use of com.badlogic.gdx.graphics.g3d.ModelInstance 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));
}
use of com.badlogic.gdx.graphics.g3d.ModelInstance in project libgdx by libgdx.
the class ShaderTest method create.
@Override
public void create() {
modelBatch = new ModelBatch(new DefaultShaderProvider() {
@Override
protected Shader createShader(Renderable renderable) {
if (renderable.material.has(TestAttribute.ID))
return new TestShader(renderable);
return super.createShader(renderable);
}
});
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(0f, 0f, 20f);
cam.lookAt(0, 0, 0);
cam.near = 1f;
cam.far = 300f;
cam.update();
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
Material testMaterial1 = new Material("TestMaterial1", new TestAttribute(1f));
Material redMaterial = new Material("RedMaterial", ColorAttribute.createDiffuse(Color.RED));
Material testMaterial2 = new Material("TestMaterial2", new TestAttribute(1f), ColorAttribute.createDiffuse(Color.BLUE));
ModelBuilder builder = new ModelBuilder();
Node node;
builder.begin();
node = builder.node();
node.id = "testCone1";
node.translation.set(-10, 0f, 0f);
builder.part("testCone", GL20.GL_TRIANGLES, Usage.Position, testMaterial1).cone(5, 5, 5, 20);
node = builder.node();
node.id = "redSphere";
builder.part("redSphere", GL20.GL_TRIANGLES, Usage.Position, redMaterial).sphere(5, 5, 5, 20, 20);
node = builder.node();
node.id = "testCone1";
node.translation.set(10, 0f, 0f);
builder.part("testCone", GL20.GL_TRIANGLES, Usage.Position, testMaterial2).cone(5, 5, 5, 20);
model = builder.end();
ModelInstance modelInstance;
modelInstance = new ModelInstance(model);
testAttribute1 = (TestAttribute) modelInstance.getMaterial("TestMaterial1").get(TestAttribute.ID);
testAttribute2 = (TestAttribute) modelInstance.getMaterial("TestMaterial2").get(TestAttribute.ID);
instances.add(modelInstance);
}
use of com.badlogic.gdx.graphics.g3d.ModelInstance in project libgdx by libgdx.
the class ShadowMappingTest method create.
@Override
public void create() {
modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, .4f, .4f, .4f, 1f));
environment.add((shadowLight = new DirectionalShadowLight(1024, 1024, 30f, 30f, 1f, 100f)).set(0.8f, 0.8f, 0.8f, -1f, -.8f, -.2f));
environment.shadowMap = shadowLight;
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(0f, 7f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 1f;
cam.far = 50f;
cam.update();
ModelBuilder modelBuilder = new ModelBuilder();
modelBuilder.begin();
MeshPartBuilder mpb = modelBuilder.part("parts", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.ColorUnpacked, new Material(ColorAttribute.createDiffuse(Color.WHITE)));
mpb.setColor(1f, 1f, 1f, 1f);
mpb.box(0, -1.5f, 0, 10, 1, 10);
mpb.setColor(1f, 0f, 1f, 1f);
mpb.sphere(2f, 2f, 2f, 10, 10);
model = modelBuilder.end();
instance = new ModelInstance(model);
shadowBatch = new ModelBatch(new DepthShaderProvider());
Gdx.input.setInputProcessor(camController = new CameraInputController(cam));
}
use of com.badlogic.gdx.graphics.g3d.ModelInstance in project libgdx by libgdx.
the class SkeletonTest method onLoaded.
@Override
protected void onLoaded() {
if (currentlyLoading == null || currentlyLoading.isEmpty())
return;
instances.clear();
animationControllers.clear();
final ModelInstance instance = new ModelInstance(assets.get(currentlyLoading, Model.class));
for (Material m : instance.materials) m.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, 0.8f));
instances.add(instance);
if (instance.animations.size > 0)
animationControllers.put(instance, new AnimationController(instance));
currentlyLoading = null;
}
use of com.badlogic.gdx.graphics.g3d.ModelInstance in project libgdx by libgdx.
the class Benchmark3DTest method onLoaded.
@Override
protected void onLoaded() {
if (currentlyLoading == null || currentlyLoading.length() == 0)
return;
final ModelInstance instance = new ModelInstance(assets.get(currentlyLoading, Model.class));
instance.transform = new Matrix4().idt();
instance.transform.setToTranslation(MathUtils.random(-10, 10), MathUtils.random(-10, 10), MathUtils.random(-10, 10));
instance.transform.rotate(Vector3.X, MathUtils.random(-180, 180));
instance.transform.rotate(Vector3.Y, MathUtils.random(-180, 180));
instance.transform.rotate(Vector3.Z, MathUtils.random(-180, 180));
instances.add(instance);
}
Aggregations