com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider Java Examples

The following examples show how to use com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: GameRenderer.java    From GdxDemo3D with Apache License 2.0 6 votes vote down vote up
public GameRenderer(Viewport viewport, Camera camera, GameEngine engine) {
	this.viewport = viewport;
	this.camera = camera;
	this.engine = engine;

	shapeRenderer = new MyShapeRenderer();
	shapeRenderer.setAutoShapeType(true);

	spriteBatch = new SpriteBatch();
	font = new BitmapFont();
	font.setColor(Color.WHITE);
	font.setUseIntegerPositions(false);
	font.getData().setScale(0.01f);
	shadowBatch = new ModelBatch(new DepthShaderProvider());

	ShaderProgram.pedantic = false;
	final String vertUber = Gdx.files.internal("shaders/uber.vert").readString();
	final String fragUber = Gdx.files.internal("shaders/uber.frag").readString();
	modelBatch = new ModelBatch(new DefaultShaderProvider(vertUber, fragUber) {
		@Override
		protected Shader createShader(final Renderable renderable) {
			return new UberShader(renderable, config);
		}
	});
}
 
Example #2
Source File: SimpleRoom.java    From gdx-vr with Apache License 2.0 6 votes vote down vote up
@Override
public void create() {
	assets = new AssetManager();
	String model = "Bambo_House.g3db";
	assets.load(model, Model.class);
	assets.finishLoading();
	modelInstance = new ModelInstance(assets.get(model, Model.class), new Matrix4().setToScaling(0.6f, 0.6f, 0.6f));

	DefaultShader.Config config = new Config();
	config.defaultCullFace = GL20.GL_NONE;
	ShaderProvider shaderProvider = new DefaultShaderProvider(config);
	modelBatch = new ModelBatch(shaderProvider);

	ModelBuilder builder = new ModelBuilder();
	float groundSize = 1000f;
	ground = new ModelInstance(builder.createRect(-groundSize, 0, groundSize, groundSize, 0, groundSize, groundSize, 0, -groundSize, -groundSize, 0, -groundSize, 0,
			1, 0, new Material(), Usage.Position | Usage.Normal), new Matrix4().setToTranslation(0, -0.01f, 0));
	environment = new Environment();
	environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
	environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));

	VirtualReality.renderer.listeners.add(this);
	// VirtualReality.head.setCyclops(true);
}
 
Example #3
Source File: View.java    From gdx-proto with Apache License 2.0 6 votes vote down vote up
private void initShaders() {
	FileHandle vertexFile = Gdx.files.internal("shaders/vertex.glsl");
	FileHandle fragFile = Gdx.files.internal("shaders/frag.glsl");
	shaderProvider = new DefaultShaderProvider(vertexFile, fragFile);

	shaderProvider.config.numPointLights = 10;
	shaderProvider.config.numDirectionalLights = 2;


	// check shader compile logs

	/*shader = new ShaderProgram(vertexFile, fragFile);
	ShaderProgram.pedantic = false;
	String log = shader.getLog();
	if (!shader.isCompiled())
		throw new GdxRuntimeException(log);
	if (log!=null && log.length()!=0)
		System.out.println("Shader Log: "+log);*/
}
 
Example #4
Source File: SceneSkybox.java    From gdx-gltf with Apache License 2.0 5 votes vote down vote up
public SceneSkybox(Cubemap cubemap){
	super();
	
	// create shader provider
	Config shaderConfig = new Config();
	String basePathName = "net/mgsx/gltf/shaders/skybox";
	shaderConfig.vertexShader = Gdx.files.classpath(basePathName + ".vs.glsl").readString();
	shaderConfig.fragmentShader = Gdx.files.classpath(basePathName + ".fs.glsl").readString();
	shaderProvider =  new DefaultShaderProvider(shaderConfig);
	
	// create box
	float boxScale = (float)(1.0 / Math.sqrt(2.0));
	boxModel = new ModelBuilder().createBox(boxScale, boxScale, boxScale, new Material(), VertexAttributes.Usage.Position);
	box = boxModel.nodes.first().parts.first().setRenderable(new Renderable());
	
	// assign environment
	Environment env = new Environment();
	env.set(new CubemapAttribute(CubemapAttribute.EnvironmentMap, cubemap));
	env.set(new ColorAttribute(ColorAttribute.AmbientLight, Color.WHITE));
	box.environment = env;
	
	// set hint to render last but before transparent ones
	box.userData = SceneRenderableSorter.Hints.OPAQUE_LAST;
	
	// set material options : preserve background depth
	box.material = new Material(ColorAttribute.createDiffuse(Color.WHITE));
	box.material.set(new DepthTestAttribute(false));
	
	
	// assign shader
	box.shader = shaderProvider.getShader(box);
}
 
Example #5
Source File: Sprite3DRenderer.java    From bladecoder-adventure-engine with Apache License 2.0 5 votes vote down vote up
public static void createBatchs() {
	Config modelConfigShader = new Config(Gdx.files.classpath(VERTEX_SHADER).readString(),
			Gdx.files.classpath(FRAGMENT_SHADER).readString());

	modelConfigShader.numBones = MAX_BONES;
	modelConfigShader.numDirectionalLights = 0;
	modelConfigShader.numPointLights = 0;
	modelConfigShader.numSpotLights = 0;

	modelBatch = new ModelBatch(new DefaultShaderProvider(modelConfigShader));

	shadowBatch = new ModelBatch(new DepthShaderProvider());
	floorBatch = new ModelBatch(new DefaultShaderProvider(Gdx.files.classpath(VERTEX_SHADER),
			Gdx.files.classpath(FLOOR_FRAGMENT_SHADER)));
}