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Example 1 with RenderContext

use of com.badlogic.gdx.graphics.g3d.utils.RenderContext in project ProjektGG by eskalon.

the class GameMapScreen method onInit.

@Override
protected void onInit() {
    titleImage = assetManager.get(TITLE_IMAGE_PATH);
    sceneRenderer = new SceneRenderer(game.getGameCamera().getCamera(), game.getCurrentSession().getCity());
    Model scene = assetManager.get(TEST_SCENE_PATH);
    for (int i = 0; i < scene.nodes.size; i++) {
        String id = scene.nodes.get(i).id;
        RenderData instance = new RenderData(scene, id, true);
        if (id.equals("space")) {
            game.getCurrentSession().getCity().setSkybox(instance);
            continue;
        }
        game.getCurrentSession().getCity().getBuildings().add(new Building(i, instance));
    /*
			 * if (id.equals("ship")) ship = instance; else if
			 * (id.startsWith("block")) blocks.add(instance); else if
			 * (id.startsWith("invader")) invaders.add(instance);
			 */
    }
    ModelBuilder modelBuilder = new ModelBuilder();
    Model model = modelBuilder.createSphere(2f, 2f, 2f, 20, 20, new Material(), Usage.Position | Usage.Normal | Usage.TextureCoordinates);
    NodePart blockPart = model.nodes.get(0).parts.get(0);
    renderable = new Renderable();
    blockPart.setRenderable(renderable);
    renderable.environment = sceneRenderer.environment;
    renderable.worldTransform.idt();
    renderContext = new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1));
    shader = new TestShader(game.getAssetManager());
    shader.init();
    // this.renderContext = new RenderContext(
    // new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1));
    // this.shader.init();
    this.cameraController = new CameraInputController(game.getGameCamera().getCamera());
}
Also used : Building(de.gg.entity.Building) RenderContext(com.badlogic.gdx.graphics.g3d.utils.RenderContext) Material(com.badlogic.gdx.graphics.g3d.Material) TestShader(de.gg.render.TestShader) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) CameraInputController(com.badlogic.gdx.graphics.g3d.utils.CameraInputController) Renderable(com.badlogic.gdx.graphics.g3d.Renderable) RenderData(de.gg.render.RenderData) Model(com.badlogic.gdx.graphics.g3d.Model) NodePart(com.badlogic.gdx.graphics.g3d.model.NodePart) SceneRenderer(de.gg.render.SceneRenderer) DefaultTextureBinder(com.badlogic.gdx.graphics.g3d.utils.DefaultTextureBinder)

Example 2 with RenderContext

use of com.badlogic.gdx.graphics.g3d.utils.RenderContext 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));
}
Also used : RenderContext(com.badlogic.gdx.graphics.g3d.utils.RenderContext) AssetManager(com.badlogic.gdx.assets.AssetManager) Material(com.badlogic.gdx.graphics.g3d.Material) DefaultRenderableSorter(com.badlogic.gdx.graphics.g3d.utils.DefaultRenderableSorter) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) MeshPartBuilder(com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder) Shader(com.badlogic.gdx.graphics.g3d.Shader) SpriteBatch(com.badlogic.gdx.graphics.g2d.SpriteBatch) BaseShaderProvider(com.badlogic.gdx.graphics.g3d.utils.BaseShaderProvider) ModelCache(com.badlogic.gdx.graphics.g3d.ModelCache) ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) InputMultiplexer(com.badlogic.gdx.InputMultiplexer) Renderable(com.badlogic.gdx.graphics.g3d.Renderable) ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram) Model(com.badlogic.gdx.graphics.g3d.Model) FirstPersonCameraController(com.badlogic.gdx.graphics.g3d.utils.FirstPersonCameraController) DefaultTextureBinder(com.badlogic.gdx.graphics.g3d.utils.DefaultTextureBinder)

Aggregations

Material (com.badlogic.gdx.graphics.g3d.Material)2 Model (com.badlogic.gdx.graphics.g3d.Model)2 Renderable (com.badlogic.gdx.graphics.g3d.Renderable)2 DefaultTextureBinder (com.badlogic.gdx.graphics.g3d.utils.DefaultTextureBinder)2 ModelBuilder (com.badlogic.gdx.graphics.g3d.utils.ModelBuilder)2 RenderContext (com.badlogic.gdx.graphics.g3d.utils.RenderContext)2 InputMultiplexer (com.badlogic.gdx.InputMultiplexer)1 AssetManager (com.badlogic.gdx.assets.AssetManager)1 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)1 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)1 ModelCache (com.badlogic.gdx.graphics.g3d.ModelCache)1 ModelInstance (com.badlogic.gdx.graphics.g3d.ModelInstance)1 Shader (com.badlogic.gdx.graphics.g3d.Shader)1 NodePart (com.badlogic.gdx.graphics.g3d.model.NodePart)1 BaseShaderProvider (com.badlogic.gdx.graphics.g3d.utils.BaseShaderProvider)1 CameraInputController (com.badlogic.gdx.graphics.g3d.utils.CameraInputController)1 DefaultRenderableSorter (com.badlogic.gdx.graphics.g3d.utils.DefaultRenderableSorter)1 FirstPersonCameraController (com.badlogic.gdx.graphics.g3d.utils.FirstPersonCameraController)1 MeshPartBuilder (com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder)1 ShaderProgram (com.badlogic.gdx.graphics.glutils.ShaderProgram)1