use of com.badlogic.gdx.graphics.g3d.environment.SpotLight 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.SpotLight 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.SpotLight 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());
}
use of com.badlogic.gdx.graphics.g3d.environment.SpotLight in project libgdx by libgdx.
the class MainShader method bindSpotShadows.
public void bindSpotShadows(final Attributes attributes) {
final SpotLightsAttribute sla = attributes.get(SpotLightsAttribute.class, SpotLightsAttribute.Type);
final Array<SpotLight> spots = sla == null ? null : sla.lights;
if (spotLightsLoc >= 0) {
for (int i = 0; i < spotLights.length; i++) {
if (spots == null || spots.size <= i) {
continue;
}
int idx = spotShadowsLoc + i * spotShadowsSize;
// Shadow
ObjectMap<SpotLight, LightProperties> spotCameras = shadowSystem.getSpotCameras();
SpotLight sl = spots.get(i);
if (shadowSystem.hasLight(sl)) {
// UVTransform
final TextureRegion tr = spotCameras.get(sl).region;
Camera cam = spotCameras.get(sl).camera;
if (cam != null) {
program.setUniformf(idx + spotShadowsUvTransformOffset, tr.getU(), tr.getV(), tr.getU2() - tr.getU(), tr.getV2() - tr.getV());
// ProjViewTrans
idx = spotShadowMapProjViewTransLoc + i * spotShadowMapProjViewTransSize;
program.setUniformMatrix(idx, spotCameras.get(sl).camera.combined);
}
}
if (spotLightsSize <= 0)
break;
}
}
}
use of com.badlogic.gdx.graphics.g3d.environment.SpotLight 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);
}
}
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