use of com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute 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);
}
use of com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute in project libgdx by libgdx.
the class ConstraintsTest method create.
@Override
public void create() {
super.create();
final Model barModel = modelBuilder.createBox(10f, 1f, 1f, new Material(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE)), Usage.Position | Usage.Normal);
disposables.add(barModel);
// mass = 0: static body
world.addConstructor("bar", new BulletConstructor(barModel, 0f));
// Create the entities
world.add("ground", 0f, 0f, 0f).setColor(0.25f + 0.5f * (float) Math.random(), 0.25f + 0.5f * (float) Math.random(), 0.25f + 0.5f * (float) Math.random(), 1f);
BulletEntity bar = world.add("bar", 0f, 7f, 0f);
bar.setColor(0.75f + 0.25f * (float) Math.random(), 0.75f + 0.25f * (float) Math.random(), 0.75f + 0.25f * (float) Math.random(), 1f);
BulletEntity box1 = world.add("box", -4.5f, 6f, 0f);
box1.setColor(0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 1f);
btPoint2PointConstraint constraint = new btPoint2PointConstraint((btRigidBody) bar.body, (btRigidBody) box1.body, tmpV1.set(-5, -0.5f, -0.5f), tmpV2.set(-0.5f, 0.5f, -0.5f));
((btDynamicsWorld) world.collisionWorld).addConstraint(constraint, false);
constraints.add(constraint);
BulletEntity box2 = null;
for (int i = 0; i < 10; i++) {
if (i % 2 == 0) {
box2 = world.add("box", -3.5f + (float) i, 6f, 0f);
box2.setColor(0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 1f);
constraint = new btPoint2PointConstraint((btRigidBody) box1.body, (btRigidBody) box2.body, tmpV1.set(0.5f, -0.5f, 0.5f), tmpV2.set(-0.5f, -0.5f, 0.5f));
} else {
box1 = world.add("box", -3.5f + (float) i, 6f, 0f);
box1.setColor(0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 0.5f + 0.5f * (float) Math.random(), 1f);
constraint = new btPoint2PointConstraint((btRigidBody) box2.body, (btRigidBody) box1.body, tmpV1.set(0.5f, 0.5f, -0.5f), tmpV2.set(-0.5f, 0.5f, -0.5f));
}
((btDynamicsWorld) world.collisionWorld).addConstraint(constraint, false);
constraints.add(constraint);
}
constraint = new btPoint2PointConstraint((btRigidBody) bar.body, (btRigidBody) box1.body, tmpV1.set(5f, -0.5f, -0.5f), tmpV2.set(0.5f, 0.5f, -0.5f));
((btDynamicsWorld) world.collisionWorld).addConstraint(constraint, false);
constraints.add(constraint);
}
use of com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute in project libgdx by libgdx.
the class FrustumCullingTest method createFrustumModel.
public static Model createFrustumModel(final Vector3... p) {
ModelBuilder builder = new ModelBuilder();
builder.begin();
MeshPartBuilder mpb = builder.part("", GL20.GL_LINES, Usage.Position | Usage.Normal, new Material(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE)));
mpb.vertex(p[0].x, p[0].y, p[0].z, 0, 0, 1, p[1].x, p[1].y, p[1].z, 0, 0, 1, p[2].x, p[2].y, p[2].z, 0, 0, 1, p[3].x, p[3].y, p[3].z, 0, 0, // near
1, p[4].x, p[4].y, p[4].z, 0, 0, -1, p[5].x, p[5].y, p[5].z, 0, 0, -1, p[6].x, p[6].y, p[6].z, 0, 0, -1, p[7].x, p[7].y, p[7].z, 0, 0, -1);
mpb.index((short) 0, (short) 1, (short) 1, (short) 2, (short) 2, (short) 3, (short) 3, (short) 0);
mpb.index((short) 4, (short) 5, (short) 5, (short) 6, (short) 6, (short) 7, (short) 7, (short) 4);
mpb.index((short) 0, (short) 4, (short) 1, (short) 5, (short) 2, (short) 6, (short) 3, (short) 7);
return builder.end();
}
use of com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute in project libgdx by libgdx.
the class Model method convertMaterial.
protected Material convertMaterial(ModelMaterial mtl, TextureProvider textureProvider) {
Material result = new Material();
result.id = mtl.id;
if (mtl.ambient != null)
result.set(new ColorAttribute(ColorAttribute.Ambient, mtl.ambient));
if (mtl.diffuse != null)
result.set(new ColorAttribute(ColorAttribute.Diffuse, mtl.diffuse));
if (mtl.specular != null)
result.set(new ColorAttribute(ColorAttribute.Specular, mtl.specular));
if (mtl.emissive != null)
result.set(new ColorAttribute(ColorAttribute.Emissive, mtl.emissive));
if (mtl.reflection != null)
result.set(new ColorAttribute(ColorAttribute.Reflection, mtl.reflection));
if (mtl.shininess > 0f)
result.set(new FloatAttribute(FloatAttribute.Shininess, mtl.shininess));
if (mtl.opacity != 1.f)
result.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, mtl.opacity));
ObjectMap<String, Texture> textures = new ObjectMap<String, Texture>();
// FIXME uvScaling/uvTranslation totally ignored
if (mtl.textures != null) {
for (ModelTexture tex : mtl.textures) {
Texture texture;
if (textures.containsKey(tex.fileName)) {
texture = textures.get(tex.fileName);
} else {
texture = textureProvider.load(tex.fileName);
textures.put(tex.fileName, texture);
disposables.add(texture);
}
TextureDescriptor descriptor = new TextureDescriptor(texture);
descriptor.minFilter = texture.getMinFilter();
descriptor.magFilter = texture.getMagFilter();
descriptor.uWrap = texture.getUWrap();
descriptor.vWrap = texture.getVWrap();
float offsetU = tex.uvTranslation == null ? 0f : tex.uvTranslation.x;
float offsetV = tex.uvTranslation == null ? 0f : tex.uvTranslation.y;
float scaleU = tex.uvScaling == null ? 1f : tex.uvScaling.x;
float scaleV = tex.uvScaling == null ? 1f : tex.uvScaling.y;
switch(tex.usage) {
case ModelTexture.USAGE_DIFFUSE:
result.set(new TextureAttribute(TextureAttribute.Diffuse, descriptor, offsetU, offsetV, scaleU, scaleV));
break;
case ModelTexture.USAGE_SPECULAR:
result.set(new TextureAttribute(TextureAttribute.Specular, descriptor, offsetU, offsetV, scaleU, scaleV));
break;
case ModelTexture.USAGE_BUMP:
result.set(new TextureAttribute(TextureAttribute.Bump, descriptor, offsetU, offsetV, scaleU, scaleV));
break;
case ModelTexture.USAGE_NORMAL:
result.set(new TextureAttribute(TextureAttribute.Normal, descriptor, offsetU, offsetV, scaleU, scaleV));
break;
case ModelTexture.USAGE_AMBIENT:
result.set(new TextureAttribute(TextureAttribute.Ambient, descriptor, offsetU, offsetV, scaleU, scaleV));
break;
case ModelTexture.USAGE_EMISSIVE:
result.set(new TextureAttribute(TextureAttribute.Emissive, descriptor, offsetU, offsetV, scaleU, scaleV));
break;
case ModelTexture.USAGE_REFLECTION:
result.set(new TextureAttribute(TextureAttribute.Reflection, descriptor, offsetU, offsetV, scaleU, scaleV));
break;
}
}
}
return result;
}
use of com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute 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);
}
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