use of com.badlogic.gdx.graphics.g3d.attributes.CubemapAttribute in project libgdx by libgdx.
the class ShaderCollectionTest method setEnvironment.
public void setEnvironment(String name) {
if (name == null)
return;
if (cubemap != null) {
cubemap.dispose();
cubemap = null;
}
if (name.equals("<none>")) {
if (environment.has(CubemapAttribute.EnvironmentMap)) {
environment.remove(CubemapAttribute.EnvironmentMap);
shaderProvider.clear();
}
} else {
FileHandle root = Gdx.files.internal("data/g3d/environment");
FacedCubemapData faces = new FacedCubemapData(root.child(name + "_PX.png"), root.child(name + "_NX.png"), root.child(name + "_PY.png"), root.child(name + "_NY.png"), root.child(name + "_PZ.png"), root.child(name + "_NZ.png"), // FIXME mipmapping on desktop
false);
cubemap = new Cubemap(faces);
faces.load(CubemapSide.NegativeX, root.child(name + "_NX.png"));
cubemap.load(faces);
if (!environment.has(CubemapAttribute.EnvironmentMap))
shaderProvider.clear();
environment.set(new CubemapAttribute(CubemapAttribute.EnvironmentMap, cubemap));
}
}
use of com.badlogic.gdx.graphics.g3d.attributes.CubemapAttribute in project libgdx by libgdx.
the class FrameBufferCubemapTest method create.
@Override
public void create() {
super.create();
camFb = new PerspectiveCamera(90, 800, 800);
camFb.position.set(10f, 10f, 10f);
camFb.lookAt(0, 0, 0);
camFb.near = 0.1f;
camFb.far = 1000f;
camFb.update();
fb = new FrameBufferCubemap(Format.RGBA8888, 800, 800, true);
cubemap = fb.getColorBufferTexture();
ObjLoader objLoader = new ObjLoader();
cubeMesh = objLoader.loadModel(Gdx.files.internal("data/cube.obj"));
cubeInstance = new ModelInstance(cubeMesh);
cubeBatch = new ModelBatch(Gdx.files.internal("data/shaders/cubemap-vert.glsl"), Gdx.files.internal("data/shaders/cubemap-frag.glsl"));
cubeInstance.materials.get(0).set(new CubemapAttribute(CubemapAttribute.EnvironmentMap, cubemap));
camCube = new PerspectiveCamera(67, Gdx.graphics.getWidth() * 0.5f, Gdx.graphics.getHeight() * 0.5f);
camCube.position.set(0f, 2f, 2f);
camCube.lookAt(0, 0, 0);
camCube.near = 1f;
camCube.far = 300f;
camCube.update();
}
use of com.badlogic.gdx.graphics.g3d.attributes.CubemapAttribute 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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