create() {
    Preferences pref = Gdx.app.getPreferences("test");
    boolean resultb = pref.getBoolean("test");
    int resulti = pref.getInteger("test");
    shader = new ShaderProgram(Gdx.files.internal("data/shaders/shader-vs.glsl"), Gdx.files.internal("data/shaders/shader-fs.glsl"));
    if (!shader.isCompiled())
        throw new GdxRuntimeException(shader.getLog());
    mesh = new Mesh(VertexDataType.VertexBufferObject, true, 6, 0, VertexAttribute.Position(), VertexAttribute.TexCoords(0));
    mesh.setVertices(new float[] { -0.5f, -0.5f, 0, 0, 1, 0.5f, -0.5f, 0, 1, 1, 0.5f, 0.5f, 0, 1, 0, 0.5f, 0.5f, 0, 1, 0, -0.5f, 0.5f, 0, 0, 0, -0.5f, -0.5f, 0, 0, 1 });
    texture = new Texture(new Pixmap(Gdx.files.internal("data/badlogic.jpg")), true);
    texture.setFilter(TextureFilter.MipMap, TextureFilter.Linear);
    String params = Gdx.files.internal("data/gwttestparams.txt").readString();
    numSprites = Integer.parseInt(params);
    batch = new SpriteBatch();
    positions = new ArrayList<Vector2>();
    for (int i = 0; i < numSprites; i++) {
        positions.add(new Vector2(MathUtils.random() * Gdx.graphics.getWidth(), MathUtils.random() * Gdx.graphics.getHeight()));
    }
    sprite = new Sprite(texture);
    sprite.setSize(64, 64);
    sprite.setOrigin(32, 32);
    font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), false);
    cache = font.newFontCache();
    cache.setColor(Color.RED);
    cache.setText("This is a Test", 0, 0);
    atlas = new TextureAtlas(Gdx.files.internal("data/pack"));
}
Also used : Sprite(com.badlogic.gdx.graphics.g2d.Sprite) Mesh(com.badlogic.gdx.graphics.Mesh) Texture(com.badlogic.gdx.graphics.Texture) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) GdxRuntimeException(com.badlogic.gdx.utils.GdxRuntimeException) ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram) Vector2(com.badlogic.gdx.math.Vector2) TextureAtlas(com.badlogic.gdx.graphics.g2d.TextureAtlas) Preferences(com.badlogic.gdx.Preferences) BitmapFont(com.badlogic.gdx.graphics.g2d.BitmapFont) Pixmap(com.badlogic.gdx.graphics.Pixmap)

Aggregations

Texture (com.badlogic.gdx.graphics.Texture)235 TextureRegion (com.badlogic.gdx.graphics.g2d.TextureRegion)78 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)62 Pixmap (com.badlogic.gdx.graphics.Pixmap)56 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)35 Stage (com.badlogic.gdx.scenes.scene2d.Stage)35 Sprite (com.badlogic.gdx.graphics.g2d.Sprite)26 Skin (com.badlogic.gdx.scenes.scene2d.ui.Skin)21 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)20 Image (com.badlogic.gdx.scenes.scene2d.ui.Image)19 InputEvent (com.badlogic.gdx.scenes.scene2d.InputEvent)17 TextureAtlas (com.badlogic.gdx.graphics.g2d.TextureAtlas)16 Label (com.badlogic.gdx.scenes.scene2d.ui.Label)16 TextureRegionDrawable (com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable)16 Table (com.badlogic.gdx.scenes.scene2d.ui.Table)14 Material (com.badlogic.gdx.graphics.g3d.Material)12 GdxRuntimeException (com.badlogic.gdx.utils.GdxRuntimeException)12 Actor (com.badlogic.gdx.scenes.scene2d.Actor)11 ClickListener (com.badlogic.gdx.scenes.scene2d.utils.ClickListener)11 FileHandle (com.badlogic.gdx.files.FileHandle)10