use of com.badlogic.gdx.graphics.g3d.Shader in project libgdx by libgdx.
the class BillboardParticleBatch method getShader.
private Shader getShader(Renderable renderable) {
Shader shader = useGPU ? new ParticleShader(renderable, new ParticleShader.Config(mode)) : new DefaultShader(renderable);
shader.init();
return shader;
}
use of com.badlogic.gdx.graphics.g3d.Shader in project libgdx by libgdx.
the class MultipleRenderTargetTest method render.
@Override
public void render() {
track += Gdx.graphics.getDeltaTime();
Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
cameraController.update(Gdx.graphics.getDeltaTime());
renderContext.begin();
frameBuffer.begin();
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
renerablePool.flush();
renderables.clear();
modelCache.begin(camera);
modelCache.add(cannon);
modelCache.add(floorInstance);
for (Light light : lights) {
light.update(Gdx.graphics.getDeltaTime());
modelCache.add(light.lightInstance);
}
modelCache.end();
modelCache.getRenderables(renderables, renerablePool);
for (Renderable renderable : renderables) {
renderable.shader = shaderProvider.getShader(renderable);
}
renderableSorter.sort(camera, renderables);
Shader currentShader = null;
for (int i = 0; i < renderables.size; i++) {
final Renderable renderable = renderables.get(i);
if (currentShader != renderable.shader) {
if (currentShader != null)
currentShader.end();
currentShader = renderable.shader;
currentShader.begin(camera, renderContext);
}
currentShader.render(renderable);
}
if (currentShader != null)
currentShader.end();
frameBuffer.end();
mrtSceneShader.begin();
mrtSceneShader.setUniformi("u_diffuseTexture", renderContext.textureBinder.bind(frameBuffer.getColorBufferTexture(DIFFUSE_ATTACHMENT)));
mrtSceneShader.setUniformi("u_normalTexture", renderContext.textureBinder.bind(frameBuffer.getColorBufferTexture(NORMAL_ATTACHMENT)));
mrtSceneShader.setUniformi("u_positionTexture", renderContext.textureBinder.bind(frameBuffer.getColorBufferTexture(POSITION_ATTACHMENT)));
mrtSceneShader.setUniformi("u_depthTexture", renderContext.textureBinder.bind(frameBuffer.getColorBufferTexture(DEPTH_ATTACHMENT)));
for (int i = 0; i < lights.size; i++) {
Light light = lights.get(i);
mrtSceneShader.setUniformf("lights[" + i + "].lightPosition", light.position);
mrtSceneShader.setUniformf("lights[" + i + "].lightColor", light.color);
}
mrtSceneShader.setUniformf("u_viewPos", camera.position);
mrtSceneShader.setUniformMatrix("u_inverseProjectionMatrix", camera.invProjectionView);
quad.render(mrtSceneShader, GL30.GL_TRIANGLE_FAN);
mrtSceneShader.end();
renderContext.end();
batch.disableBlending();
batch.begin();
batch.draw(frameBuffer.getColorBufferTexture(DIFFUSE_ATTACHMENT), 0, 0, Gdx.graphics.getWidth() / 4f, Gdx.graphics.getHeight() / 4f, 0f, 0f, 1f, 1f);
batch.draw(frameBuffer.getColorBufferTexture(NORMAL_ATTACHMENT), Gdx.graphics.getWidth() / 4f, 0, Gdx.graphics.getWidth() / 4f, Gdx.graphics.getHeight() / 4f, 0f, 0f, 1f, 1f);
batch.draw(frameBuffer.getColorBufferTexture(POSITION_ATTACHMENT), 2 * Gdx.graphics.getWidth() / 4f, 0, Gdx.graphics.getWidth() / 4f, Gdx.graphics.getHeight() / 4f, 0f, 0f, 1f, 1f);
batch.draw(frameBuffer.getColorBufferTexture(DEPTH_ATTACHMENT), 3 * Gdx.graphics.getWidth() / 4f, 0, Gdx.graphics.getWidth() / 4f, Gdx.graphics.getHeight() / 4f, 0f, 0f, 1f, 1f);
batch.end();
}
use of com.badlogic.gdx.graphics.g3d.Shader in project libgdx by libgdx.
the class Pass1ShaderProvider method getShader.
@Override
public Shader getShader(Renderable renderable) {
for (Shader shader : shaders) {
if (shader.canRender(renderable))
return shader;
}
final Shader shader = createShader(renderable);
shader.init();
shaders.add(shader);
return shader;
}
use of com.badlogic.gdx.graphics.g3d.Shader in project libgdx by libgdx.
the class BaseShaderProvider method getShader.
@Override
public Shader getShader(Renderable renderable) {
Shader suggestedShader = renderable.shader;
if (suggestedShader != null && suggestedShader.canRender(renderable))
return suggestedShader;
for (Shader shader : shaders) {
if (shader.canRender(renderable))
return shader;
}
final Shader shader = createShader(renderable);
shader.init();
shaders.add(shader);
return shader;
}
use of com.badlogic.gdx.graphics.g3d.Shader 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));
}
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