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Example 1 with SpotLight

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);
        }
    }
}
Also used : DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) Vector3f(javax.vecmath.Vector3f) PointLight(com.badlogic.gdx.graphics.g3d.environment.PointLight) SpotLight(com.badlogic.gdx.graphics.g3d.environment.SpotLight)

Example 2 with SpotLight

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;
}
Also used : DirectionalLightsAttribute(com.badlogic.gdx.graphics.g3d.attributes.DirectionalLightsAttribute) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) Environment(com.badlogic.gdx.graphics.g3d.Environment) PointLightsAttribute(com.badlogic.gdx.graphics.g3d.attributes.PointLightsAttribute) SpotLightsAttribute(com.badlogic.gdx.graphics.g3d.attributes.SpotLightsAttribute) PointLight(com.badlogic.gdx.graphics.g3d.environment.PointLight) SpotLight(com.badlogic.gdx.graphics.g3d.environment.SpotLight)

Example 3 with SpotLight

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());
}
Also used : DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) PointLight(com.badlogic.gdx.graphics.g3d.environment.PointLight) SpotLight(com.badlogic.gdx.graphics.g3d.environment.SpotLight)

Example 4 with SpotLight

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;
        }
    }
}
Also used : TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) LightProperties(com.badlogic.gdx.tests.g3d.shadows.system.BaseShadowSystem.LightProperties) SpotLightsAttribute(com.badlogic.gdx.graphics.g3d.attributes.SpotLightsAttribute) Camera(com.badlogic.gdx.graphics.Camera) SpotLight(com.badlogic.gdx.graphics.g3d.environment.SpotLight)

Example 5 with SpotLight

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);
    }
}
Also used : DirectionalLightsAttribute(com.badlogic.gdx.graphics.g3d.attributes.DirectionalLightsAttribute) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) PointLightsAttribute(com.badlogic.gdx.graphics.g3d.attributes.PointLightsAttribute) SpotLightsAttribute(com.badlogic.gdx.graphics.g3d.attributes.SpotLightsAttribute) PointLight(com.badlogic.gdx.graphics.g3d.environment.PointLight) SpotLight(com.badlogic.gdx.graphics.g3d.environment.SpotLight)

Aggregations

SpotLight (com.badlogic.gdx.graphics.g3d.environment.SpotLight)6 DirectionalLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalLight)5 PointLight (com.badlogic.gdx.graphics.g3d.environment.PointLight)5 SpotLightsAttribute (com.badlogic.gdx.graphics.g3d.attributes.SpotLightsAttribute)3 Environment (com.badlogic.gdx.graphics.g3d.Environment)2 DirectionalLightsAttribute (com.badlogic.gdx.graphics.g3d.attributes.DirectionalLightsAttribute)2 PointLightsAttribute (com.badlogic.gdx.graphics.g3d.attributes.PointLightsAttribute)2 Camera (com.badlogic.gdx.graphics.Camera)1 VertexAttribute (com.badlogic.gdx.graphics.VertexAttribute)1 TextureRegion (com.badlogic.gdx.graphics.g2d.TextureRegion)1 LightProperties (com.badlogic.gdx.tests.g3d.shadows.system.BaseShadowSystem.LightProperties)1 Vector3f (javax.vecmath.Vector3f)1