use of com.badlogic.gdx.graphics.g3d.environment.PointLight 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()));
}
}
use of com.badlogic.gdx.graphics.g3d.environment.PointLight 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());
}
use of com.badlogic.gdx.graphics.g3d.environment.PointLight 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.PointLight 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;
}
use of com.badlogic.gdx.graphics.g3d.environment.PointLight in project libgdx by libgdx.
the class DefaultShader method begin.
@Override
public void begin(final Camera camera, final RenderContext context) {
super.begin(camera, context);
for (final DirectionalLight dirLight : directionalLights) dirLight.set(0, 0, 0, 0, -1, 0);
for (final PointLight pointLight : pointLights) pointLight.set(0, 0, 0, 0, 0, 0, 0);
for (final SpotLight spotLight : spotLights) spotLight.set(0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0);
lightsSet = false;
if (has(u_time))
set(u_time, time += Gdx.graphics.getDeltaTime());
}
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