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Example 31 with ModelInstance

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

the class OcclusionCullingTest method create.

@Override
public void create() {
    Gdx.input.setOnscreenKeyboardVisible(true);
    super.create();
    GLProfiler.enable();
    StringBuilder sb = new StringBuilder();
    sb.append("Swipe for next test\n");
    sb.append("Long press to toggle debug mode\n");
    sb.append("Ctrl+drag to rotate\n");
    sb.append("Scroll to zoom\n");
    sb.append("Tap to spawn dynamic entity, press\n");
    sb.append("'0' to spawn ").append(KEY_SPAWN_OCCLUDEE_AMOUNT).append(" static entities\n");
    sb.append("'1' to set normal/disabled/occlusion-culling\n");
    sb.append("'2' to change camera\n");
    sb.append("'3' to toggle camera movement\n");
    sb.append("'4' to cycle occlusion buffer sizes\n");
    sb.append("'5' to toggle occlusion buffer image\n");
    sb.append("'6' to toggle shadows\n");
    instructions = sb.toString();
    AssetManager assets = new AssetManager();
    disposables.add(assets);
    for (String modelName : OCCLUDEE_PATHS_DYNAMIC) assets.load(modelName, Model.class);
    assets.load(DEFAULT_TEX_PATH, Texture.class);
    Camera shadowCamera = ((DirectionalShadowLight) light).getCamera();
    shadowCamera.viewportWidth = shadowCamera.viewportHeight = 120;
    // User controlled camera
    overviewCam = camera;
    overviewCam.position.set(overviewCam.direction).nor().scl(-100);
    overviewCam.lookAt(Vector3.Zero);
    overviewCam.far = camera.far *= 2;
    overviewCam.update(true);
    // Animated frustum camera model
    frustumCam = new PerspectiveCamera(FRUSTUM_CAMERA_FOV, camera.viewportWidth, camera.viewportHeight);
    frustumCam.far = FRUSTUM_CAMERA_FAR;
    frustumCam.update(true);
    final Model frustumModel = FrustumCullingTest.createFrustumModel(frustumCam.frustum.planePoints);
    frustumModel.materials.first().set(new ColorAttribute(ColorAttribute.AmbientLight, Color.WHITE));
    disposables.add(frustumModel);
    frustumInstance = new ModelInstance(frustumModel);
    spriteBatch = new SpriteBatch();
    disposables.add(spriteBatch);
    shapeRenderer = new ShapeRenderer();
    disposables.add(shapeRenderer);
    oclBuffer = new OcclusionBuffer(OCL_BUFFER_EXTENTS[0], OCL_BUFFER_EXTENTS[0]);
    disposables.add(oclBuffer);
    occlusionCuller = new OcclusionCuller() {

        @Override
        public boolean isOccluder(btCollisionObject object) {
            return (object.getCollisionFlags() & CF_OCCLUDER_OBJECT) != 0;
        }

        @Override
        public void onObjectVisible(btCollisionObject object) {
            visibleEntities.add(world.entities.get(object.getUserValue()));
        }
    };
    disposables.add(occlusionCuller);
    // Add occluder walls
    final Model occluderModel = modelBuilder.createBox(OCCLUDER_DIM.x, OCCLUDER_DIM.y, OCCLUDER_DIM.z, new Material(ColorAttribute.createDiffuse(Color.WHITE)), VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
    disposables.add(occluderModel);
    world.addConstructor("wall", new BulletConstructor(occluderModel, 0, new btBoxShape(tmpV1.set(OCCLUDER_DIM).scl(0.5f))));
    float y = OCCLUDER_DIM.y * 0.5f;
    addOccluder("wall", 0, tmpV1.set(20, y, 0));
    addOccluder("wall", -60, tmpV1.set(10, y, 20));
    addOccluder("wall", 60, tmpV1.set(10, y, -20));
    addOccluder("wall", 0, tmpV1.set(-20, y, 0));
    addOccluder("wall", 60, tmpV1.set(-10, y, 20));
    addOccluder("wall", -60, tmpV1.set(-10, y, -20));
    // Add ground
    final Model groundModel = modelBuilder.createBox(GROUND_DIM.x, GROUND_DIM.y, GROUND_DIM.z, new Material(ColorAttribute.createDiffuse(Color.WHITE)), VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
    btCollisionShape groundShape = new btBoxShape(tmpV1.set(GROUND_DIM).scl(0.5f));
    world.addConstructor("big_ground", new BulletConstructor(groundModel, 0, groundShape));
    BulletEntity e = world.add("big_ground", 0, -GROUND_DIM.y * 0.5f, 0f);
    e.body.setFriction(1f);
    e.setColor(Color.FOREST);
    // Occludee entity constructors. Scale models uniformly and set a default diffuse texture.
    BoundingBox bb = new BoundingBox();
    assets.finishLoadingAsset(DEFAULT_TEX_PATH);
    TextureAttribute defaultTexture = new TextureAttribute(TextureAttribute.Diffuse, assets.get(DEFAULT_TEX_PATH, Texture.class));
    for (int i = 0; i < OCCLUDEE_PATHS_DYNAMIC.length; i++) {
        String modelPath = OCCLUDEE_PATHS_DYNAMIC[i];
        OCCLUDEE_PATHS_STATIC[i] = "static" + modelPath;
        assets.finishLoadingAsset(modelPath);
        Model model = assets.get(modelPath, Model.class);
        if (!model.materials.first().has(TextureAttribute.Diffuse))
            model.materials.first().set(defaultTexture);
        Vector3 dim = model.calculateBoundingBox(bb).getDimensions(tmpV1);
        float scaleFactor = OCCLUDEE_MAX_EXTENT / Math.max(dim.x, Math.max(dim.y, dim.z));
        for (Node node : model.nodes) node.scale.scl(scaleFactor);
        btCollisionShape shape = new btBoxShape(dim.scl(scaleFactor * 0.5f));
        world.addConstructor(modelPath, new BulletConstructor(model, 1, shape));
        world.addConstructor(OCCLUDEE_PATHS_STATIC[i], new BulletConstructor(model, 0, shape));
    }
    // Add occludees
    for (int i = 0; i < STARTING_OCCLUDEE_AMOUNT; i++) addRandomOccludee(false);
}
Also used : com.badlogic.gdx.physics.bullet.collision.btBoxShape(com.badlogic.gdx.physics.bullet.collision.btBoxShape) DirectionalShadowLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight) StringBuilder(com.badlogic.gdx.utils.StringBuilder) Node(com.badlogic.gdx.graphics.g3d.model.Node) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) Texture(com.badlogic.gdx.graphics.Texture) com.badlogic.gdx.physics.bullet.collision.btCollisionShape(com.badlogic.gdx.physics.bullet.collision.btCollisionShape) BoundingBox(com.badlogic.gdx.math.collision.BoundingBox) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) Camera(com.badlogic.gdx.graphics.Camera) com.badlogic.gdx.physics.bullet.collision.btCollisionObject(com.badlogic.gdx.physics.bullet.collision.btCollisionObject) TextureAttribute(com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute) AssetManager(com.badlogic.gdx.assets.AssetManager) Material(com.badlogic.gdx.graphics.g3d.Material) Vector3(com.badlogic.gdx.math.Vector3) ShapeRenderer(com.badlogic.gdx.graphics.glutils.ShapeRenderer) ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) Model(com.badlogic.gdx.graphics.g3d.Model) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)

Example 32 with ModelInstance

use of com.badlogic.gdx.graphics.g3d.ModelInstance 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 33 with ModelInstance

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

the class FramebufferToTextureTest method create.

@Override
public void create() {
    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), true);
    texture.setFilter(TextureFilter.MipMap, TextureFilter.Linear);
    ObjLoader objLoader = new ObjLoader();
    mesh = objLoader.loadModel(Gdx.files.internal("data/cube.obj"));
    mesh.materials.get(0).set(new TextureAttribute(TextureAttribute.Diffuse, texture));
    modelInstance = new ModelInstance(mesh);
    modelBatch = new ModelBatch();
    cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.position.set(3, 3, 3);
    cam.direction.set(-1, -1, -1);
    batch = new SpriteBatch();
    font = new BitmapFont();
}
Also used : ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) ObjLoader(com.badlogic.gdx.graphics.g3d.loader.ObjLoader) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) BitmapFont(com.badlogic.gdx.graphics.g2d.BitmapFont) Texture(com.badlogic.gdx.graphics.Texture) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) TextureAttribute(com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute)

Example 34 with ModelInstance

use of com.badlogic.gdx.graphics.g3d.ModelInstance 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 35 with ModelInstance

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

the class ModelTest method switchAnimation.

protected void switchAnimation() {
    for (ObjectMap.Entry<ModelInstance, AnimationController> e : animationControllers.entries()) {
        int animIndex = 0;
        if (e.value.current != null) {
            for (int i = 0; i < e.key.animations.size; i++) {
                final Animation animation = e.key.animations.get(i);
                if (e.value.current.animation == animation) {
                    animIndex = i;
                    break;
                }
            }
        }
        animIndex = (animIndex + 1) % (e.key.animations.size + 1);
        e.value.animate((animIndex == e.key.animations.size) ? null : e.key.animations.get(animIndex).id, -1, 1f, null, 0.2f);
    }
}
Also used : ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ObjectMap(com.badlogic.gdx.utils.ObjectMap) AnimationController(com.badlogic.gdx.graphics.g3d.utils.AnimationController) Animation(com.badlogic.gdx.graphics.g3d.model.Animation)

Aggregations

ModelInstance (com.badlogic.gdx.graphics.g3d.ModelInstance)55 Material (com.badlogic.gdx.graphics.g3d.Material)29 ModelBuilder (com.badlogic.gdx.graphics.g3d.utils.ModelBuilder)26 Model (com.badlogic.gdx.graphics.g3d.Model)22 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)17 ModelBatch (com.badlogic.gdx.graphics.g3d.ModelBatch)16 ColorAttribute (com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)15 MeshPartBuilder (com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder)11 Texture (com.badlogic.gdx.graphics.Texture)10 Environment (com.badlogic.gdx.graphics.g3d.Environment)10 Vector3 (com.badlogic.gdx.math.Vector3)10 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)9 AnimationController (com.badlogic.gdx.graphics.g3d.utils.AnimationController)9 DungeonTileModelInstance (util.DungeonTileModelInstance)8 BlendingAttribute (com.badlogic.gdx.graphics.g3d.attributes.BlendingAttribute)7 DirectionalLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalLight)7 CameraInputController (com.badlogic.gdx.graphics.g3d.utils.CameraInputController)6 InputMultiplexer (com.badlogic.gdx.InputMultiplexer)5 AssetManager (com.badlogic.gdx.assets.AssetManager)4 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)4