use of gaiasky.util.gdx.shader.attribute.FloatAttribute in project gaiasky by langurmonkey.
the class RelativisticEffectsComponent method setUpRelativisticEffectsMaterial.
public void setUpRelativisticEffectsMaterial(Material mat) {
mat.set(new FloatAttribute(FloatAttribute.Vc, 0f));
mat.set(new Vector3Attribute(Vector3Attribute.VelDir, new Vector3()));
}
use of gaiasky.util.gdx.shader.attribute.FloatAttribute in project gaiasky by langurmonkey.
the class Star method initModel.
private void initModel(final AssetManager manager) {
Texture tex = manager.get(Settings.settings.data.dataFile("tex/base/star.jpg"), Texture.class);
Texture lut = manager.get(Settings.settings.data.dataFile("tex/base/lut.jpg"), Texture.class);
tex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
Map<String, Object> params = new TreeMap<>();
params.put("quality", 120L);
params.put("diameter", 1d);
params.put("flip", false);
Pair<IntModel, Map<String, Material>> pair = ModelCache.cache.getModel("sphere", params, Bits.indexes(Usage.Position, Usage.Normal, Usage.TextureCoordinates), GL20.GL_TRIANGLES);
IntModel model = pair.getFirst();
Material mat = pair.getSecond().get("base");
mat.clear();
mat.set(new TextureAttribute(TextureAttribute.Diffuse, tex));
mat.set(new TextureAttribute(TextureAttribute.Normal, lut));
// Only to activate view vector (camera position)
mat.set(new ColorAttribute(ColorAttribute.Specular));
mat.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA));
Matrix4 modelTransform = new Matrix4();
mc = new ModelComponent(false);
mc.initialize(null);
mc.env = new Environment();
mc.env.set(new ColorAttribute(ColorAttribute.AmbientLight, 1f, 1f, 1f, 1f));
mc.env.set(new FloatAttribute(FloatAttribute.Time, 0f));
mc.instance = new IntModelInstance(model, modelTransform);
// Relativistic effects
if (Settings.settings.runtime.relativisticAberration)
mc.rec.setUpRelativisticEffectsMaterial(mc.instance.materials);
mc.setModelInitialized(true);
}
use of gaiasky.util.gdx.shader.attribute.FloatAttribute in project gaiasky by langurmonkey.
the class StarCluster method initModel.
public void initModel() {
if (clusterTex == null) {
clusterTex = new Texture(Settings.settings.data.dataFileHandle("data/tex/base/cluster-tex.png"), true);
clusterTex.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Linear);
}
if (model == null) {
Material mat = new Material(new BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE), new ColorAttribute(ColorAttribute.Diffuse, cc[0], cc[1], cc[2], cc[3]));
IntModelBuilder modelBuilder = ModelCache.cache.mb;
modelBuilder.begin();
// create part
IntMeshPartBuilder bPartBuilder = modelBuilder.part("sph", GL20.GL_LINES, Bits.indexes(Usage.Position), mat);
bPartBuilder.icosphere(1, 3, false, true);
model = (modelBuilder.end());
modelTransform = new Matrix4();
}
mc = new ModelComponent(false);
mc.initialize(null);
DirectionalLight dLight = new DirectionalLight();
dLight.set(1, 1, 1, 1, 1, 1);
mc.env = new Environment();
mc.env.add(dLight);
mc.env.set(new ColorAttribute(ColorAttribute.AmbientLight, 1.0f, 1.0f, 1.0f, 1f));
mc.env.set(new FloatAttribute(FloatAttribute.Shininess, 0.2f));
mc.instance = new IntModelInstance(model, modelTransform);
// Relativistic effects
if (Settings.settings.runtime.relativisticAberration)
mc.rec.setUpRelativisticEffectsMaterial(mc.instance.materials);
// Gravitational waves
if (Settings.settings.runtime.gravitationalWaves)
mc.rec.setUpGravitationalWavesMaterial(mc.instance.materials);
}
use of gaiasky.util.gdx.shader.attribute.FloatAttribute in project gaiasky by langurmonkey.
the class StarGroup method initModel.
private void initModel(final AssetManager manager) {
Texture tex = manager.get(Settings.settings.data.dataFile("tex/base/star.jpg"), Texture.class);
Texture lut = manager.get(Settings.settings.data.dataFile("tex/base/lut.jpg"), Texture.class);
tex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
Map<String, Object> params = new TreeMap<>();
params.put("quality", 120L);
params.put("diameter", 1d);
params.put("flip", false);
Pair<IntModel, Map<String, Material>> pair = ModelCache.cache.getModel("sphere", params, Bits.indexes(Usage.Position, Usage.Normal, Usage.Tangent, Usage.BiNormal, Usage.TextureCoordinates), GL20.GL_TRIANGLES);
IntModel model = pair.getFirst();
Material mat = pair.getSecond().get("base");
mat.clear();
mat.set(new TextureAttribute(TextureAttribute.Diffuse, tex));
mat.set(new TextureAttribute(TextureAttribute.Normal, lut));
// Only to activate view vector (camera position)
mat.set(new ColorAttribute(ColorAttribute.Specular));
mat.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA));
Matrix4 modelTransform = new Matrix4();
mc = new ModelComponent(false);
mc.initialize(null);
mc.env = new Environment();
mc.env.set(new ColorAttribute(ColorAttribute.AmbientLight, 1f, 1f, 1f, 1f));
mc.env.set(new FloatAttribute(FloatAttribute.Time, 0f));
mc.instance = new IntModelInstance(model, modelTransform);
// Relativistic effects
if (Settings.settings.runtime.relativisticAberration)
mc.rec.setUpRelativisticEffectsMaterial(mc.instance.materials);
mc.setModelInitialized(true);
}
use of gaiasky.util.gdx.shader.attribute.FloatAttribute in project gaiasky by langurmonkey.
the class ShapeObject method initModel.
public void initModel() {
this.localTransform = new Matrix4();
if (model == null) {
Pair<IntModel, Map<String, Material>> m = ModelCache.cache.getModel(modelShape, modelParams, Bits.indexes(Usage.Position), primitiveType);
model = m.getFirst();
for (Map.Entry<String, Material> material : m.getSecond().entrySet()) {
material.getValue().set(new BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE));
material.getValue().set(new ColorAttribute(ColorAttribute.Diffuse, cc[0], cc[1], cc[2], cc[3]));
}
mc = new ModelComponent(false);
mc.initialize(null);
DirectionalLight dLight = new DirectionalLight();
dLight.set(1, 1, 1, 1, 1, 1);
mc.env = new Environment();
mc.env.add(dLight);
mc.env.set(new ColorAttribute(ColorAttribute.AmbientLight, 1.0f, 1.0f, 1.0f, 1f));
mc.env.set(new FloatAttribute(FloatAttribute.Shininess, 0.2f));
mc.instance = new IntModelInstance(model, new Matrix4());
// Relativistic effects
if (Settings.settings.runtime.relativisticAberration)
mc.rec.setUpRelativisticEffectsMaterial(mc.instance.materials);
// Gravitational waves
if (Settings.settings.runtime.gravitationalWaves)
mc.rec.setUpGravitationalWavesMaterial(mc.instance.materials);
}
}
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