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Example 11 with ColorAttribute

use of com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute 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 12 with ColorAttribute

use of com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute 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 13 with ColorAttribute

use of com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute 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)

Example 14 with ColorAttribute

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

the class Animation3DTest method create.

@Override
public void create() {
    super.create();
    lights = new Environment();
    lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
    lights.add((shadowLight = new DirectionalShadowLight(1024, 1024, 30f, 30f, 1f, 100f)).set(0.8f, 0.8f, 0.8f, -.4f, -.4f, -.4f));
    lights.shadowMap = shadowLight;
    inputController.rotateLeftKey = inputController.rotateRightKey = inputController.forwardKey = inputController.backwardKey = 0;
    cam.position.set(25, 25, 25);
    cam.lookAt(0, 0, 0);
    cam.update();
    modelsWindow.setVisible(false);
    assets.load("data/g3d/skydome.g3db", Model.class);
    assets.load("data/g3d/concrete.png", Texture.class);
    assets.load("data/tree.png", Texture.class);
    assets.load("data/g3d/ship.obj", Model.class);
    loading = true;
    trForward.translation.set(0, 0, 8f);
    trBackward.translation.set(0, 0, -8f);
    trLeft.rotation.setFromAxis(Vector3.Y, 90);
    trRight.rotation.setFromAxis(Vector3.Y, -90);
    ModelBuilder builder = new ModelBuilder();
    builder.begin();
    builder.node().id = "floor";
    MeshPartBuilder part = builder.part("floor", GL20.GL_TRIANGLES, Usage.Position | Usage.TextureCoordinates | Usage.Normal, new Material("concrete"));
    ((MeshBuilder) part).ensureRectangles(1600);
    for (float x = -200f; x < 200f; x += 10f) {
        for (float z = -200f; z < 200f; z += 10f) {
            part.rect(x, 0, z + 10f, x + 10f, 0, z + 10f, x + 10f, 0, z, x, 0, z, 0, 1, 0);
        }
    }
    builder.node().id = "tree";
    part = builder.part("tree", GL20.GL_TRIANGLES, Usage.Position | Usage.TextureCoordinates | Usage.Normal, new Material("tree"));
    part.rect(0f, 0f, -10f, 10f, 0f, -10f, 10f, 10f, -10f, 0f, 10f, -10f, 0, 0, 1f);
    part.setUVRange(1, 0, 0, 1);
    part.rect(10f, 0f, -10f, 0f, 0f, -10f, 0f, 10f, -10f, 10f, 10f, -10f, 0, 0, -1f);
    floorModel = builder.end();
    shadowBatch = new ModelBatch(new DepthShaderProvider());
}
Also used : ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) DirectionalShadowLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight) MeshBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshBuilder) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Environment(com.badlogic.gdx.graphics.g3d.Environment) Material(com.badlogic.gdx.graphics.g3d.Material) MeshPartBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) DepthShaderProvider(com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider)

Example 15 with ColorAttribute

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

the class Basic3DSceneTest method create.

@Override
public void create() {
    modelBatch = new ModelBatch();
    lights = new Environment();
    lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
    lights.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
    cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.position.set(0f, 7f, 10f);
    cam.lookAt(0, 0, 0);
    cam.near = 0.1f;
    cam.far = 300f;
    cam.update();
    camController = new CameraInputController(cam);
    Gdx.input.setInputProcessor(camController);
    assets = new AssetManager();
    assets.load("data/g3d/invaders.g3dj", Model.class);
    loading = true;
}
Also used : CameraInputController(com.badlogic.gdx.graphics.g3d.utils.CameraInputController) AssetManager(com.badlogic.gdx.assets.AssetManager) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Environment(com.badlogic.gdx.graphics.g3d.Environment) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)

Aggregations

ColorAttribute (com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)27 Environment (com.badlogic.gdx.graphics.g3d.Environment)17 Material (com.badlogic.gdx.graphics.g3d.Material)17 ModelBatch (com.badlogic.gdx.graphics.g3d.ModelBatch)16 DirectionalLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalLight)16 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)13 ModelInstance (com.badlogic.gdx.graphics.g3d.ModelInstance)13 ModelBuilder (com.badlogic.gdx.graphics.g3d.utils.ModelBuilder)12 Texture (com.badlogic.gdx.graphics.Texture)8 CameraInputController (com.badlogic.gdx.graphics.g3d.utils.CameraInputController)6 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)5 Model (com.badlogic.gdx.graphics.g3d.Model)5 MeshPartBuilder (com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder)5 InputMultiplexer (com.badlogic.gdx.InputMultiplexer)4 BlendingAttribute (com.badlogic.gdx.graphics.g3d.attributes.BlendingAttribute)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 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)3 DepthShaderProvider (com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider)3