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Example 1 with DepthShaderProvider

use of com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider in project libgdx by libgdx.

the class BaseBulletTest method create.

@Override
public void create() {
    init();
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.3f, 0.3f, 0.3f, 1.f));
    light = shadows ? new DirectionalShadowLight(1024, 1024, 20f, 20f, 1f, 300f) : new DirectionalLight();
    light.set(0.8f, 0.8f, 0.8f, -0.5f, -1f, 0.7f);
    environment.add(light);
    if (shadows)
        environment.shadowMap = (DirectionalShadowLight) light;
    shadowBatch = new ModelBatch(new DepthShaderProvider());
    modelBatch = new ModelBatch();
    world = createWorld();
    world.performanceCounter = performanceCounter;
    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 some simple 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.WHITE), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(16f)), Usage.Position | Usage.Normal);
    disposables.add(groundModel);
    final Model boxModel = modelBuilder.createBox(1f, 1f, 1f, new Material(ColorAttribute.createDiffuse(Color.WHITE), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(64f)), Usage.Position | Usage.Normal);
    disposables.add(boxModel);
    // Add the constructors
    // mass = 0: static body
    world.addConstructor("ground", new BulletConstructor(groundModel, 0f));
    // mass = 1kg: dynamic body
    world.addConstructor("box", new BulletConstructor(boxModel, 1f));
    // mass = 0: static body
    world.addConstructor("staticbox", new BulletConstructor(boxModel, 0f));
}
Also used : DirectionalShadowLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Model(com.badlogic.gdx.graphics.g3d.Model) 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) DepthShaderProvider(com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider)

Example 2 with DepthShaderProvider

use of com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider in project libgdx by libgdx.

the class Animation3DTest method create.

@Override
public void create() {
    super.create();
    lights = new Environment();
    lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
    lights.add((shadowLight = new DirectionalShadowLight(1024, 1024, 30f, 30f, 1f, 100f)).set(0.8f, 0.8f, 0.8f, -.4f, -.4f, -.4f));
    lights.shadowMap = shadowLight;
    inputController.rotateLeftKey = inputController.rotateRightKey = inputController.forwardKey = inputController.backwardKey = 0;
    cam.position.set(25, 25, 25);
    cam.lookAt(0, 0, 0);
    cam.update();
    modelsWindow.setVisible(false);
    assets.load("data/g3d/skydome.g3db", Model.class);
    assets.load("data/g3d/concrete.png", Texture.class);
    assets.load("data/tree.png", Texture.class);
    assets.load("data/g3d/ship.obj", Model.class);
    loading = true;
    trForward.translation.set(0, 0, 8f);
    trBackward.translation.set(0, 0, -8f);
    trLeft.rotation.setFromAxis(Vector3.Y, 90);
    trRight.rotation.setFromAxis(Vector3.Y, -90);
    ModelBuilder builder = new ModelBuilder();
    builder.begin();
    builder.node().id = "floor";
    MeshPartBuilder part = builder.part("floor", GL20.GL_TRIANGLES, Usage.Position | Usage.TextureCoordinates | Usage.Normal, new Material("concrete"));
    ((MeshBuilder) part).ensureRectangles(1600);
    for (float x = -200f; x < 200f; x += 10f) {
        for (float z = -200f; z < 200f; z += 10f) {
            part.rect(x, 0, z + 10f, x + 10f, 0, z + 10f, x + 10f, 0, z, x, 0, z, 0, 1, 0);
        }
    }
    builder.node().id = "tree";
    part = builder.part("tree", GL20.GL_TRIANGLES, Usage.Position | Usage.TextureCoordinates | Usage.Normal, new Material("tree"));
    part.rect(0f, 0f, -10f, 10f, 0f, -10f, 10f, 10f, -10f, 0f, 10f, -10f, 0, 0, 1f);
    part.setUVRange(1, 0, 0, 1);
    part.rect(10f, 0f, -10f, 0f, 0f, -10f, 0f, 10f, -10f, 10f, 10f, -10f, 0, 0, -1f);
    floorModel = builder.end();
    shadowBatch = new ModelBatch(new DepthShaderProvider());
}
Also used : ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) DirectionalShadowLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight) MeshBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshBuilder) ModelBatch(com.badlogic.gdx.graphics.g3d.ModelBatch) Environment(com.badlogic.gdx.graphics.g3d.Environment) Material(com.badlogic.gdx.graphics.g3d.Material) MeshPartBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) DepthShaderProvider(com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider)

Example 3 with DepthShaderProvider

use of com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider in project libgdx by libgdx.

the class ShadowMappingTest method create.

@Override
public void create() {
    modelBatch = new ModelBatch();
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, .4f, .4f, .4f, 1f));
    environment.add((shadowLight = new DirectionalShadowLight(1024, 1024, 30f, 30f, 1f, 100f)).set(0.8f, 0.8f, 0.8f, -1f, -.8f, -.2f));
    environment.shadowMap = shadowLight;
    cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.position.set(0f, 7f, 10f);
    cam.lookAt(0, 0, 0);
    cam.near = 1f;
    cam.far = 50f;
    cam.update();
    ModelBuilder modelBuilder = new ModelBuilder();
    modelBuilder.begin();
    MeshPartBuilder mpb = modelBuilder.part("parts", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.ColorUnpacked, new Material(ColorAttribute.createDiffuse(Color.WHITE)));
    mpb.setColor(1f, 1f, 1f, 1f);
    mpb.box(0, -1.5f, 0, 10, 1, 10);
    mpb.setColor(1f, 0f, 1f, 1f);
    mpb.sphere(2f, 2f, 2f, 10, 10);
    model = modelBuilder.end();
    instance = new ModelInstance(model);
    shadowBatch = new ModelBatch(new DepthShaderProvider());
    Gdx.input.setInputProcessor(camController = new CameraInputController(cam));
}
Also used : ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) CameraInputController(com.badlogic.gdx.graphics.g3d.utils.CameraInputController) DirectionalShadowLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight) 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) MeshPartBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder) ColorAttribute(com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute) DepthShaderProvider(com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider)

Aggregations

Environment (com.badlogic.gdx.graphics.g3d.Environment)3 Material (com.badlogic.gdx.graphics.g3d.Material)3 ModelBatch (com.badlogic.gdx.graphics.g3d.ModelBatch)3 ColorAttribute (com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute)3 DirectionalShadowLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight)3 DepthShaderProvider (com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider)3 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)2 MeshPartBuilder (com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder)2 ModelBuilder (com.badlogic.gdx.graphics.g3d.utils.ModelBuilder)2 Model (com.badlogic.gdx.graphics.g3d.Model)1 ModelInstance (com.badlogic.gdx.graphics.g3d.ModelInstance)1 DirectionalLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalLight)1 CameraInputController (com.badlogic.gdx.graphics.g3d.utils.CameraInputController)1 MeshBuilder (com.badlogic.gdx.graphics.g3d.utils.MeshBuilder)1