use of com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute 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.FloatAttribute in project libgdx by libgdx.
the class DefaultShader method bindMaterial.
protected void bindMaterial(final Attributes attributes) {
int cullFace = config.defaultCullFace == -1 ? defaultCullFace : config.defaultCullFace;
int depthFunc = config.defaultDepthFunc == -1 ? defaultDepthFunc : config.defaultDepthFunc;
float depthRangeNear = 0f;
float depthRangeFar = 1f;
boolean depthMask = true;
for (final Attribute attr : attributes) {
final long t = attr.type;
if (BlendingAttribute.is(t)) {
context.setBlending(true, ((BlendingAttribute) attr).sourceFunction, ((BlendingAttribute) attr).destFunction);
set(u_opacity, ((BlendingAttribute) attr).opacity);
} else if ((t & IntAttribute.CullFace) == IntAttribute.CullFace)
cullFace = ((IntAttribute) attr).value;
else if ((t & FloatAttribute.AlphaTest) == FloatAttribute.AlphaTest)
set(u_alphaTest, ((FloatAttribute) attr).value);
else if ((t & DepthTestAttribute.Type) == DepthTestAttribute.Type) {
DepthTestAttribute dta = (DepthTestAttribute) attr;
depthFunc = dta.depthFunc;
depthRangeNear = dta.depthRangeNear;
depthRangeFar = dta.depthRangeFar;
depthMask = dta.depthMask;
} else if (!config.ignoreUnimplemented)
throw new GdxRuntimeException("Unknown material attribute: " + attr.toString());
}
context.setCullFace(cullFace);
context.setDepthTest(depthFunc, depthRangeNear, depthRangeFar);
context.setDepthMask(depthMask);
}
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