com.badlogic.gdx.graphics.g3d.environment.DirectionalLight Java Examples
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com.badlogic.gdx.graphics.g3d.environment.DirectionalLight.
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Example #1
Source File: Renderer.java From buffer_bci with GNU General Public License v3.0 | 6 votes |
public Renderer () { try { lights = new Environment(); lights.add(new DirectionalLight().set(Color.WHITE, new Vector3(-1, -0.5f, 0).nor())); spriteBatch = new SpriteBatch(); modelBatch = new ModelBatch(); backgroundTexture = new Texture(Gdx.files.internal("data/planet.jpg"), Format.RGB565, true); backgroundTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); font = new BitmapFont(Gdx.files.internal("data/font10.fnt"), Gdx.files.internal("data/font10.png"), false); camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); } catch (Exception ex) { ex.printStackTrace(); } }
Example #2
Source File: Stage3d.java From Scene3d with Apache License 2.0 | 6 votes |
public Stage3d (float width, float height, boolean keepAspectRatio) { this.width = width; this.height = height; root = new Group3d(); root.setStage3d(this); modelBatch = new ModelBatch(); camera = new Camera3d(); environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.9f, 0.9f, 0.9f, 1f)); environment.add(new DirectionalLight().set(0.8f, 0f, 0f, -1f, -0.8f, -0.2f)); setViewport(width, height, keepAspectRatio); }
Example #3
Source File: SimpleRoom.java From gdx-vr with Apache License 2.0 | 6 votes |
@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 #4
Source File: PBRShader.java From gdx-gltf with Apache License 2.0 | 6 votes |
@Override protected void bindLights(Renderable renderable, Attributes attributes) { // XXX update color (to apply intensity) before default binding DirectionalLightsAttribute dla = attributes.get(DirectionalLightsAttribute.class, DirectionalLightsAttribute.Type); if(dla != null){ for(DirectionalLight light : dla.lights){ if(light instanceof DirectionalLightEx){ ((DirectionalLightEx) light).updateColor(); } } } super.bindLights(renderable, attributes); // XXX ColorAttribute ambiantLight = attributes.get(ColorAttribute.class, ColorAttribute.AmbientLight); if(ambiantLight != null){ program.setUniformf(u_ambientLight, ambiantLight.color.r, ambiantLight.color.g, ambiantLight.color.b); } }
Example #5
Source File: IBLBuilder.java From gdx-gltf with Apache License 2.0 | 6 votes |
public static IBLBuilder createOutdoor(DirectionalLight sun) { IBLBuilder ibl = new IBLBuilder(); ibl.nearGroundColor.set(.5f, .45f, .4f, 1); ibl.farGroundColor.set(.3f, .25f, .2f, 1); ibl.nearSkyColor.set(.7f, .8f, 1f, 1); ibl.farSkyColor.set(.9f, .95f, 1f, 1); Light light = new Light(); light.direction.set(sun.direction).nor(); light.color.set(sun.color); light.exponent = 30f; ibl.lights.add(light); return ibl; }
Example #6
Source File: IBLBuilder.java From gdx-gltf with Apache License 2.0 | 6 votes |
public static IBLBuilder createIndoor(DirectionalLight sun) { IBLBuilder ibl = new IBLBuilder(); Color tint = new Color(1f, .9f, .8f, 1).mul(.3f); ibl.nearGroundColor.set(tint).mul(.7f); ibl.farGroundColor.set(tint); ibl.farSkyColor.set(tint); ibl.nearSkyColor.set(tint).mul(2f); Light light = new Light(); light.direction.set(sun.direction).nor(); light.color.set(1f, .5f, 0f, 1f).mul(.3f); light.exponent = 3f; ibl.lights.add(light); return ibl; }
Example #7
Source File: Scene.java From gdx-gltf with Apache License 2.0 | 5 votes |
private void syncLights(){ for(Entry<Node, BaseLight> e : lights){ Node node = e.key; BaseLight light = e.value; transform.set(node.globalTransform).mul(modelInstance.transform); if(light instanceof DirectionalLight){ ((DirectionalLight)light).direction.set(0,0,-1).rot(transform); }else if(light instanceof PointLight){ ((PointLight)light).position.setZero().mul(transform); }else if(light instanceof SpotLight){ ((SpotLight)light).position.setZero().mul(transform); ((SpotLight)light).direction.set(0,0,-1).rot(transform); } } }
Example #8
Source File: FluidSimulatorGeneric.java From fluid-simulator-v2 with Apache License 2.0 | 5 votes |
public FluidSimulatorGeneric(FluidSimulatorStarter fluidSimulatorStarter) { this.game = fluidSimulatorStarter; // LibGDX single batches cannot have a size more than 5460 batch = new SpriteBatch(IS_DESKTOP ? 5460 : ANDROID_SIZE); font = new BitmapFont(); camera = new OrthographicCamera(WORLD_WIDTH, WORLD_HEIGHT); camera.position.set(0, (WORLD_HEIGHT / 2) - 1, 0); immediateRenderer = new ImmediateModeRenderer20(SIZE*6, false, true, 0); irt = new Renderer20(SIZE*6, false, true, 1); irt2 = new ImmediateModeRenderer20(SIZE*11, false, true, 1); shapeRenderer = new ShapeRenderer(SIZE); renderer = new Box2DDebugRenderer(true, true, false, true, false, false); //3D camera3D = new PerspectiveCamera(67, WORLD_WIDTH, WORLD_HEIGHT); camera3D.position.set(0, 130f, 250f); camera3D.lookAt(0,150f,0); camera3D.near = 0.1f; camera3D.far = 500f; camera3D.update(); ModelBuilder modelBuilder = new ModelBuilder(); // model = modelBuilder.createSphere(5f, 5f, 5f, 4, 4, GL10.GL_TRIANGLES, // new Material(ColorAttribute.createDiffuse(Color.GREEN)), // Usage.Position | Usage.Normal); model = modelBuilder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position | Usage.Normal); instance = new ModelInstance(model); modelBatch = new ModelBatch(); 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, 0, -0.8f, -0.2f)); camController = new Camera3DController(camera3D); camController.setFluidSimulator(this); world = new World(new Vector2(0, -9.8f), false); world.setContactListener(this); }
Example #9
Source File: WorldGenerator.java From Skyland with MIT License | 5 votes |
public static Environment generateBaseEnvironment(Vector3 sun) { Environment environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f)); environment.set(new ColorAttribute(ColorAttribute.Fog, .3f, .55f, 1, 1)); environment.add(new DirectionalLight().set(.3f, .3f, .3f, -.2f, 0.6f, .8f)); environment.add(new DirectionalLight().set(1f, 1f, 1f, .2f, -0.6f, -.8f)); environment.add(new PointLight().set(1, 1, 1, sun, 200)); return environment; }
Example #10
Source File: DirectionalLightEx.java From gdx-gltf with Apache License 2.0 | 5 votes |
@Override public DirectionalLight set (final DirectionalLight copyFrom) { if(copyFrom instanceof DirectionalLightEx){ return set(((DirectionalLightEx) copyFrom).baseColor, copyFrom.direction, ((DirectionalLightEx)copyFrom).intensity); }else{ return set(copyFrom.color, copyFrom.direction, 1f); } }
Example #11
Source File: SceneManager.java From gdx-gltf with Apache License 2.0 | 5 votes |
public DirectionalLight getFirstDirectionalLight(){ DirectionalLightsAttribute dla = environment.get(DirectionalLightsAttribute.class, DirectionalLightsAttribute.Type); if(dla != null){ for(DirectionalLight dl : dla.lights){ if(dl instanceof DirectionalLight){ return (DirectionalLight)dl; } } } return null; }
Example #12
Source File: SceneManager.java From gdx-gltf with Apache License 2.0 | 5 votes |
/** * Render shadows only to interal frame buffers. * (useful when you're using your own frame buffer to render scenes) */ @SuppressWarnings("deprecation") public void renderShadows(){ DirectionalLight light = getFirstDirectionalLight(); if(light instanceof DirectionalShadowLight){ DirectionalShadowLight shadowLight = (DirectionalShadowLight)light; shadowLight.begin(); renderDepth(shadowLight.getCamera()); shadowLight.end(); environment.shadowMap = shadowLight; }else{ environment.shadowMap = null; } }
Example #13
Source File: Scene.java From gdx-gltf with Apache License 2.0 | 5 votes |
public int getDirectionalLightCount() { int count = 0; for(Entry<Node, BaseLight> entry : lights){ if(entry.value instanceof DirectionalLight){ count++; } } return count; }
Example #14
Source File: GLTFDemo.java From gdx-gltf with Apache License 2.0 | 5 votes |
private void load(Scene scene) { clearScene(); this.scene = scene; scene.modelInstance.calculateBoundingBox(sceneBox); ui.setMaterials(scene.modelInstance.materials); ui.setAnimations(scene.modelInstance.animations); ui.setNodes(NodeUtil.getAllNodes(new Array<Node>(), scene.modelInstance)); ui.setCameras(scene.cameras); ui.setLights(scene.lights); if(scene.getDirectionalLightCount() == 0){ resetDefaultLight(); sceneManager.environment.add(defaultLight); } sceneManager.addScene(scene, true); setShadow(ui.lightShadow.isOn()); DirectionalLight light = sceneManager.getFirstDirectionalLight(); if(light instanceof DirectionalShadowLight){ ((DirectionalShadowLight)light).setBounds(sceneBox); } invalidateShaders(); }
Example #15
Source File: Scene.java From gdx-gltf with Apache License 2.0 | 5 votes |
protected BaseLight createLight(BaseLight from) { if(from instanceof DirectionalLight){ return new DirectionalLightEx().set((DirectionalLight)from); } if(from instanceof PointLight){ return new PointLightEx().set((PointLight)from); } if(from instanceof SpotLight){ return new SpotLightEx().set((SpotLight)from); } throw new GdxRuntimeException("unknown light type " + from.getClass().getName()); }
Example #16
Source File: IBLBuilder.java From gdx-gltf with Apache License 2.0 | 5 votes |
public static IBLBuilder createCustom(DirectionalLight sun) { IBLBuilder ibl = new IBLBuilder(); Light light = new Light(); light.direction.set(sun.direction).nor(); light.color.set(sun.color); light.exponent = 100f; ibl.lights.add(light); return ibl; }
Example #17
Source File: LightUtils.java From gdx-gltf with Apache License 2.0 | 5 votes |
public static LightsInfo getLightsInfo(LightsInfo info, Iterable<BaseLight> lights){ info.reset(); for(BaseLight light : lights){ if(light instanceof DirectionalLight){ info.dirLights++; }else if(light instanceof PointLight){ info.pointLights++; }else if(light instanceof SpotLight){ info.spotLights++; }else{ info.miscLights++; } } return info; }
Example #18
Source File: IBLStudio.java From gdx-gltf with Apache License 2.0 | 5 votes |
@Override public IBLBuilder createBuilder(DirectionalLight sun) { IBLBuilder ibl = IBLBuilder.createCustom(sun); ibl.lights.first().exponent = 100f; ibl.lights.first().color.set(Color.WHITE); return ibl; }
Example #19
Source File: DirectionalLightEx.java From gdx-gltf with Apache License 2.0 | 4 votes |
@Override public boolean equals(DirectionalLight other) { return (other instanceof DirectionalLightEx) ? equals((DirectionalLightEx)other) : false; }
Example #20
Source File: GLTFLightExporter.java From gdx-gltf with Apache License 2.0 | 4 votes |
public static GLTFLight map(GLTFLight glLight, BaseLight light) { float intensityScale; if(light instanceof DirectionalLight){ glLight.type = GLTFLight.TYPE_DIRECTIONAL; if(light instanceof DirectionalLightEx){ glLight.intensity = ((DirectionalLightEx) light).intensity; }else{ glLight.intensity = 1; } intensityScale = 1; } else if(light instanceof PointLight){ glLight.type = GLTFLight.TYPE_POINT; if(light instanceof PointLightEx){ glLight.intensity = ((PointLightEx) light).intensity; glLight.range = ((PointLightEx) light).range; }else{ glLight.intensity = 1; } intensityScale = 10; } else if(light instanceof SpotLight){ glLight.type = GLTFLight.TYPE_SPOT; glLight.spot = new GLTFSpotLight(); if(light instanceof SpotLightEx){ glLight.intensity = ((SpotLightEx) light).intensity; glLight.range = ((SpotLightEx) light).range; }else{ glLight.intensity = 1; } intensityScale = 10; // https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual/README.md#inner-and-outer-cone-angles // inverse formula float cosDeltaAngle = 1f / ((SpotLight)light).exponent; float cosOuterAngle = -((SpotLight)light).cutoffAngle / ((SpotLight)light).exponent; glLight.spot.outerConeAngle = (float)Math.acos(cosOuterAngle); glLight.spot.innerConeAngle = (float)Math.acos(cosOuterAngle + cosDeltaAngle); } else{ throw new GdxRuntimeException("unsupported light type " + light.getClass()); } // rescale color based on intensity glLight.color = GLTFExportTypes.rgb(light.color.cpy().mul(1f / glLight.intensity)); glLight.intensity *= intensityScale; return glLight; }
Example #21
Source File: IBLStudio.java From gdx-gltf with Apache License 2.0 | 4 votes |
@Override public IBLBuilder createBuilder(DirectionalLight sun) { return IBLBuilder.createIndoor(sun); }
Example #22
Source File: IBLStudio.java From gdx-gltf with Apache License 2.0 | 4 votes |
@Override public IBLBuilder createBuilder(DirectionalLight sun) { return IBLBuilder.createOutdoor(sun); }
Example #23
Source File: IBLStudio.java From gdx-gltf with Apache License 2.0 | 4 votes |
@Override public IBLBuilder createBuilder(DirectionalLight sun) { return null; }
Example #24
Source File: View.java From gdx-proto with Apache License 2.0 | 4 votes |
public View() { ModelManager modelManager = new ModelManager(); modelManager.init(); storeSize(); inst = this; gl = Gdx.graphics.getGL20(); float fov = 67f; camera = new PerspectiveCamera(fov, width(), height()); // camera.far affects frustrum culling, so a shorter distance can boost performance camera.far = 60f; camera.near = 0.01f; resetCamera(); initShaders(); modelBatch = new ModelBatch(shaderProvider); environ = new Environment(); basicEnviron = new Environment(); camLight = new PointLight(); float intensity = 100f; camLight.set(new Color(0.2f, 0.2f, 0.2f, 1f), 0f, 0f, 0f, intensity); ColorAttribute ambientLight = ColorAttribute.createAmbient(new Color(0.1f, 0.1f, 0.1f, 1f)); environ.set(ambientLight); ColorAttribute fog = new ColorAttribute(ColorAttribute.Fog); fog.color.set(fogColor); environ.set(fog); environ.add(camLight); dirLight = new DirectionalLight(); dirLight.set(new Color(0.3f, 0.3f, 0.35f, 1f), -0.25f, -0.75f, 0.25f); environ.add(dirLight); basicEnviron.set(ColorAttribute.createAmbient(0.3f, 0.3f, 0.3f, 1f)); if (Toggleable.profileGL()) { Profiler.enable(); } hud = new HUD(); Sky.createSkyBox( Assets.manager.get("textures/skybox/xpos.png", Texture.class), Assets.manager.get("textures/skybox/xneg.png", Texture.class), Assets.manager.get("textures/skybox/ypos.png", Texture.class), Assets.manager.get("textures/skybox/yneg.png", Texture.class), Assets.manager.get("textures/skybox/zpos.png", Texture.class), Assets.manager.get("textures/skybox/zneg.png", Texture.class) ); }
Example #25
Source File: GLTFDemo.java From gdx-gltf with Apache License 2.0 | 4 votes |
@Override public void render() { float delta = Gdx.graphics.getDeltaTime(); stage.act(); // recreate shaders if needed validateShaders(); sceneManager.update(delta); if(cameraControl != null){ cameraControl.update(); } Gdx.gl.glClearColor(ui.fogColor.value.r, ui.fogColor.value.g, ui.fogColor.value.b, 0f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); sceneManager.setAmbientLight(ui.ambiantSlider.getValue()); ColorAttribute fog = sceneManager.environment.get(ColorAttribute.class, ColorAttribute.Fog); if(fog != null) fog.color.set(ui.fogColor.value); FogAttribute fogEquation = sceneManager.environment.get(FogAttribute.class, FogAttribute.FogEquation); if(fogEquation != null){ fogEquation.value.set( MathUtils.lerp(sceneManager.camera.near, sceneManager.camera.far, (ui.fogEquation.value.x + 1f) / 2f), MathUtils.lerp(sceneManager.camera.near, sceneManager.camera.far, (ui.fogEquation.value.y + 1f) / 2f), 10f * (ui.fogEquation.value.z + 1f) / 2f ); } skybox.getColor().set(ui.skyBoxColor.value); DirectionalLight light = sceneManager.getFirstDirectionalLight(); if(light != null){ float lum = ui.lightSlider.getValue(); if(light instanceof DirectionalLightEx){ DirectionalLightEx lightEx = (DirectionalLightEx)light; lightEx.intensity = lum; lightEx.updateColor(); } light.direction.set(ui.lightDirectionControl.value).nor(); PBRFloatAttribute shadowBias = sceneManager.environment.get(PBRFloatAttribute.class, PBRFloatAttribute.ShadowBias); shadowBias.value = ui.shadowBias.getValue() / 50f; } sceneManager.render(); if(ui.outlinesEnabled.isOn()){ captureDepth(); outlineShader.begin(); float size = 1 - ui.outlinesWidth.getValue(); // float depthMin = ui.outlineDepthMin.getValue() * .001f; float depthMin = (float)Math.pow(ui.outlineDepthMin.getValue(), 10); // 0.35f float depthMax = (float)Math.pow(ui.outlineDepthMax.getValue(), 10); // 0.9f // TODO use an integer instead and divide w and h outlineShader.setUniformf("u_size", Gdx.graphics.getWidth() * size, Gdx.graphics.getHeight() * size); outlineShader.setUniformf("u_depth_min", depthMin); outlineShader.setUniformf("u_depth_max", depthMax); outlineShader.setUniformf("u_inner_color", ui.outlineInnerColor.getValue()); outlineShader.setUniformf("u_outer_color", ui.outlineOuterColor.getValue()); if(ui.outlineDistFalloffOption.isOn()){ float distanceFalloff = ui.outlineDistFalloff.getValue(); if(distanceFalloff <= 0){ distanceFalloff = .001f; } outlineShader.setUniformf("u_depthRange", sceneManager.camera.far / (sceneManager.camera.near * distanceFalloff)); } spriteBatch.enableBlending(); spriteBatch.getProjectionMatrix().setToOrtho2D(0, 0, 1, 1); spriteBatch.setShader(outlineShader); spriteBatch.begin(); spriteBatch.draw(depthFbo.getColorBufferTexture(), 0, 0, 1, 1, 0f, 0f, 1f, 1f); spriteBatch.end(); spriteBatch.setShader(null); } renderOverlays(); int shaderCount = 0; ShaderProvider shaderProvider = sceneManager.getBatch().getShaderProvider(); if(shaderProvider instanceof PBRShaderProvider){ shaderCount = ((PBRShaderProvider) shaderProvider).getShaderCount(); } ui.shaderCount.setText(String.valueOf(shaderCount)); stage.draw(); }
Example #26
Source File: IBLStudio.java From gdx-gltf with Apache License 2.0 | votes |
abstract public IBLBuilder createBuilder(DirectionalLight sun);