use of com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder in project libgdx by libgdx.
the class MultipleRenderTargetTest method create.
@Override
public void create() {
//use default prepend shader code for batch, some gpu drivers are less forgiving
batch = new SpriteBatch();
//depth texture not currently sampled
ShaderProgram.pedantic = false;
modelCache = new ModelCache();
ShaderProgram.prependVertexCode = Gdx.app.getType().equals(Application.ApplicationType.Desktop) ? "#version 140\n #extension GL_ARB_explicit_attrib_location : enable\n" : "#version 300 es\n";
ShaderProgram.prependFragmentCode = Gdx.app.getType().equals(Application.ApplicationType.Desktop) ? "#version 140\n #extension GL_ARB_explicit_attrib_location : enable\n" : "#version 300 es\n";
renderContext = new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.ROUNDROBIN));
shaderProvider = new BaseShaderProvider() {
@Override
protected Shader createShader(Renderable renderable) {
return new MRTShader(renderable);
}
};
renderableSorter = new DefaultRenderableSorter() {
@Override
public int compare(Renderable o1, Renderable o2) {
return o1.shader.compareTo(o2.shader);
}
};
mrtSceneShader = new ShaderProgram(Gdx.files.internal("data/g3d/shaders/mrtscene.vert"), Gdx.files.internal("data/g3d/shaders/mrtscene.frag"));
if (!mrtSceneShader.isCompiled()) {
System.out.println(mrtSceneShader.getLog());
}
quad = createFullScreenQuad();
camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.near = 1f;
camera.far = 100f;
camera.position.set(3, 5, 10);
camera.lookAt(0, 2, 0);
camera.up.set(0, 1, 0);
camera.update();
cameraController = new FirstPersonCameraController(camera);
cameraController.setVelocity(50);
Gdx.input.setInputProcessor(cameraController);
frameBuffer = new MRTFrameBuffer(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), 3);
AssetManager assetManager = new AssetManager();
assetManager.load("data/g3d/materials/cannon.g3db", Model.class);
assetManager.finishLoading();
Model scene = assetManager.get("data/g3d/materials/cannon.g3db");
cannon = new ModelInstance(scene, "Cannon_LP");
cannon.transform.setToTranslationAndScaling(0, 0, 0, 0.001f, 0.001f, 0.001f);
ModelBuilder modelBuilder = new ModelBuilder();
for (int i = 0; i < NUM_LIGHTS; i++) {
modelBuilder.begin();
Light light = new Light();
light.color.set(MathUtils.random(1f), MathUtils.random(1f), MathUtils.random(1f));
light.position.set(MathUtils.random(-10f, 10f), MathUtils.random(10f, 15f), MathUtils.random(-10f, 10f));
light.vy = MathUtils.random(10f, 20f);
light.vx = MathUtils.random(-10f, 10f);
light.vz = MathUtils.random(-10f, 10f);
MeshPartBuilder meshPartBuilder = modelBuilder.part("light", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorPacked | VertexAttributes.Usage.Normal, new Material());
meshPartBuilder.setColor(light.color.x, light.color.y, light.color.z, 1f);
meshPartBuilder.sphere(0.2f, 0.2f, 0.2f, 10, 10);
light.lightInstance = new ModelInstance(modelBuilder.end());
lights.add(light);
}
modelBuilder.begin();
MeshPartBuilder meshPartBuilder = modelBuilder.part("floor", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorPacked | VertexAttributes.Usage.Normal, new Material());
meshPartBuilder.setColor(0.2f, 0.2f, 0.2f, 1f);
meshPartBuilder.box(0, -0.1f, 0f, 20f, 0.1f, 20f);
floorInstance = new ModelInstance(modelBuilder.end());
Gdx.input.setInputProcessor(new InputMultiplexer(this, cameraController));
}
use of com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder 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));
}
use of com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder in project libgdx by libgdx.
the class MaterialTest method create.
@Override
public void create() {
texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), true);
// Create material attributes. Each material can contain x-number of attributes.
textureAttribute = new TextureAttribute(TextureAttribute.Diffuse, texture);
colorAttribute = new ColorAttribute(ColorAttribute.Diffuse, Color.ORANGE);
blendingAttribute = new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
ModelBuilder builder = new ModelBuilder();
model = builder.createBox(1, 1, 1, new Material(), Usage.Position | Usage.Normal | Usage.TextureCoordinates);
model.manageDisposable(texture);
modelInstance = new ModelInstance(model);
modelInstance.transform.rotate(Vector3.X, 45);
material = modelInstance.materials.get(0);
builder.begin();
MeshPartBuilder mpb = builder.part("back", GL20.GL_TRIANGLES, Usage.Position | Usage.TextureCoordinates, new Material(textureAttribute));
mpb.rect(-2, -2, -2, 2, -2, -2, 2, 2, -2, -2, 2, -2, 0, 0, 1);
backModel = builder.end();
background = new ModelInstance(backModel);
modelBatch = new ModelBatch();
camera = new PerspectiveCamera(45, 4, 4);
camera.position.set(0, 0, 3);
camera.direction.set(0, 0, -1);
camera.update();
Gdx.input.setInputProcessor(this);
}
use of com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder in project bdx by GoranM.
the class GameObject method join.
public void join(HashMap<Mesh, ArrayList<Matrix4f>> map) {
// Collect transformed vertex arrays for each material & calculate number of indices
int VERT_STRIDE = Bdx.VERT_STRIDE;
HashMap<Material, ArrayList<float[]>> tvaMap = new HashMap<Material, ArrayList<float[]>>();
HashMap<Material, Integer> lenMap = new HashMap<Material, Integer>();
Mesh m;
Node node;
Material mat;
MeshPart meshPart;
float[] va, tva;
int numIndices, numVertices, offset, j, len;
Vector3f p = new Vector3f();
Vector3f s = new Vector3f();
Matrix3f o = new Matrix3f();
Vector3f vP = new Vector3f();
Vector3f nP = new Vector3f();
Vector3f vPT = new Vector3f();
Vector3f nPT = new Vector3f();
Vector3f pos = position();
Vector3f sca = scale();
Matrix3f oriInv = orientation().inverted();
for (Map.Entry<Mesh, ArrayList<Matrix4f>> e : map.entrySet()) {
m = e.getKey();
node = m.model.nodes.get(0);
for (Matrix4f t : e.getValue()) {
t.get(p);
p.sub(pos);
p = oriInv.mult(p.div(sca));
t.getRotationScale(o);
o = oriInv.mult(o);
s.set(t.m30, t.m31, t.m32);
if (s.length() == 0) {
s.set(1, 1, 1);
}
s = s.div(sca);
for (NodePart nodePart : node.parts) {
meshPart = nodePart.meshPart;
numIndices = meshPart.size;
numVertices = numIndices * VERT_STRIDE;
offset = meshPart.offset * VERT_STRIDE;
va = meshPart.mesh.getVertices(offset, numVertices, new float[numVertices]);
tva = new float[numVertices];
j = 0;
for (int i = 0; i < numIndices; i++) {
vP.set(va[j], va[j + 1], va[j + 2]);
nP.set(va[j + 3], va[j + 4], va[j + 5]);
vPT.set(o.mult(vP.mul(s)));
vPT.add(p);
nPT.set(o.mult(vP.plus(nP)));
nPT.sub(o.mult(vP));
tva[j] = vPT.x;
tva[j + 1] = vPT.y;
tva[j + 2] = vPT.z;
tva[j + 3] = nPT.x;
tva[j + 4] = nPT.y;
tva[j + 5] = nPT.z;
tva[j + 6] = va[j + 6];
tva[j + 7] = va[j + 7];
j += VERT_STRIDE;
}
mat = m.materials.get(nodePart.material.id);
ArrayList<float[]> l;
if (tvaMap.containsKey(mat)) {
l = tvaMap.get(mat);
len = lenMap.get(mat);
} else {
l = new ArrayList<float[]>();
tvaMap.put(mat, l);
len = 0;
}
l.add(tva);
lenMap.put(mat, len + tva.length);
}
}
}
// Build a unique model out of meshparts for each material
ModelBuilder builder = new ModelBuilder();
builder.begin();
short idx = 0;
MeshPartBuilder mpb;
for (Map.Entry<Material, ArrayList<float[]>> e : tvaMap.entrySet()) {
mat = e.getKey();
len = lenMap.get(mat);
tva = new float[len];
j = 0;
for (float[] verts : e.getValue()) {
numVertices = verts.length;
for (int i = 0; i < numVertices; i++) {
tva[i + j] = verts[i];
}
j += numVertices;
}
mpb = builder.part(mat.name(), GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates, mat);
mpb.vertex(tva);
try {
for (short i = 0; i < len / VERT_STRIDE; i++) {
mpb.index(idx);
idx += 1;
}
} catch (Error error) {
throw new RuntimeException("MODEL ERROR: Models with more than 32767 vertices are not supported. Decrease the number of objects to join.");
}
}
Model finishedModel = builder.end();
// Update mesh
mesh(new Mesh(finishedModel, scene));
// Update dimensionsNoScale and origin
com.badlogic.gdx.graphics.Mesh mesh = finishedModel.meshes.first();
BoundingBox bbox = mesh.calculateBoundingBox();
Vector3 dimensions = bbox.getDimensions(new Vector3());
Vector3 center = bbox.getCenter(new Vector3());
dimensionsNoScale = new Vector3f(dimensions.x, dimensions.y, dimensions.z);
origin = new Vector3f(center.x, center.y, center.z);
// Update body
updateBody();
if (json.get("mesh_name").asString() == null) {
visible = json.get("visible").asBoolean();
}
}
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