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Example 6 with DirectionalLight

use of com.badlogic.gdx.graphics.g3d.environment.DirectionalLight in project libgdx by libgdx.

the class Basic3DTest method create.

@Override
public void create() {
    modelBatch = new ModelBatch(new DefaultShaderProvider());
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, .4f, .4f, .4f, 1f));
    environment.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(10f, 10f, 10f);
    cam.lookAt(0, 0, 0);
    cam.near = 1f;
    cam.far = 30f;
    cam.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(cam)));
}
Also used : ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) DefaultShaderProvider(com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) CameraInputController(com.badlogic.gdx.graphics.g3d.utils.CameraInputController) InputMultiplexer(com.badlogic.gdx.InputMultiplexer) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) 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 7 with DirectionalLight

use of com.badlogic.gdx.graphics.g3d.environment.DirectionalLight in project libgdx by libgdx.

the class Benchmark3DTest method randomizeLights.

protected void randomizeLights() {
    int pointLights = MathUtils.random(5);
    int directionalLights = MathUtils.random(5);
    DefaultShader.Config config = new Config();
    config.numDirectionalLights = directionalLights;
    config.numPointLights = pointLights;
    config.numSpotLights = 0;
    modelBatch.dispose();
    modelBatch = new ModelBatch(new DefaultShaderProvider(config));
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
    for (int i = 0; i < pointLights; i++) {
        environment.add(new PointLight().set(randomColor(), randomPosition(), MathUtils.random(10f)));
    }
    for (int i = 0; i < directionalLights; i++) {
        environment.add(new DirectionalLight().set(randomColor(), randomPosition()));
    }
}
Also used : DefaultShaderProvider(com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider) Config(com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.Config) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Environment(com.badlogic.gdx.graphics.g3d.Environment) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) PointLight(com.badlogic.gdx.graphics.g3d.environment.PointLight) Config(com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.Config) DefaultShader(com.badlogic.gdx.graphics.g3d.shaders.DefaultShader)

Example 8 with DirectionalLight

use of com.badlogic.gdx.graphics.g3d.environment.DirectionalLight in project libgdx by libgdx.

the class LightsTest method create.

@Override
public void create() {
    super.create();
    environment.clear();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.2f, 0.2f, 0.2f, 1.0f));
    environment.add(dirLight = new DirectionalLight().set(0.8f, 0.2f, 0.2f, -1f, -2f, -0.5f));
    environment.add(pointLight = new PointLight().set(0.2f, 0.8f, 0.2f, 0f, 0f, 0f, 100f));
    ModelBuilder mb = new ModelBuilder();
    lightModel = mb.createSphere(1, 1, 1, 10, 10, new Material(ColorAttribute.createDiffuse(1, 1, 1, 1)), Usage.Position);
    lightModel.nodes.get(0).parts.get(0).setRenderable(pLight = new Renderable());
}
Also used : ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) Renderable(com.badlogic.gdx.graphics.g3d.Renderable) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) Material(com.badlogic.gdx.graphics.g3d.Material) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) PointLight(com.badlogic.gdx.graphics.g3d.environment.PointLight)

Example 9 with DirectionalLight

use of com.badlogic.gdx.graphics.g3d.environment.DirectionalLight in project libgdx by libgdx.

the class MeshBuilderTest method create.

@Override
public void create() {
    super.create();
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
    environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1.0f, -0.8f));
    modelsWindow.setVisible(false);
    Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
    Material material = new Material(TextureAttribute.createDiffuse(texture));
    MeshBuilder meshBuilder = new MeshBuilder();
    meshBuilder.begin(Usage.Position | Usage.Normal | Usage.ColorPacked | Usage.TextureCoordinates, GL20.GL_TRIANGLES);
    meshBuilder.box(1f, 1f, 1f);
    Mesh mesh = new Mesh(true, meshBuilder.getNumVertices(), meshBuilder.getNumIndices(), meshBuilder.getAttributes());
    mesh = meshBuilder.end(mesh);
    ModelBuilder modelBuilder = new ModelBuilder();
    modelBuilder.begin();
    modelBuilder.manage(texture);
    modelBuilder.node().id = "box";
    MeshPartBuilder mpb = modelBuilder.part("box", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
    mpb.setColor(Color.RED);
    mpb.box(1f, 1f, 1f);
    modelBuilder.node().id = "sphere";
    mpb = modelBuilder.part("sphere", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
    mpb.sphere(2f, 2f, 2f, 10, 5);
    modelBuilder.node().id = "cone";
    mpb = modelBuilder.part("cone", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
    mpb.setVertexTransform(new Matrix4().rotate(Vector3.X, -45f));
    mpb.cone(2f, 3f, 1f, 8);
    modelBuilder.node().id = "cylinder";
    mpb = modelBuilder.part("cylinder", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
    mpb.setUVRange(1f, 1f, 0f, 0f);
    mpb.cylinder(2f, 4f, 3f, 15);
    modelBuilder.node().id = "mesh";
    mpb = modelBuilder.part("mesh", GL20.GL_TRIANGLES, mesh.getVertexAttributes(), material);
    Matrix4 transform = new Matrix4();
    mpb.setVertexTransform(transform.setToTranslation(0, 2, 0));
    mpb.addMesh(mesh);
    mpb.setColor(Color.BLUE);
    mpb.setVertexTransform(transform.setToTranslation(1, 1, 0));
    mpb.addMesh(mesh);
    mpb.setColor(null);
    mpb.setVertexTransform(transform.setToTranslation(-1, 1, 0).rotate(Vector3.X, 45));
    mpb.addMesh(mesh);
    mpb.setVertexTransform(transform.setToTranslation(0, 1, 1));
    mpb.setUVRange(0.75f, 0.75f, 0.25f, 0.25f);
    mpb.addMesh(mesh);
    model = modelBuilder.end();
    instances.add(new ModelInstance(model, new Matrix4().trn(0f, 0f, 0f), "mesh", true));
    instances.add(new ModelInstance(model, new Matrix4().trn(-5f, 0f, -5f), "box", true));
    instances.add(new ModelInstance(model, new Matrix4().trn(5f, 0f, -5f), "sphere", true));
    instances.add(new ModelInstance(model, new Matrix4().trn(-5f, 0f, 5f), "cone", true));
    instances.add(new ModelInstance(model, new Matrix4().trn(5f, 0f, 5f), "cylinder", true));
}
Also used : ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) MeshBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshBuilder) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) Environment(com.badlogic.gdx.graphics.g3d.Environment) Mesh(com.badlogic.gdx.graphics.Mesh) Material(com.badlogic.gdx.graphics.g3d.Material) MeshPartBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) Texture(com.badlogic.gdx.graphics.Texture) Matrix4(com.badlogic.gdx.math.Matrix4)

Example 10 with DirectionalLight

use of com.badlogic.gdx.graphics.g3d.environment.DirectionalLight in project libgdx by libgdx.

the class MainShader method bindDirectionalShadows.

public void bindDirectionalShadows(final Attributes attributes) {
    final DirectionalLightsAttribute dla = attributes.get(DirectionalLightsAttribute.class, DirectionalLightsAttribute.Type);
    final Array<DirectionalLight> dirs = dla == null ? null : dla.lights;
    if (dirLightsLoc >= 0) {
        for (int i = 0; i < directionalLights.length; i++) {
            if (dirs == null || dirs.size <= i) {
                continue;
            }
            int idx = dirShadowsLoc + i * dirShadowsSize;
            // Shadow
            ObjectMap<DirectionalLight, LightProperties> dirCameras = shadowSystem.getDirectionalCameras();
            DirectionalLight dl = dirs.get(i);
            if (shadowSystem.hasLight(dl)) {
                // UVTransform
                final TextureRegion tr = dirCameras.get(dl).region;
                Camera cam = dirCameras.get(dl).camera;
                if (cam != null) {
                    program.setUniformf(idx + dirShadowsUvTransformOffset, tr.getU(), tr.getV(), tr.getU2() - tr.getU(), tr.getV2() - tr.getV());
                    // ProjViewTrans
                    idx = dirShadowMapProjViewTransLoc + i * dirShadowMapProjViewTransSize;
                    program.setUniformMatrix(idx, dirCameras.get(dl).camera.combined);
                }
            }
            if (dirLightsSize <= 0)
                break;
        }
    }
}
Also used : TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) DirectionalLightsAttribute(com.badlogic.gdx.graphics.g3d.attributes.DirectionalLightsAttribute) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) LightProperties(com.badlogic.gdx.tests.g3d.shadows.system.BaseShadowSystem.LightProperties) Camera(com.badlogic.gdx.graphics.Camera)

Aggregations

DirectionalLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalLight)22 Environment (com.badlogic.gdx.graphics.g3d.Environment)17 ColorAttribute (com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)16 ModelBatch (com.badlogic.gdx.graphics.g3d.ModelBatch)11 Material (com.badlogic.gdx.graphics.g3d.Material)10 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)9 ModelInstance (com.badlogic.gdx.graphics.g3d.ModelInstance)7 PointLight (com.badlogic.gdx.graphics.g3d.environment.PointLight)7 ModelBuilder (com.badlogic.gdx.graphics.g3d.utils.ModelBuilder)7 SpotLight (com.badlogic.gdx.graphics.g3d.environment.SpotLight)5 CameraInputController (com.badlogic.gdx.graphics.g3d.utils.CameraInputController)5 InputMultiplexer (com.badlogic.gdx.InputMultiplexer)4 Texture (com.badlogic.gdx.graphics.Texture)4 DefaultShaderProvider (com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider)4 Model (com.badlogic.gdx.graphics.g3d.Model)3 DirectionalLightsAttribute (com.badlogic.gdx.graphics.g3d.attributes.DirectionalLightsAttribute)3 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)2 Renderable (com.badlogic.gdx.graphics.g3d.Renderable)2 PointLightsAttribute (com.badlogic.gdx.graphics.g3d.attributes.PointLightsAttribute)2 SpotLightsAttribute (com.badlogic.gdx.graphics.g3d.attributes.SpotLightsAttribute)2