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Example 6 with Lighting3DEnvironment

use of com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment in project gdx-graph by MarcinSc.

the class Episode18Scene method createLights.

private Lighting3DEnvironment createLights() {
    float ambientBrightness = 0.8f;
    float directionalBrightness = 0.8f;
    Lighting3DEnvironment lights = new Lighting3DEnvironment();
    lights.setAmbientColor(new Color(ambientBrightness, ambientBrightness, ambientBrightness, 1f));
    DirectionalLight directionalLight = new DirectionalLight();
    directionalLight.setColor(directionalBrightness, directionalBrightness, directionalBrightness, 1f);
    directionalLight.setDirection(-1f, -0.3f, 0);
    lights.addDirectionalLight(new Directional3DLight(directionalLight));
    return lights;
}
Also used : Directional3DLight(com.gempukku.libgdx.graph.plugin.lighting3d.Directional3DLight) Lighting3DEnvironment(com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment) Color(com.badlogic.gdx.graphics.Color) DirectionalLight(com.badlogic.gdx.graphics.g3d.environment.DirectionalLight)

Example 7 with Lighting3DEnvironment

use of com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment in project gdx-graph by MarcinSc.

the class ShadowBlinnPhongLightingShaderNodeBuilder method buildFragmentNodeSingleInputs.

@Override
public ObjectMap<String, ? extends FieldOutput> buildFragmentNodeSingleInputs(boolean designTime, String nodeId, final JsonValue data, ObjectMap<String, FieldOutput> inputs, ObjectSet<String> producedOutputs, VertexShaderBuilder vertexShaderBuilder, FragmentShaderBuilder fragmentShaderBuilder, final GraphShaderContext graphShaderContext, final GraphShader graphShader) {
    final String environmentId = data.getString("id", "");
    fragmentShaderBuilder.addStructure("Lighting", "  vec3 diffuse;\n" + "  vec3 specular;\n");
    // Lighting3DUtils.configureShadowInformation(fragmentShaderBuilder, nodeId, environmentId, maxNumberOfDirectionalLights, graphShader.getDefaultTexture());
    // 
    // Lighting3DUtils.configureAmbientLighting(fragmentShaderBuilder, nodeId, environmentId);
    final float[] shadowCameras = new float[16 * maxNumberOfDirectionalLights];
    fragmentShaderBuilder.addArrayUniformVariable("u_shadowCamera_" + nodeId, maxNumberOfDirectionalLights, "mat4", true, new UniformRegistry.UniformSetter() {

        @Override
        public void set(BasicShader shader, int location, ShaderContext shaderContext) {
            Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
            if (environment != null) {
                Array<Directional3DLight> directionalLights = environment.getDirectionalLights();
                for (int i = 0; i < directionalLights.size; i++) {
                    OrthographicCamera shadowCamera = directionalLights.get(i).getShadowCamera();
                    if (shadowCamera != null) {
                        System.arraycopy(shadowCamera.combined.val, 0, shadowCameras, i * 16, 16);
                    }
                }
            }
            shader.setUniformMatrix4Array(location, shadowCameras);
        }
    }, "Shadow camera matrix");
    final float[] shadowCamerasBufferSize = new float[1 * maxNumberOfDirectionalLights];
    fragmentShaderBuilder.addArrayUniformVariable("u_shadowCameraBufferSize_" + nodeId, maxNumberOfDirectionalLights, "float", true, new UniformRegistry.UniformSetter() {

        @Override
        public void set(BasicShader shader, int location, ShaderContext shaderContext) {
            Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
            if (environment != null) {
                Array<Directional3DLight> directionalLights = environment.getDirectionalLights();
                for (int i = 0; i < directionalLights.size; i++) {
                    OrthographicCamera shadowCamera = directionalLights.get(i).getShadowCamera();
                    if (shadowCamera != null) {
                        shadowCamerasBufferSize[i] = directionalLights.get(i).getShadowBufferSize();
                    }
                }
            }
            shader.setUniformFloatArray(location, shadowCamerasBufferSize);
        }
    }, "Shadow camera buffer size");
    final float[] shadowCamerasClipping = new float[2 * maxNumberOfDirectionalLights];
    fragmentShaderBuilder.addArrayUniformVariable("u_shadowCameraClipping_" + nodeId, maxNumberOfDirectionalLights, "vec2", true, new UniformRegistry.UniformSetter() {

        @Override
        public void set(BasicShader shader, int location, ShaderContext shaderContext) {
            Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
            if (environment != null) {
                Array<Directional3DLight> directionalLights = environment.getDirectionalLights();
                for (int i = 0; i < directionalLights.size; i++) {
                    OrthographicCamera shadowCamera = directionalLights.get(i).getShadowCamera();
                    if (shadowCamera != null) {
                        shadowCamerasClipping[i * 2 + 0] = shadowCamera.near;
                        shadowCamerasClipping[i * 2 + 1] = shadowCamera.far;
                    }
                }
            }
            shader.setUniformVector2Array(location, shadowCamerasClipping);
        }
    }, "Shadow camera clipping");
    final float[] shadowCamerasPosition = new float[3 * maxNumberOfDirectionalLights];
    fragmentShaderBuilder.addArrayUniformVariable("u_shadowCameraPosition_" + nodeId, maxNumberOfDirectionalLights, "vec3", true, new UniformRegistry.UniformSetter() {

        @Override
        public void set(BasicShader shader, int location, ShaderContext shaderContext) {
            Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
            if (environment != null) {
                Array<Directional3DLight> directionalLights = environment.getDirectionalLights();
                for (int i = 0; i < directionalLights.size; i++) {
                    OrthographicCamera shadowCamera = directionalLights.get(i).getShadowCamera();
                    if (shadowCamera != null) {
                        shadowCamerasPosition[i * 3 + 0] = shadowCamera.position.x;
                        shadowCamerasPosition[i * 3 + 1] = shadowCamera.position.y;
                        shadowCamerasPosition[i * 3 + 2] = shadowCamera.position.z;
                    }
                }
            }
            shader.setUniformVector3Array(location, shadowCamerasPosition);
        }
    }, "Shadow camera position");
    for (int i = 0; i < maxNumberOfDirectionalLights; i++) {
        final int lightIndex = i;
        final TextureDescriptor<Texture> textureDescriptor = new TextureDescriptor<>(null, Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest, Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
        fragmentShaderBuilder.addUniformVariable("u_shadowMap_" + nodeId + "_" + i, "sampler2D", true, new UniformRegistry.UniformSetter() {

            @Override
            public void set(BasicShader shader, int location, ShaderContext shaderContext) {
                Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
                if (environment != null) {
                    Array<Directional3DLight> directionalLights = environment.getDirectionalLights();
                    RenderPipelineBuffer shadowFrameBuffer = null;
                    if (directionalLights.size > lightIndex)
                        shadowFrameBuffer = directionalLights.get(lightIndex).getShadowFrameBuffer();
                    if (shadowFrameBuffer != null) {
                        textureDescriptor.texture = shadowFrameBuffer.getColorBufferTexture();
                    } else {
                        textureDescriptor.texture = graphShader.getDefaultTexture();
                    }
                } else {
                    textureDescriptor.texture = graphShader.getDefaultTexture();
                }
                shader.setUniform(location, textureDescriptor);
            }
        }, "Shadow map " + i);
    }
    fragmentShaderBuilder.addUniformVariable("u_ambientLight_" + nodeId, "vec3", true, new UniformRegistry.UniformSetter() {

        @Override
        public void set(BasicShader shader, int location, ShaderContext shaderContext) {
            Lighting3DEnvironment environment = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class).getEnvironment(data.getString("id", ""));
            if (environment != null && environment.getAmbientColor() != null) {
                LightColor ambientColor = environment.getAmbientColor();
                shader.setUniform(location, ambientColor.getRed(), ambientColor.getGreen(), ambientColor.getBlue());
            } else {
                shader.setUniform(location, 0f, 0f, 0f);
            }
        }
    }, "Ambient light");
    loadFragmentIfNotDefined(fragmentShaderBuilder, "unpackVec3ToFloat");
    String isLightedFunctionName = "isLighted_" + nodeId;
    String probeShadowMapFunctionName = "probeShadowMap_" + nodeId;
    fragmentShaderBuilder.addFunction(probeShadowMapFunctionName, createProbeShadowMapFunction(nodeId));
    ObjectMap<String, String> variables = new ObjectMap<>();
    variables.put("NUM_SPOT_LIGHTS", String.valueOf(maxNumberOfSpotlights));
    variables.put("NUM_POINT_LIGHTS", String.valueOf(maxNumberOfPointLights));
    variables.put("NUM_DIRECTIONAL_LIGHTS", String.valueOf(maxNumberOfDirectionalLights));
    variables.put("SHADOW_ACNE_VALUE", SimpleNumberFormatter.format(shadowAcneValue));
    variables.put("SHADOW_SOFTNESS", String.valueOf(shadowSoftness));
    variables.put("SHADOW_PROBE_COUNT", SimpleNumberFormatter.format((shadowSoftness + 1) * (shadowSoftness + 1)));
    variables.put("NODE_ID", nodeId);
    fragmentShaderBuilder.addFunction(isLightedFunctionName, GLSLFragmentReader.getFragment("isLighted", variables));
    if (maxNumberOfDirectionalLights > 0)
        passDirectionalLights(environmentId, fragmentShaderBuilder, nodeId, variables);
    if (maxNumberOfPointLights > 0)
        passPointLights(environmentId, fragmentShaderBuilder, nodeId, variables);
    if (maxNumberOfSpotlights > 0)
        passSpotLights(environmentId, fragmentShaderBuilder, nodeId, variables);
    FieldOutput positionValue = inputs.get("position");
    FieldOutput normalValue = inputs.get("normal");
    FieldOutput albedoValue = inputs.get("albedo");
    FieldOutput emissionValue = inputs.get("emission");
    FieldOutput specularValue = inputs.get("specular");
    FieldOutput ambientOcclusionValue = inputs.get("ambientOcclusion");
    FieldOutput shininessValue = inputs.get("shininess");
    String position = positionValue.getRepresentation();
    String normal = normalValue.getRepresentation();
    String albedo = albedoValue != null ? albedoValue.getRepresentation() : "vec3(0.0)";
    String emission = emissionValue != null ? emissionValue.getRepresentation() : "vec3(0.0)";
    String specular = specularValue != null ? specularValue.getRepresentation() : "vec3(1.0)";
    String ambientOcclusion = ambientOcclusionValue != null ? ambientOcclusionValue.getRepresentation() : "1.0";
    String shininess = shininessValue != null ? shininessValue.getRepresentation() : "32.0";
    fragmentShaderBuilder.addMainLine("// Blinn-Phong Lighting node");
    String calculateLightingFunctionName = "calculateBlinnPhongLightingFunction_" + nodeId;
    fragmentShaderBuilder.addFunction(calculateLightingFunctionName, createCalculateLightingFunction(nodeId));
    String lightingVariable = "lighting_" + nodeId;
    fragmentShaderBuilder.addMainLine("Lighting " + lightingVariable + " = " + calculateLightingFunctionName + "(" + position + ", " + normal + ", " + shininess + ");");
    ShaderFieldType resultType = ShaderFieldTypeRegistry.findShaderFieldType(ShaderFieldType.Vector3);
    ObjectMap<String, DefaultFieldOutput> result = new ObjectMap<>();
    if (producedOutputs.contains("output")) {
        String name = "color_" + nodeId;
        fragmentShaderBuilder.addMainLine(resultType.getShaderType() + " " + name + " = " + emission + ".rgb + " + ambientOcclusion + " * u_ambientLight_" + nodeId + " * " + albedo + ".rgb;");
        fragmentShaderBuilder.addMainLine(name + " += " + lightingVariable + ".diffuse * " + albedo + ".rgb + " + lightingVariable + ".specular * " + specular + ".rgb;");
        result.put("output", new DefaultFieldOutput(resultType.getName(), name));
    }
    if (producedOutputs.contains("diffuse")) {
        result.put("diffuse", new DefaultFieldOutput(resultType.getName(), lightingVariable + ".diffuse"));
    }
    if (producedOutputs.contains("specularOut")) {
        result.put("specularOut", new DefaultFieldOutput(resultType.getName(), lightingVariable + ".specular"));
    }
    return result;
}
Also used : RenderPipelineBuffer(com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer) OrthographicCamera(com.badlogic.gdx.graphics.OrthographicCamera) Texture(com.badlogic.gdx.graphics.Texture) DefaultFieldOutput(com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput) Array(com.badlogic.gdx.utils.Array) ObjectMap(com.badlogic.gdx.utils.ObjectMap) Lighting3DEnvironment(com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment) DefaultFieldOutput(com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput) TextureDescriptor(com.badlogic.gdx.graphics.g3d.utils.TextureDescriptor) LightColor(com.gempukku.libgdx.graph.plugin.lighting3d.LightColor) ShaderFieldType(com.gempukku.libgdx.graph.shader.field.ShaderFieldType)

Example 8 with Lighting3DEnvironment

use of com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment in project gdx-graph by MarcinSc.

the class ShadowShaderRendererPipelineNodeProducer method createNodeForSingleInputs.

@Override
public PipelineNode createNodeForSingleInputs(JsonValue data, ObjectMap<String, String> inputTypes, ObjectMap<String, String> outputTypes) {
    final ShaderContextImpl shaderContext = new ShaderContextImpl(pluginPrivateDataSource);
    final ObjectMap<String, GraphShader> shaders = new ObjectMap<>();
    final Array<String> allShaderTags = new Array<>();
    final JsonValue shaderDefinitions = data.get("shaders");
    RenderOrder renderOrder = RenderOrder.valueOf(data.getString("renderOrder", "Shader_Unordered"));
    final ModelRenderingStrategy renderingStrategy = createRenderingStrategy(renderOrder);
    final String environmentId = data.getString("id", "");
    final RenderingStrategyCallback depthStrategyCallback = new RenderingStrategyCallback(shaderContext, new Function<String, GraphShader>() {

        @Override
        public GraphShader apply(String s) {
            return shaders.get(s);
        }
    });
    final Array<RenderPipelineBuffer> createdPipelineBuffers = new Array<>();
    final Array<Directional3DLight> shadowDirectionalLights = new Array<>();
    final ObjectMap<String, PipelineNode.FieldOutput<?>> result = new ObjectMap<>();
    final DefaultFieldOutput<RenderPipeline> output = new DefaultFieldOutput<>(PipelineFieldType.RenderPipeline);
    result.put("output", output);
    return new SingleInputsPipelineNode(result) {

        private Lighting3DPrivateData lighting;

        private TimeProvider timeProvider;

        private GraphModelsImpl models;

        private RenderPipeline pipeline;

        @Override
        public void initializePipeline(PipelineDataProvider pipelineDataProvider) {
            lighting = pipelineDataProvider.getPrivatePluginData(Lighting3DPrivateData.class);
            timeProvider = pipelineDataProvider.getTimeProvider();
            models = pipelineDataProvider.getPrivatePluginData(GraphModelsImpl.class);
            for (JsonValue shaderDefinition : shaderDefinitions) {
                GraphShader depthGraphShader = ShadowShaderRendererPipelineNodeProducer.createDepthShader(shaderDefinition, pipelineDataProvider.getWhitePixel().texture);
                allShaderTags.add(depthGraphShader.getTag());
                shaders.put(depthGraphShader.getTag(), depthGraphShader);
            }
            for (ObjectMap.Entry<String, GraphShader> shaderEntry : shaders.entries()) {
                models.registerTag(shaderEntry.key, shaderEntry.value);
            }
        }

        private boolean needsDepth() {
            for (GraphShader shader : shaders.values()) {
                if (shader.isUsingDepthTexture() && models.hasModelWithTag(shader.getTag()))
                    return true;
            }
            return false;
        }

        private boolean isRequiringSceneColor() {
            for (GraphShader shader : shaders.values()) {
                if (shader.isUsingColorTexture() && models.hasModelWithTag(shader.getTag()))
                    return true;
            }
            return false;
        }

        @Override
        public void processPipelineRequirements(PipelineRequirements pipelineRequirements) {
            if (needsDepth())
                pipelineRequirements.setRequiringDepthTexture();
        }

        @Override
        public void executeNode(PipelineRenderingContext pipelineRenderingContext, PipelineRequirementsCallback pipelineRequirementsCallback) {
            final PipelineNode.FieldOutput<Boolean> processorEnabled = (PipelineNode.FieldOutput<Boolean>) inputs.get("enabled");
            final PipelineNode.FieldOutput<RenderPipeline> renderPipelineInput = (PipelineNode.FieldOutput<RenderPipeline>) inputs.get("input");
            boolean enabled = processorEnabled == null || processorEnabled.getValue();
            boolean usesDepth = enabled && needsDepth();
            RenderPipeline renderPipeline = renderPipelineInput.getValue();
            this.pipeline = renderPipeline;
            if (enabled) {
                boolean needsDrawing = false;
                Lighting3DEnvironment environment = lighting.getEnvironment(environmentId);
                // Initialize directional light cameras and textures
                for (Directional3DLight directionalLight : environment.getDirectionalLights()) {
                    if (directionalLight.isShadowsEnabled()) {
                        needsDrawing = true;
                        directionalLight.updateCamera(environment.getSceneCenter(), environment.getSceneDiameter());
                        if (directionalLight.getShadowFrameBuffer() == null) {
                            RenderPipelineBuffer shadowFrameBuffer = renderPipeline.getNewFrameBuffer(directionalLight.getShadowBufferSize(), directionalLight.getShadowBufferSize(), Pixmap.Format.RGB888, Color.WHITE);
                            directionalLight.setShadowFrameBuffer(shadowFrameBuffer);
                            createdPipelineBuffers.add(shadowFrameBuffer);
                            shadowDirectionalLights.add(directionalLight);
                        }
                    }
                }
                if (needsDrawing) {
                    boolean needsSceneColor = isRequiringSceneColor();
                    RenderPipelineBuffer drawBuffer = renderPipeline.getDefaultBuffer();
                    for (Directional3DLight directionalLight : environment.getDirectionalLights()) {
                        if (directionalLight.isShadowsEnabled()) {
                            RenderPipelineBuffer shadowBuffer = directionalLight.getShadowFrameBuffer();
                            Camera camera = directionalLight.getShadowCamera();
                            shaderContext.setCamera(camera);
                            shaderContext.setTimeProvider(timeProvider);
                            shaderContext.setRenderWidth(shadowBuffer.getWidth());
                            shaderContext.setRenderHeight(shadowBuffer.getHeight());
                            if (usesDepth) {
                                renderPipeline.enrichWithDepthBuffer(drawBuffer);
                                shaderContext.setDepthTexture(drawBuffer.getDepthBufferTexture());
                            }
                            if (needsSceneColor)
                                shaderContext.setColorTexture(drawBuffer.getColorBufferTexture());
                            // Drawing models on color buffer
                            depthStrategyCallback.prepare(pipelineRenderingContext, models);
                            shadowBuffer.beginColor();
                            renderingStrategy.processModels(models, allShaderTags, camera, depthStrategyCallback);
                            shadowBuffer.endColor();
                        }
                    }
                }
            }
            output.setValue(renderPipeline);
        }

        @Override
        public void endFrame() {
            for (RenderPipelineBuffer createdPipelineBuffer : createdPipelineBuffers) {
                pipeline.returnFrameBuffer(createdPipelineBuffer);
            }
            createdPipelineBuffers.clear();
            for (Directional3DLight shadowDirectionalLight : shadowDirectionalLights) {
                shadowDirectionalLight.setShadowFrameBuffer(null);
            }
            shadowDirectionalLights.clear();
        }

        @Override
        public void dispose() {
            for (GraphShader shader : shaders.values()) {
                shader.dispose();
            }
        }
    };
}
Also used : ShaderContextImpl(com.gempukku.libgdx.graph.pipeline.producer.rendering.producer.ShaderContextImpl) Directional3DLight(com.gempukku.libgdx.graph.plugin.lighting3d.Directional3DLight) GraphModelsImpl(com.gempukku.libgdx.graph.plugin.models.impl.GraphModelsImpl) ObjectMap(com.badlogic.gdx.utils.ObjectMap) GraphShader(com.gempukku.libgdx.graph.shader.GraphShader) Camera(com.badlogic.gdx.graphics.Camera) TimeProvider(com.gempukku.libgdx.graph.time.TimeProvider) RenderPipelineBuffer(com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer) JsonValue(com.badlogic.gdx.utils.JsonValue) PipelineRenderingContext(com.gempukku.libgdx.graph.pipeline.producer.PipelineRenderingContext) Lighting3DPrivateData(com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DPrivateData) Array(com.badlogic.gdx.utils.Array) Lighting3DEnvironment(com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment) RenderOrder(com.gempukku.libgdx.graph.pipeline.RenderOrder) RenderPipeline(com.gempukku.libgdx.graph.pipeline.RenderPipeline)

Example 9 with Lighting3DEnvironment

use of com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment in project gdx-graph by MarcinSc.

the class ShadowShaderTestScene method initializeScene.

@Override
public void initializeScene() {
    camera = new PerspectiveCamera();
    camera.near = 0.1f;
    camera.far = 100;
    updateCamera();
    pipelineRenderer = loadPipelineRenderer();
    float halfSize = 5;
    ModelBuilder modelBuilder = new ModelBuilder();
    Model wall = modelBuilder.createBox(halfSize * 2, halfSize * 2, 0.001f, new Material(), VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
    Model sphere = modelBuilder.createSphere(2, 2, 2, 50, 50, new Material(), VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
    disposables.add(wall);
    disposables.add(sphere);
    ModelInstance wallInstance = new ModelInstance(wall);
    wallInstance.transform.translate(0, 0, -3);
    sphereInstance = new ModelInstance(sphere);
    GraphModels graphModels = pipelineRenderer.getPluginData(GraphModels.class);
    CommonPropertiesModelInstanceModelAdapter wallAdapter = new CommonPropertiesModelInstanceModelAdapter(wallInstance, graphModels);
    wallAdapter.getPropertyContainer().setValue("Color", Color.LIGHT_GRAY);
    CommonPropertiesModelInstanceModelAdapter sphereAdapter = new CommonPropertiesModelInstanceModelAdapter(sphereInstance, graphModels);
    sphereAdapter.getPropertyContainer().setValue("Color", Color.RED);
    wallAdapter.addTag("Color");
    wallAdapter.addTag("Color Shadow");
    sphereAdapter.addTag("Color");
    sphereAdapter.addTag("Color Shadow");
    Lighting3DPublicData lighting = pipelineRenderer.getPluginData(Lighting3DPublicData.class);
    environment = new Lighting3DEnvironment(new Vector3(), 20f);
    environment.setAmbientColor(new Color(0.1f, 0.1f, 0.1f, 1f));
    Directional3DLight directionalLight = new Directional3DLight();
    directionalLight.setColor(Color.WHITE);
    directionalLight.setIntensity(0.4f);
    directionalLight.setDirection(0, 0, -1);
    directionalLight.setShadowsEnabled(true);
    directionalLight.setShadowBufferSize(512);
    environment.addDirectionalLight(directionalLight);
    lighting.setEnvironment("Scene", environment);
    stage = createStage();
    disposables.add(stage);
    Gdx.input.setInputProcessor(stage);
    UIPluginPublicData ui = pipelineRenderer.getPluginData(UIPluginPublicData.class);
    ui.setStage("Stage", stage);
}
Also used : CommonPropertiesModelInstanceModelAdapter(com.gempukku.libgdx.graph.util.model.CommonPropertiesModelInstanceModelAdapter) Directional3DLight(com.gempukku.libgdx.graph.plugin.lighting3d.Directional3DLight) Color(com.badlogic.gdx.graphics.Color) Material(com.badlogic.gdx.graphics.g3d.Material) Vector3(com.badlogic.gdx.math.Vector3) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) ModelInstance(com.badlogic.gdx.graphics.g3d.ModelInstance) ModelBuilder(com.badlogic.gdx.graphics.g3d.utils.ModelBuilder) UIPluginPublicData(com.gempukku.libgdx.graph.plugin.ui.UIPluginPublicData) GraphModels(com.gempukku.libgdx.graph.plugin.models.GraphModels) Lighting3DEnvironment(com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment) Model(com.badlogic.gdx.graphics.g3d.Model) Lighting3DPublicData(com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DPublicData)

Example 10 with Lighting3DEnvironment

use of com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment in project gdx-graph by MarcinSc.

the class AmbientLightShaderNodeBuilder method buildCommonNode.

@Override
protected ObjectMap<String, ? extends FieldOutput> buildCommonNode(boolean designTime, String nodeId, final JsonValue data, ObjectMap<String, FieldOutput> inputs, ObjectSet<String> producedOutputs, CommonShaderBuilder commonShaderBuilder, GraphShaderContext graphShaderContext, GraphShader graphShader) {
    final String environmentId = data.getString("id", "");
    commonShaderBuilder.addUniformVariable("u_ambientLight_" + nodeId, "vec4", false, new UniformRegistry.UniformSetter() {

        @Override
        public void set(BasicShader shader, int location, ShaderContext shaderContext) {
            Lighting3DPrivateData privatePluginData = shaderContext.getPrivatePluginData(Lighting3DPrivateData.class);
            Lighting3DEnvironment environment = privatePluginData.getEnvironment(environmentId);
            Lights3DProvider lights3DProvider = privatePluginData.getLights3DProvider();
            LightColor ambientColor = lights3DProvider.getAmbientLight(environment, shaderContext.getRenderableModel());
            if (ambientColor != null) {
                shader.setUniform(location, ambientColor.getRed(), ambientColor.getGreen(), ambientColor.getBlue(), 1f);
            } else {
                shader.setUniform(location, 0f, 0f, 0f, 1f);
            }
        }
    }, "Ambient light");
    return LibGDXCollections.singletonMap("ambient", new DefaultFieldOutput(ShaderFieldType.Vector4, "u_ambientLight_" + nodeId));
}
Also used : Lights3DProvider(com.gempukku.libgdx.graph.plugin.lighting3d.provider.Lights3DProvider) Lighting3DEnvironment(com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment) LightColor(com.gempukku.libgdx.graph.plugin.lighting3d.LightColor) Lighting3DPrivateData(com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DPrivateData) DefaultFieldOutput(com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput)

Aggregations

Lighting3DEnvironment (com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment)18 Directional3DLight (com.gempukku.libgdx.graph.plugin.lighting3d.Directional3DLight)14 Color (com.badlogic.gdx.graphics.Color)12 DirectionalLight (com.badlogic.gdx.graphics.g3d.environment.DirectionalLight)11 Array (com.badlogic.gdx.utils.Array)5 ObjectMap (com.badlogic.gdx.utils.ObjectMap)5 LightColor (com.gempukku.libgdx.graph.plugin.lighting3d.LightColor)5 Lighting3DPrivateData (com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DPrivateData)5 DefaultFieldOutput (com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput)5 Lights3DProvider (com.gempukku.libgdx.graph.plugin.lighting3d.provider.Lights3DProvider)4 RenderPipelineBuffer (com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer)2 Camera (com.badlogic.gdx.graphics.Camera)1 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)1 PerspectiveCamera (com.badlogic.gdx.graphics.PerspectiveCamera)1 Texture (com.badlogic.gdx.graphics.Texture)1 Material (com.badlogic.gdx.graphics.g3d.Material)1 Model (com.badlogic.gdx.graphics.g3d.Model)1 ModelInstance (com.badlogic.gdx.graphics.g3d.ModelInstance)1 ModelBuilder (com.badlogic.gdx.graphics.g3d.utils.ModelBuilder)1 TextureDescriptor (com.badlogic.gdx.graphics.g3d.utils.TextureDescriptor)1