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Example 21 with Material

use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.

the class FrustumCullingTest method createFrustumModel.

public static Model createFrustumModel(final Vector3... p) {
    ModelBuilder builder = new ModelBuilder();
    builder.begin();
    MeshPartBuilder mpb = builder.part("", GL20.GL_LINES, Usage.Position | Usage.Normal, new Material(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE)));
    mpb.vertex(p[0].x, p[0].y, p[0].z, 0, 0, 1, p[1].x, p[1].y, p[1].z, 0, 0, 1, p[2].x, p[2].y, p[2].z, 0, 0, 1, p[3].x, p[3].y, p[3].z, 0, 0, // near
    1, p[4].x, p[4].y, p[4].z, 0, 0, -1, p[5].x, p[5].y, p[5].z, 0, 0, -1, p[6].x, p[6].y, p[6].z, 0, 0, -1, p[7].x, p[7].y, p[7].z, 0, 0, -1);
    mpb.index((short) 0, (short) 1, (short) 1, (short) 2, (short) 2, (short) 3, (short) 3, (short) 0);
    mpb.index((short) 4, (short) 5, (short) 5, (short) 6, (short) 6, (short) 7, (short) 7, (short) 4);
    mpb.index((short) 0, (short) 4, (short) 1, (short) 5, (short) 2, (short) 6, (short) 3, (short) 7);
    return builder.end();
}
Also used : ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) Material(com.badlogic.gdx.graphics.g3d.Material) MeshPartBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)

Example 22 with Material

use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.

the class PointSpriteParticleBatch method allocRenderable.

protected void allocRenderable() {
    renderable = new Renderable();
    renderable.meshPart.primitiveType = GL20.GL_POINTS;
    renderable.meshPart.offset = 0;
    renderable.material = new Material(new BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA, 1f), new DepthTestAttribute(GL20.GL_LEQUAL, false), TextureAttribute.createDiffuse((Texture) null));
}
Also used : Renderable(com.badlogic.gdx.graphics.g3d.Renderable) BlendingAttribute(com.badlogic.gdx.graphics.g3d.attributes.BlendingAttribute) Material(com.badlogic.gdx.graphics.g3d.Material) DepthTestAttribute(com.badlogic.gdx.graphics.g3d.attributes.DepthTestAttribute)

Example 23 with Material

use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.

the class KTXTest method create.

@Override
public void create() {
    // Cubemap test
    String cubemapVS = //
    "" + //
    "attribute vec3 a_position;\n" + //
    "uniform mat4 u_projViewTrans;\n" + //
    "uniform mat4 u_worldTrans;\n" + //
    "\n" + //
    "varying vec3 v_cubeMapUV;\n" + //
    "\n" + //
    "void main() {\n" + //
    "   vec4 g_position = vec4(a_position, 1.0);\n" + //
    "   g_position = u_worldTrans * g_position;\n" + //
    "   v_cubeMapUV = normalize(g_position.xyz);\n" + //
    "   gl_Position = u_projViewTrans * g_position;\n" + "}";
    String cubemapFS = //
    "" + //
    "#ifdef GL_ES\n" + //
    "precision mediump float;\n" + //
    "#endif\n" + //
    "uniform samplerCube u_environmentCubemap;\n" + //
    "varying vec3 v_cubeMapUV;\n" + //
    "void main() {\n" + //
    "	gl_FragColor = vec4(textureCube(u_environmentCubemap, v_cubeMapUV).rgb, 1.0);\n" + "}\n";
    modelBatch = new ModelBatch(new DefaultShaderProvider(new Config(cubemapVS, cubemapFS)));
    cubemap = new Cubemap(new KTXTextureData(Gdx.files.internal("data/cubemap.zktx"), true));
    cubemap.setFilter(TextureFilter.MipMapLinearLinear, TextureFilter.Linear);
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.1f, 0.1f, 0.1f, 1.f));
    environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1.0f, -0.8f));
    environment.set(new CubemapAttribute(CubemapAttribute.EnvironmentMap, cubemap));
    perspectiveCamera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    perspectiveCamera.position.set(10f, 10f, 10f);
    perspectiveCamera.lookAt(0, 0, 0);
    perspectiveCamera.near = 0.1f;
    perspectiveCamera.far = 300f;
    perspectiveCamera.update();
    ModelBuilder modelBuilder = new ModelBuilder();
    model = modelBuilder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position | Usage.Normal);
    instance = new ModelInstance(model);
    Gdx.input.setInputProcessor(new InputMultiplexer(this, inputController = new CameraInputController(perspectiveCamera)));
    // 2D texture test
    String etc1aVS = //
    "" + //
    "uniform mat4 u_projTrans;\n" + //
    "\n" + //
    "attribute vec4 a_position;\n" + //
    "attribute vec2 a_texCoord0;\n" + //
    "attribute vec4 a_color;\n" + //
    "\n" + //
    "varying vec4 v_color;\n" + //
    "varying vec2 v_texCoord;\n" + //
    "\n" + //
    "void main() {\n" + //
    "   gl_Position = u_projTrans * a_position;\n" + //
    "   v_texCoord = a_texCoord0;\n" + //
    "   v_color = a_color;\n" + //
    "}\n";
    String etc1aFS = //
    "" + //
    "#ifdef GL_ES\n" + //
    "precision mediump float;\n" + //
    "#endif\n" + //
    "uniform sampler2D u_texture;\n" + //
    "\n" + //
    "varying vec4 v_color;\n" + //
    "varying vec2 v_texCoord;\n" + //
    "\n" + //
    "void main() {\n" + //
    "   vec3 col = texture2D(u_texture, v_texCoord.st).rgb;\n" + //
    "   float alpha = texture2D(u_texture, v_texCoord.st + vec2(0.0, 0.5)).r;\n" + //
    "   gl_FragColor = vec4(col, alpha) * v_color;\n" + //
    "}\n";
    etc1aShader = new ShaderProgram(etc1aVS, etc1aFS);
    orthoCamera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    image = new Texture("data/egg.zktx");
    batch = new SpriteBatch(100, etc1aShader);
}
Also used : DefaultShaderProvider(com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider) Config(com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.Config) CubemapAttribute(com.badlogic.gdx.graphics.g3d.attributes.CubemapAttribute) OrthographicCamera(com.badlogic.gdx.graphics.OrthographicCamera) Material(com.badlogic.gdx.graphics.g3d.Material) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) KTXTextureData(com.badlogic.gdx.graphics.glutils.KTXTextureData) Texture(com.badlogic.gdx.graphics.Texture) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) CameraInputController(com.badlogic.gdx.graphics.g3d.utils.CameraInputController) InputMultiplexer(com.badlogic.gdx.InputMultiplexer) ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Environment(com.badlogic.gdx.graphics.g3d.Environment) Cubemap(com.badlogic.gdx.graphics.Cubemap) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)

Example 24 with Material

use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.

the class CullTest method create.

@Override
public void create() {
    ModelBuilder builder = new ModelBuilder();
    sphere = builder.createSphere(2f, 2f, 2f, 16, 16, new Material(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE)), Usage.Position | Usage.Normal);
    // cam = new PerspectiveCamera(45, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam = new OrthographicCamera(45, 45 * (Gdx.graphics.getWidth() / (float) Gdx.graphics.getHeight()));
    cam.near = 1;
    cam.far = 200;
    Random rand = new Random();
    for (int i = 0; i < instances.length; i++) {
        pos.set(rand.nextFloat() * 100 - rand.nextFloat() * 100, rand.nextFloat() * 100 - rand.nextFloat() * 100, rand.nextFloat() * -100 - 3);
        instances[i] = new ModelInstance(sphere, pos);
    }
    modelBatch = new ModelBatch();
    batch = new SpriteBatch();
    font = new BitmapFont();
// Gdx.graphics.setVSync(true);
// Gdx.app.log("CullTest", "" + Gdx.graphics.getBufferFormat().toString());
}
Also used : ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) Random(java.util.Random) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) OrthographicCamera(com.badlogic.gdx.graphics.OrthographicCamera) Material(com.badlogic.gdx.graphics.g3d.Material) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) BitmapFont(com.badlogic.gdx.graphics.g2d.BitmapFont) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch)

Example 25 with Material

use of com.badlogic.gdx.graphics.g3d.Material in project libgdx by libgdx.

the class MultipleRenderTargetTest method create.

@Override
public void create() {
    //use default prepend shader code for batch, some gpu drivers are less forgiving
    batch = new SpriteBatch();
    //depth texture not currently sampled
    ShaderProgram.pedantic = false;
    modelCache = new ModelCache();
    ShaderProgram.prependVertexCode = Gdx.app.getType().equals(Application.ApplicationType.Desktop) ? "#version 140\n #extension GL_ARB_explicit_attrib_location : enable\n" : "#version 300 es\n";
    ShaderProgram.prependFragmentCode = Gdx.app.getType().equals(Application.ApplicationType.Desktop) ? "#version 140\n #extension GL_ARB_explicit_attrib_location : enable\n" : "#version 300 es\n";
    renderContext = new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.ROUNDROBIN));
    shaderProvider = new BaseShaderProvider() {

        @Override
        protected Shader createShader(Renderable renderable) {
            return new MRTShader(renderable);
        }
    };
    renderableSorter = new DefaultRenderableSorter() {

        @Override
        public int compare(Renderable o1, Renderable o2) {
            return o1.shader.compareTo(o2.shader);
        }
    };
    mrtSceneShader = new ShaderProgram(Gdx.files.internal("data/g3d/shaders/mrtscene.vert"), Gdx.files.internal("data/g3d/shaders/mrtscene.frag"));
    if (!mrtSceneShader.isCompiled()) {
        System.out.println(mrtSceneShader.getLog());
    }
    quad = createFullScreenQuad();
    camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    camera.near = 1f;
    camera.far = 100f;
    camera.position.set(3, 5, 10);
    camera.lookAt(0, 2, 0);
    camera.up.set(0, 1, 0);
    camera.update();
    cameraController = new FirstPersonCameraController(camera);
    cameraController.setVelocity(50);
    Gdx.input.setInputProcessor(cameraController);
    frameBuffer = new MRTFrameBuffer(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), 3);
    AssetManager assetManager = new AssetManager();
    assetManager.load("data/g3d/materials/cannon.g3db", Model.class);
    assetManager.finishLoading();
    Model scene = assetManager.get("data/g3d/materials/cannon.g3db");
    cannon = new ModelInstance(scene, "Cannon_LP");
    cannon.transform.setToTranslationAndScaling(0, 0, 0, 0.001f, 0.001f, 0.001f);
    ModelBuilder modelBuilder = new ModelBuilder();
    for (int i = 0; i < NUM_LIGHTS; i++) {
        modelBuilder.begin();
        Light light = new Light();
        light.color.set(MathUtils.random(1f), MathUtils.random(1f), MathUtils.random(1f));
        light.position.set(MathUtils.random(-10f, 10f), MathUtils.random(10f, 15f), MathUtils.random(-10f, 10f));
        light.vy = MathUtils.random(10f, 20f);
        light.vx = MathUtils.random(-10f, 10f);
        light.vz = MathUtils.random(-10f, 10f);
        MeshPartBuilder meshPartBuilder = modelBuilder.part("light", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorPacked | VertexAttributes.Usage.Normal, new Material());
        meshPartBuilder.setColor(light.color.x, light.color.y, light.color.z, 1f);
        meshPartBuilder.sphere(0.2f, 0.2f, 0.2f, 10, 10);
        light.lightInstance = new ModelInstance(modelBuilder.end());
        lights.add(light);
    }
    modelBuilder.begin();
    MeshPartBuilder meshPartBuilder = modelBuilder.part("floor", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorPacked | VertexAttributes.Usage.Normal, new Material());
    meshPartBuilder.setColor(0.2f, 0.2f, 0.2f, 1f);
    meshPartBuilder.box(0, -0.1f, 0f, 20f, 0.1f, 20f);
    floorInstance = new ModelInstance(modelBuilder.end());
    Gdx.input.setInputProcessor(new InputMultiplexer(this, cameraController));
}
Also used : RenderContext(com.badlogic.gdx.graphics.g3d.utils.RenderContext) AssetManager(com.badlogic.gdx.assets.AssetManager) Material(com.badlogic.gdx.graphics.g3d.Material) DefaultRenderableSorter(com.badlogic.gdx.graphics.g3d.utils.DefaultRenderableSorter) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) MeshPartBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder) Shader(com.badlogic.gdx.graphics.g3d.Shader) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) BaseShaderProvider(com.badlogic.gdx.graphics.g3d.utils.BaseShaderProvider) ModelCache(com.badlogic.gdx.graphics.g3d.ModelCache) ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) InputMultiplexer(com.badlogic.gdx.InputMultiplexer) Renderable(com.badlogic.gdx.graphics.g3d.Renderable) ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram) Model(com.badlogic.gdx.graphics.g3d.Model) FirstPersonCameraController(com.badlogic.gdx.graphics.g3d.utils.FirstPersonCameraController) DefaultTextureBinder(com.badlogic.gdx.graphics.g3d.utils.DefaultTextureBinder)

Aggregations

Material (com.badlogic.gdx.graphics.g3d.Material)32 ColorAttribute (com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)17 ModelBuilder (com.badlogic.gdx.graphics.g3d.utils.ModelBuilder)17 ModelInstance (com.badlogic.gdx.graphics.g3d.ModelInstance)16 Model (com.badlogic.gdx.graphics.g3d.Model)15 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)12 Environment (com.badlogic.gdx.graphics.g3d.Environment)12 ModelBatch (com.badlogic.gdx.graphics.g3d.ModelBatch)12 Texture (com.badlogic.gdx.graphics.Texture)10 DirectionalLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalLight)10 MeshPartBuilder (com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder)7 Renderable (com.badlogic.gdx.graphics.g3d.Renderable)6 CameraInputController (com.badlogic.gdx.graphics.g3d.utils.CameraInputController)6 InputMultiplexer (com.badlogic.gdx.InputMultiplexer)5 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)4 TextureAttribute (com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute)4 DirectionalShadowLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight)4 DefaultShaderProvider (com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider)4 com.badlogic.gdx.physics.bullet.collision.btBoxShape (com.badlogic.gdx.physics.bullet.collision.btBoxShape)4 com.badlogic.gdx.physics.bullet.collision.btSphereShape (com.badlogic.gdx.physics.bullet.collision.btSphereShape)4