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Example 16 with ColorAttribute

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);
}
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 17 with ColorAttribute

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);
}
Also used : com.badlogic.gdx.physics.bullet.dynamics.btRigidBody(com.badlogic.gdx.physics.bullet.dynamics.btRigidBody) com.badlogic.gdx.physics.bullet.dynamics.btDynamicsWorld(com.badlogic.gdx.physics.bullet.dynamics.btDynamicsWorld) com.badlogic.gdx.physics.bullet.dynamics.btPoint2PointConstraint(com.badlogic.gdx.physics.bullet.dynamics.btPoint2PointConstraint) Model(com.badlogic.gdx.graphics.g3d.Model) Material(com.badlogic.gdx.graphics.g3d.Material) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) com.badlogic.gdx.physics.bullet.dynamics.btTypedConstraint(com.badlogic.gdx.physics.bullet.dynamics.btTypedConstraint) com.badlogic.gdx.physics.bullet.dynamics.btPoint2PointConstraint(com.badlogic.gdx.physics.bullet.dynamics.btPoint2PointConstraint)

Example 18 with ColorAttribute

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();
}
Also used : ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) Material(com.badlogic.gdx.graphics.g3d.Material) MeshPartBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)

Example 19 with ColorAttribute

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;
}
Also used : BlendingAttribute(com.badlogic.gdx.graphics.g3d.attributes.BlendingAttribute) ObjectMap(com.badlogic.gdx.utils.ObjectMap) ModelMaterial(com.badlogic.gdx.graphics.g3d.model.data.ModelMaterial) FloatAttribute(com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute) TextureDescriptor(com.badlogic.gdx.graphics.g3d.utils.TextureDescriptor) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) ModelTexture(com.badlogic.gdx.graphics.g3d.model.data.ModelTexture) Texture(com.badlogic.gdx.graphics.Texture) ModelTexture(com.badlogic.gdx.graphics.g3d.model.data.ModelTexture) TextureAttribute(com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute)

Example 20 with ColorAttribute

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);
}
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)

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