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Example 6 with ModelBatch

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

the class Benchmark3DTest method randomizeLights.

protected void randomizeLights() {
    int pointLights = MathUtils.random(5);
    int directionalLights = MathUtils.random(5);
    DefaultShader.Config config = new Config();
    config.numDirectionalLights = directionalLights;
    config.numPointLights = pointLights;
    config.numSpotLights = 0;
    modelBatch.dispose();
    modelBatch = new ModelBatch(new DefaultShaderProvider(config));
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
    for (int i = 0; i < pointLights; i++) {
        environment.add(new PointLight().set(randomColor(), randomPosition(), MathUtils.random(10f)));
    }
    for (int i = 0; i < directionalLights; i++) {
        environment.add(new DirectionalLight().set(randomColor(), randomPosition()));
    }
}
Also used : DefaultShaderProvider(com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider) Config(com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.Config) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Environment(com.badlogic.gdx.graphics.g3d.Environment) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) PointLight(com.badlogic.gdx.graphics.g3d.environment.PointLight) Config(com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.Config) DefaultShader(com.badlogic.gdx.graphics.g3d.shaders.DefaultShader)

Example 7 with ModelBatch

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

the class ProjectTest method create.

@Override
public void create() {
    ObjLoader objLoader = new ObjLoader();
    sphere = objLoader.loadModel(Gdx.files.internal("data/sphere.obj"));
    sphere.materials.get(0).set(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE));
    cam = new PerspectiveCamera(45, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.far = 200;
    Random rand = new Random();
    for (int i = 0; i < instances.length; i++) {
        instances[i] = new ModelInstance(sphere, rand.nextFloat() * 100 - rand.nextFloat() * 100, rand.nextFloat() * 100 - rand.nextFloat() * 100, rand.nextFloat() * -100 - 3);
    }
    batch = new SpriteBatch();
    font = new BitmapFont();
    logo = new TextureRegion(new Texture(Gdx.files.internal("data/badlogicsmall.jpg")));
    modelBatch = new ModelBatch();
}
Also used : ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) Random(java.util.Random) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) ObjLoader(com.badlogic.gdx.graphics.g3d.loader.ObjLoader) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) BitmapFont(com.badlogic.gdx.graphics.g2d.BitmapFont) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) Texture(com.badlogic.gdx.graphics.Texture)

Example 8 with ModelBatch

use of com.badlogic.gdx.graphics.g3d.ModelBatch in project nhglib by VoidZombie.

the class GraphicsSystem method begin.

@Override
protected void begin() {
    super.begin();
    if (physicsSystem == null) {
        physicsSystem = entities.getEntitySystem(PhysicsSystem.class);
    }
    if (cameraSystem == null) {
        cameraSystem = entities.getEntitySystem(CameraSystem.class);
    }
    if (physicsSystem.isPhysicsInitialized()) {
        if (debugDrawer == null) {
            debugDrawer = new DebugDrawer();
            debugDrawer.setDebugMode(btIDebugDraw.DebugDrawModes.DBG_MAX_DEBUG_DRAW_MODE);
        }
        physicsSystem.setDebugDrawer(debugDrawer);
    }
    cameras = cameraSystem.cameras;
    for (int i = 0; i < cameras.size - modelBatches.size; i++) {
        modelBatches.add(new ModelBatch(shaderProvider));
        dynamicCaches.add(new ModelCache());
        staticCaches.add(new ModelCache());
    }
    for (int i = 0; i < cameras.size; i++) {
        Camera camera = cameras.get(i);
        ModelCache dynamicCache = dynamicCaches.get(i);
        dynamicCache.begin(camera);
    }
}
Also used : DebugDrawer(com.badlogic.gdx.physics.bullet.DebugDrawer) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Camera(com.badlogic.gdx.graphics.Camera) ModelCache(com.badlogic.gdx.graphics.g3d.ModelCache)

Example 9 with ModelBatch

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

the class ViewportTest3 method create.

public void create() {
    modelBatch = new ModelBatch();
    modelBuilder = new ModelBuilder();
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.3f, 0.3f, 0.3f, 1.f));
    shadowLight = new DirectionalLight();
    shadowLight.set(0.8f, 0.8f, 0.8f, -0.5f, -1f, 0.7f);
    environment.add(shadowLight);
    modelBatch = new ModelBatch();
    camera = new PerspectiveCamera();
    camera.fieldOfView = 67;
    camera.near = 0.1f;
    camera.far = 300f;
    camera.position.set(0, 0, 100);
    camera.lookAt(0, 0, 0);
    viewports = ViewportTest1.getViewports(camera);
    viewport = viewports.first();
    names = ViewportTest1.getViewportNames();
    name = names.first();
    ModelBuilder modelBuilder = new ModelBuilder();
    Model boxModel = modelBuilder.createBox(50f, 50f, 50f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position | Usage.Normal);
    boxInstance = new ModelInstance(boxModel);
    boxInstance.transform.rotate(1, 0, 0, 30);
    boxInstance.transform.rotate(0, 1, 0, 30);
    Gdx.input.setInputProcessor(new InputAdapter() {

        public boolean keyDown(int keycode) {
            if (keycode == Input.Keys.SPACE) {
                int index = (viewports.indexOf(viewport, true) + 1) % viewports.size;
                name = names.get(index);
                viewport = viewports.get(index);
                resize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
            }
            return false;
        }
    });
}
Also used : ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) InputAdapter(com.badlogic.gdx.InputAdapter) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Model(com.badlogic.gdx.graphics.g3d.Model) Environment(com.badlogic.gdx.graphics.g3d.Environment) Material(com.badlogic.gdx.graphics.g3d.Material) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)

Example 10 with ModelBatch

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

the class BasicBulletTest method create.

@Override
public void create() {
    super.create();
    instructions = "Swipe for next test";
    lights = new Environment();
    lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.2f, 0.2f, 0.2f, 1.f));
    lights.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1f, -0.7f));
    // Set up the camera
    final float width = Gdx.graphics.getWidth();
    final float height = Gdx.graphics.getHeight();
    if (width > height)
        camera = new PerspectiveCamera(67f, 3f * width / height, 3f);
    else
        camera = new PerspectiveCamera(67f, 3f, 3f * height / width);
    camera.position.set(10f, 10f, 10f);
    camera.lookAt(0, 0, 0);
    camera.update();
    // Create the model batch
    modelBatch = new ModelBatch();
    // Create some basic models
    final Model groundModel = modelBuilder.createRect(20f, 0f, -20f, -20f, 0f, -20f, -20f, 0f, 20f, 20f, 0f, 20f, 0, 1, 0, new Material(ColorAttribute.createDiffuse(Color.BLUE), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(16f)), Usage.Position | Usage.Normal);
    models.add(groundModel);
    final Model sphereModel = modelBuilder.createSphere(1f, 1f, 1f, 10, 10, new Material(ColorAttribute.createDiffuse(Color.RED), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(64f)), Usage.Position | Usage.Normal);
    models.add(sphereModel);
    // Load the bullet library
    // Normally use: Bullet.init();
    BaseBulletTest.init();
    // Create the bullet world
    collisionConfiguration = new btDefaultCollisionConfiguration();
    dispatcher = new btCollisionDispatcher(collisionConfiguration);
    broadphase = new btDbvtBroadphase();
    solver = new btSequentialImpulseConstraintSolver();
    collisionWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
    collisionWorld.setGravity(gravity);
    // Create the shapes and body construction infos
    btCollisionShape groundShape = new btBoxShape(tempVector.set(20, 0, 20));
    shapes.add(groundShape);
    btRigidBodyConstructionInfo groundInfo = new btRigidBodyConstructionInfo(0f, null, groundShape, Vector3.Zero);
    bodyInfos.add(groundInfo);
    btCollisionShape sphereShape = new btSphereShape(0.5f);
    shapes.add(sphereShape);
    sphereShape.calculateLocalInertia(1f, tempVector);
    btRigidBodyConstructionInfo sphereInfo = new btRigidBodyConstructionInfo(1f, null, sphereShape, tempVector);
    bodyInfos.add(sphereInfo);
    // Create the ground
    ModelInstance ground = new ModelInstance(groundModel);
    instances.add(ground);
    btDefaultMotionState groundMotionState = new btDefaultMotionState();
    groundMotionState.setWorldTransform(ground.transform);
    motionStates.add(groundMotionState);
    btRigidBody groundBody = new btRigidBody(groundInfo);
    groundBody.setMotionState(groundMotionState);
    bodies.add(groundBody);
    collisionWorld.addRigidBody(groundBody);
    // Create the spheres
    for (float x = -10f; x <= 10f; x += 2f) {
        for (float y = 5f; y <= 15f; y += 2f) {
            for (float z = 0f; z <= 0f; z += 2f) {
                ModelInstance sphere = new ModelInstance(sphereModel);
                instances.add(sphere);
                sphere.transform.trn(x + 0.1f * MathUtils.random(), y + 0.1f * MathUtils.random(), z + 0.1f * MathUtils.random());
                btDefaultMotionState sphereMotionState = new btDefaultMotionState();
                sphereMotionState.setWorldTransform(sphere.transform);
                motionStates.add(sphereMotionState);
                btRigidBody sphereBody = new btRigidBody(sphereInfo);
                sphereBody.setMotionState(sphereMotionState);
                bodies.add(sphereBody);
                collisionWorld.addRigidBody(sphereBody);
            }
        }
    }
}
Also used : com.badlogic.gdx.physics.bullet.collision.btBoxShape(com.badlogic.gdx.physics.bullet.collision.btBoxShape) com.badlogic.gdx.physics.bullet.collision.btCollisionDispatcher(com.badlogic.gdx.physics.bullet.collision.btCollisionDispatcher) Material(com.badlogic.gdx.graphics.g3d.Material) com.badlogic.gdx.physics.bullet.collision.btDefaultCollisionConfiguration(com.badlogic.gdx.physics.bullet.collision.btDefaultCollisionConfiguration) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) com.badlogic.gdx.physics.bullet.linearmath.btDefaultMotionState(com.badlogic.gdx.physics.bullet.linearmath.btDefaultMotionState) com.badlogic.gdx.physics.bullet.collision.btCollisionShape(com.badlogic.gdx.physics.bullet.collision.btCollisionShape) com.badlogic.gdx.physics.bullet.dynamics.btRigidBody.btRigidBodyConstructionInfo(com.badlogic.gdx.physics.bullet.dynamics.btRigidBody.btRigidBodyConstructionInfo) ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) com.badlogic.gdx.physics.bullet.dynamics.btRigidBody(com.badlogic.gdx.physics.bullet.dynamics.btRigidBody) com.badlogic.gdx.physics.bullet.collision.btSphereShape(com.badlogic.gdx.physics.bullet.collision.btSphereShape) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Model(com.badlogic.gdx.graphics.g3d.Model) com.badlogic.gdx.physics.bullet.collision.btDbvtBroadphase(com.badlogic.gdx.physics.bullet.collision.btDbvtBroadphase) Environment(com.badlogic.gdx.graphics.g3d.Environment) com.badlogic.gdx.physics.bullet.dynamics.btDiscreteDynamicsWorld(com.badlogic.gdx.physics.bullet.dynamics.btDiscreteDynamicsWorld) com.badlogic.gdx.physics.bullet.dynamics.btSequentialImpulseConstraintSolver(com.badlogic.gdx.physics.bullet.dynamics.btSequentialImpulseConstraintSolver) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)

Aggregations

ModelBatch (com.badlogic.gdx.graphics.g3d.ModelBatch)24 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)18 ColorAttribute (com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)16 ModelInstance (com.badlogic.gdx.graphics.g3d.ModelInstance)14 Environment (com.badlogic.gdx.graphics.g3d.Environment)13 Material (com.badlogic.gdx.graphics.g3d.Material)12 DirectionalLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalLight)11 ModelBuilder (com.badlogic.gdx.graphics.g3d.utils.ModelBuilder)10 CameraInputController (com.badlogic.gdx.graphics.g3d.utils.CameraInputController)8 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)7 Texture (com.badlogic.gdx.graphics.Texture)5 DefaultShaderProvider (com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider)5 InputMultiplexer (com.badlogic.gdx.InputMultiplexer)4 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)4 ObjLoader (com.badlogic.gdx.graphics.g3d.loader.ObjLoader)4 AssetManager (com.badlogic.gdx.assets.AssetManager)3 Model (com.badlogic.gdx.graphics.g3d.Model)3 TextureAttribute (com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute)3 DirectionalShadowLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight)3 DepthShaderProvider (com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider)3