use of com.badlogic.gdx.graphics.g3d.environment.DirectionalLight in project bdx by GoranM.
the class Light method updateLight.
public void updateLight() {
if (lightData != null) {
if (type.equals(Type.POINT)) {
PointLight p = (PointLight) lightData;
p.set(color.r, color.g, color.b, position().x, position().y, position().z, energy);
} else if (type.equals(Type.SUN)) {
DirectionalLight d = (DirectionalLight) lightData;
Vector3f dir = axis(2).negated();
d.set(color.r, color.g, color.b, dir.x, dir.y, dir.z);
} else if (type.equals(Type.SPOT)) {
SpotLight s = (SpotLight) lightData;
Vector3f down = axis(2).negated();
s.set(color.r, color.g, color.b, position().x, position().y, position().z, down.x, down.y, down.z, energy, spotSize, exponent);
}
}
}
use of com.badlogic.gdx.graphics.g3d.environment.DirectionalLight in project bdx by GoranM.
the class Light method on.
public void on(boolean on) {
this.on = on;
if (type == Type.POINT) {
PointLightsAttribute la = (PointLightsAttribute) scene.environment.get(PointLightsAttribute.Type);
PointLight pl = (PointLight) lightData;
if (on && !la.lights.contains(pl, true))
la.lights.add(pl);
else if (!on && la.lights.contains(pl, true))
la.lights.removeValue(pl, true);
} else if (type == Type.SUN) {
DirectionalLightsAttribute la = (DirectionalLightsAttribute) scene.environment.get(DirectionalLightsAttribute.Type);
DirectionalLight dl = (DirectionalLight) lightData;
if (on && !la.lights.contains(dl, true))
la.lights.add(dl);
else if (!on && la.lights.contains(dl, true))
la.lights.removeValue(dl, true);
} else if (type == Type.SPOT) {
SpotLightsAttribute la = (SpotLightsAttribute) scene.environment.get(SpotLightsAttribute.Type);
SpotLight sl = (SpotLight) lightData;
if (on && !la.lights.contains(sl, true))
la.lights.add(sl);
else if (!on && la.lights.contains(sl, true))
la.lights.removeValue(sl, true);
}
}
use of com.badlogic.gdx.graphics.g3d.environment.DirectionalLight in project libgdx by libgdx.
the class BasicBulletTest method create.
@Override
public void create() {
super.create();
instructions = "Swipe for next test";
lights = new Environment();
lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.2f, 0.2f, 0.2f, 1.f));
lights.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1f, -0.7f));
// Set up the camera
final float width = Gdx.graphics.getWidth();
final float height = Gdx.graphics.getHeight();
if (width > height)
camera = new PerspectiveCamera(67f, 3f * width / height, 3f);
else
camera = new PerspectiveCamera(67f, 3f, 3f * height / width);
camera.position.set(10f, 10f, 10f);
camera.lookAt(0, 0, 0);
camera.update();
// Create the model batch
modelBatch = new ModelBatch();
// Create some basic models
final Model groundModel = modelBuilder.createRect(20f, 0f, -20f, -20f, 0f, -20f, -20f, 0f, 20f, 20f, 0f, 20f, 0, 1, 0, new Material(ColorAttribute.createDiffuse(Color.BLUE), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(16f)), Usage.Position | Usage.Normal);
models.add(groundModel);
final Model sphereModel = modelBuilder.createSphere(1f, 1f, 1f, 10, 10, new Material(ColorAttribute.createDiffuse(Color.RED), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(64f)), Usage.Position | Usage.Normal);
models.add(sphereModel);
// Load the bullet library
// Normally use: Bullet.init();
BaseBulletTest.init();
// Create the bullet world
collisionConfiguration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collisionConfiguration);
broadphase = new btDbvtBroadphase();
solver = new btSequentialImpulseConstraintSolver();
collisionWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
collisionWorld.setGravity(gravity);
// Create the shapes and body construction infos
btCollisionShape groundShape = new btBoxShape(tempVector.set(20, 0, 20));
shapes.add(groundShape);
btRigidBodyConstructionInfo groundInfo = new btRigidBodyConstructionInfo(0f, null, groundShape, Vector3.Zero);
bodyInfos.add(groundInfo);
btCollisionShape sphereShape = new btSphereShape(0.5f);
shapes.add(sphereShape);
sphereShape.calculateLocalInertia(1f, tempVector);
btRigidBodyConstructionInfo sphereInfo = new btRigidBodyConstructionInfo(1f, null, sphereShape, tempVector);
bodyInfos.add(sphereInfo);
// Create the ground
ModelInstance ground = new ModelInstance(groundModel);
instances.add(ground);
btDefaultMotionState groundMotionState = new btDefaultMotionState();
groundMotionState.setWorldTransform(ground.transform);
motionStates.add(groundMotionState);
btRigidBody groundBody = new btRigidBody(groundInfo);
groundBody.setMotionState(groundMotionState);
bodies.add(groundBody);
collisionWorld.addRigidBody(groundBody);
// Create the spheres
for (float x = -10f; x <= 10f; x += 2f) {
for (float y = 5f; y <= 15f; y += 2f) {
for (float z = 0f; z <= 0f; z += 2f) {
ModelInstance sphere = new ModelInstance(sphereModel);
instances.add(sphere);
sphere.transform.trn(x + 0.1f * MathUtils.random(), y + 0.1f * MathUtils.random(), z + 0.1f * MathUtils.random());
btDefaultMotionState sphereMotionState = new btDefaultMotionState();
sphereMotionState.setWorldTransform(sphere.transform);
motionStates.add(sphereMotionState);
btRigidBody sphereBody = new btRigidBody(sphereInfo);
sphereBody.setMotionState(sphereMotionState);
bodies.add(sphereBody);
collisionWorld.addRigidBody(sphereBody);
}
}
}
}
use of com.badlogic.gdx.graphics.g3d.environment.DirectionalLight in project libgdx by libgdx.
the class Basic3DSceneTest method create.
@Override
public void create() {
modelBatch = new ModelBatch();
lights = new Environment();
lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
lights.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(0f, 7f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
assets = new AssetManager();
assets.load("data/g3d/invaders.g3dj", Model.class);
loading = true;
}
use of com.badlogic.gdx.graphics.g3d.environment.DirectionalLight in project libgdx by libgdx.
the class DefaultShader method bindLights.
protected void bindLights(final Renderable renderable, final Attributes attributes) {
final Environment lights = renderable.environment;
final DirectionalLightsAttribute dla = attributes.get(DirectionalLightsAttribute.class, DirectionalLightsAttribute.Type);
final Array<DirectionalLight> dirs = dla == null ? null : dla.lights;
final PointLightsAttribute pla = attributes.get(PointLightsAttribute.class, PointLightsAttribute.Type);
final Array<PointLight> points = pla == null ? null : pla.lights;
final SpotLightsAttribute sla = attributes.get(SpotLightsAttribute.class, SpotLightsAttribute.Type);
final Array<SpotLight> spots = sla == null ? null : sla.lights;
if (dirLightsLoc >= 0) {
for (int i = 0; i < directionalLights.length; i++) {
if (dirs == null || i >= dirs.size) {
if (lightsSet && directionalLights[i].color.r == 0f && directionalLights[i].color.g == 0f && directionalLights[i].color.b == 0f)
continue;
directionalLights[i].color.set(0, 0, 0, 1);
} else if (lightsSet && directionalLights[i].equals(dirs.get(i)))
continue;
else
directionalLights[i].set(dirs.get(i));
int idx = dirLightsLoc + i * dirLightsSize;
program.setUniformf(idx + dirLightsColorOffset, directionalLights[i].color.r, directionalLights[i].color.g, directionalLights[i].color.b);
program.setUniformf(idx + dirLightsDirectionOffset, directionalLights[i].direction.x, directionalLights[i].direction.y, directionalLights[i].direction.z);
if (dirLightsSize <= 0)
break;
}
}
if (pointLightsLoc >= 0) {
for (int i = 0; i < pointLights.length; i++) {
if (points == null || i >= points.size) {
if (lightsSet && pointLights[i].intensity == 0f)
continue;
pointLights[i].intensity = 0f;
} else if (lightsSet && pointLights[i].equals(points.get(i)))
continue;
else
pointLights[i].set(points.get(i));
int idx = pointLightsLoc + i * pointLightsSize;
program.setUniformf(idx + pointLightsColorOffset, pointLights[i].color.r * pointLights[i].intensity, pointLights[i].color.g * pointLights[i].intensity, pointLights[i].color.b * pointLights[i].intensity);
program.setUniformf(idx + pointLightsPositionOffset, pointLights[i].position.x, pointLights[i].position.y, pointLights[i].position.z);
if (pointLightsIntensityOffset >= 0)
program.setUniformf(idx + pointLightsIntensityOffset, pointLights[i].intensity);
if (pointLightsSize <= 0)
break;
}
}
if (spotLightsLoc >= 0) {
for (int i = 0; i < spotLights.length; i++) {
if (spots == null || i >= spots.size) {
if (lightsSet && spotLights[i].intensity == 0f)
continue;
spotLights[i].intensity = 0f;
} else if (lightsSet && spotLights[i].equals(spots.get(i)))
continue;
else
spotLights[i].set(spots.get(i));
int idx = spotLightsLoc + i * spotLightsSize;
program.setUniformf(idx + spotLightsColorOffset, spotLights[i].color.r * spotLights[i].intensity, spotLights[i].color.g * spotLights[i].intensity, spotLights[i].color.b * spotLights[i].intensity);
program.setUniformf(idx + spotLightsPositionOffset, spotLights[i].position);
program.setUniformf(idx + spotLightsDirectionOffset, spotLights[i].direction);
program.setUniformf(idx + spotLightsCutoffAngleOffset, spotLights[i].cutoffAngle);
program.setUniformf(idx + spotLightsExponentOffset, spotLights[i].exponent);
if (spotLightsIntensityOffset >= 0)
program.setUniformf(idx + spotLightsIntensityOffset, spotLights[i].intensity);
if (spotLightsSize <= 0)
break;
}
}
if (attributes.has(ColorAttribute.Fog)) {
set(u_fogColor, ((ColorAttribute) attributes.get(ColorAttribute.Fog)).color);
}
if (lights != null && lights.shadowMap != null) {
set(u_shadowMapProjViewTrans, lights.shadowMap.getProjViewTrans());
set(u_shadowTexture, lights.shadowMap.getDepthMap());
set(u_shadowPCFOffset, 1.f / (2f * lights.shadowMap.getDepthMap().texture.getWidth()));
}
lightsSet = true;
}
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