Java 类com.badlogic.gdx.graphics.g3d.Material 实例源码
项目:ZombieInvadersVR
文件:GameObject.java
public GameObject(ScreenBase context, Model model, BoundingBox bounds) {
super(model);
this.context = context;
this.customBounds = bounds;
this.bounds = this.customBounds != null ? this.customBounds : new BoundingBox();
this.center = new Vector3();
this.enabled = true;
updateBox();
this.animations = new AnimationController(this);
this.blending = new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
for(Material item : materials){
item.set(new DepthTestAttribute(GL20.GL_LEQUAL, 0.01f, 25f, true));
item.set(FloatAttribute.createAlphaTest(0.01f));
item.set(blending);
}
}
项目:Planetbase
文件:StrategyGame.java
@Deprecated //Only for creating the first one
private void createEntity(float f, float g, float h) {
Vector3 position=new Vector3(f,g,h);
List<EntityStatic> collidingEntities=space.getWithin(position, 0.03);
if(collidingEntities.size() == 0) {
EntityStatic entity=new EntityStatic(new ModelInstance(
Assets.modelBuilder.createBox(0.03f, 0.03f, 0.06f,
new Material(StrategyGame.blueAttr),
Usage.Normal | Usage.Position)),
position);
space.addEntity(entity);
} else {
for(EntityStatic e:collidingEntities){
e.damage(2);
}
}
}
项目:nhglib
文件:MainDef.java
@Override
public void create() {
super.create();
geometryPass = new ShaderProgram(
Gdx.files.internal("shaders/g_buffer.vert"),
Gdx.files.internal("shaders/g_buffer.frag"));
lightingPass = new ShaderProgram(
Gdx.files.internal("shaders/deferred_shader.vert"),
Gdx.files.internal("shaders/deferred_shader.frag"));
ModelBuilder mb = new ModelBuilder();
Model cube = mb.createBox(1, 1, 1, new Material(),
VertexAttributes.Usage.Position |
VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates);
cubeMesh = cube.meshes.first();
}
项目:Argent
文件:MaterialPanel.java
@Override
protected AbstractPanel select(T obj) {
super.select(obj);
if(obj == null) {
matList.clearItems();
selectMtl(null);
return this;
}
ModelInstance inst = gameWorld.renderer().getRenderable(obj);
matList.clearItems();
inst.nodes.forEach(n -> n.parts.forEach(p -> {
ArgentList.ArgentListElement<Material> e = new ArgentList.ArgentListElement<>(p.material, this::selectMtl);
e.getString = () -> String.format("[%s] %s", n.id, e.obj.id);
matList.addItem(e);
}));
// inst.materials.forEach(m -> {
// ArgentList.ArgentListElement<Material> e = new ArgentList.ArgentListElement<>(m, this::selectMtl);
// e.getString = () -> e.obj.id;
// matList.addItem(e);
// });
selectMtl(null);
return this;
}
项目:Argent
文件:MaterialPanel.java
private void selectMtl(Material mtl) {
configTree.clearChildren();
selectedMtl = mtl;
if(mtl == null) return;
MaterialWrapper wrapper = new MaterialWrapper(mtl);
List<ConfigurableAttribute<?>> attrs = wrapper.getConfigAttrs();
builder.compileSet(configTree, attrs);
configTree.getRootNodes().forEach(node -> node.setExpanded(true));
// attrs.forEach(ca -> {
// System.out.println(ca.displayName());
// Object compObj = builder.buildComponent(ca);
// if (compObj instanceof Actor) {
// float compWidth = getWidth()-192;
// configTable.add(new Label(ca.displayName(), skin)).width(192);
// configTable.add((Actor) compObj).width(compWidth-10);
// configTable.row();
// }
// });
}
项目:eamaster
文件:SimulationRunner.java
public SimulationRunner() {
logger.info("Loading models");
ModelBuilder builder = new ModelBuilder();
models.put("box", builder.createBox(5f, 5f, 5f,
new Material(ColorAttribute.createDiffuse(new Color(0.8f, 0f, 0f, 0f))),
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal));
G3dModelLoader loader = new G3dModelLoader(new JsonReader());
models.put("hub", loader.loadModel(Gdx.files.internal("data/hubreal.g3dj")));
models.put("rim", loader.loadModel(Gdx.files.internal("data/rimreal.g3dj")));
models.put("spoke", loader.loadModel(Gdx.files.internal("data/spoke.g3dj")));
Bullet.init();
logger.info("Initialized Bullet");
}
项目:Mundus
文件:Terrain.java
private Terrain(int vertexResolution) {
this.transform = new Matrix4();
this.attribs = MeshBuilder.createAttributes(VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal
| VertexAttributes.Usage.TextureCoordinates);
this.posPos = attribs.getOffset(VertexAttributes.Usage.Position, -1);
this.norPos = attribs.getOffset(VertexAttributes.Usage.Normal, -1);
this.uvPos = attribs.getOffset(VertexAttributes.Usage.TextureCoordinates, -1);
this.stride = attribs.vertexSize / 4;
this.vertexResolution = vertexResolution;
this.heightData = new float[vertexResolution * vertexResolution];
this.terrainTexture = new TerrainTexture();
this.terrainTexture.setTerrain(this);
material = new Material();
material.set(new TerrainTextureAttribute(TerrainTextureAttribute.ATTRIBUTE_SPLAT0, terrainTexture));
}
项目:Mundus
文件:UsefulMeshs.java
public static Model createAxes() {
final float GRID_MIN = -10f;
final float GRID_MAX = 10f;
final float GRID_STEP = 1f;
ModelBuilder modelBuilder = new ModelBuilder();
modelBuilder.begin();
MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorUnpacked, new Material());
builder.setColor(Color.LIGHT_GRAY);
for (float t = GRID_MIN; t <= GRID_MAX; t += GRID_STEP) {
builder.line(t, 0, GRID_MIN, t, 0, GRID_MAX);
builder.line(GRID_MIN, 0, t, GRID_MAX, 0, t);
}
builder = modelBuilder.part("axes", GL20.GL_LINES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorUnpacked, new Material());
builder.setColor(Color.RED);
builder.line(0, 0, 0, 100, 0, 0);
builder.setColor(Color.GREEN);
builder.line(0, 0, 0, 0, 100, 0);
builder.setColor(Color.BLUE);
builder.line(0, 0, 0, 0, 0, 100);
return modelBuilder.end();
}
项目:Mundus
文件:RotateTool.java
public RotateHandle(int id, Color color) {
super(id);
model = UsefulMeshs.torus(new Material(ColorAttribute.createDiffuse(color)), 20, 1f, 50, 50);
modelInstance = new ModelInstance(model);
modelInstance.materials.first().set(getIdAttribute());
switch (id) {
case X_HANDLE_ID:
this.getRotationEuler().y = 90;
this.getScale().x = 0.9f;
this.getScale().y = 0.9f;
this.getScale().z = 0.9f;
break;
case Y_HANDLE_ID:
this.getRotationEuler().x = 90;
break;
case Z_HANDLE_ID:
this.getRotationEuler().z = 90;
this.getScale().x = 1.1f;
this.getScale().y = 1.1f;
this.getScale().z = 1.1f;
break;
}
// mi.transform.translate(0, 100, 0);
}
项目:Mundus
文件:ScaleTool.java
public ScaleTool(ProjectManager projectManager, GameObjectPicker goPicker, ToolHandlePicker handlePicker,
ShapeRenderer shapeRenderer, ModelBatch batch, CommandHistory history) {
super(projectManager, goPicker, handlePicker, batch, history);
this.shapeRenderer = shapeRenderer;
ModelBuilder modelBuilder = new ModelBuilder();
Model xPlaneHandleModel = UsefulMeshs.createArrowStub(new Material(ColorAttribute.createDiffuse(COLOR_X)),
Vector3.Zero, new Vector3(15, 0, 0));
Model yPlaneHandleModel = UsefulMeshs.createArrowStub(new Material(ColorAttribute.createDiffuse(COLOR_Y)),
Vector3.Zero, new Vector3(0, 15, 0));
Model zPlaneHandleModel = UsefulMeshs.createArrowStub(new Material(ColorAttribute.createDiffuse(COLOR_Z)),
Vector3.Zero, new Vector3(0, 0, 15));
Model xyzPlaneHandleModel = modelBuilder.createBox(3, 3, 3,
new Material(ColorAttribute.createDiffuse(COLOR_XYZ)),
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal);
xHandle = new ScaleHandle(X_HANDLE_ID, xPlaneHandleModel);
yHandle = new ScaleHandle(Y_HANDLE_ID, yPlaneHandleModel);
zHandle = new ScaleHandle(Z_HANDLE_ID, zPlaneHandleModel);
xyzHandle = new ScaleHandle(XYZ_HANDLE_ID, xyzPlaneHandleModel);
handles = new ScaleHandle[] { xHandle, yHandle, zHandle, xyzHandle };
}
项目:GdxDemo3D
文件:ModelFactory.java
public static Model buildPlaneModel(final float width,
final float height, final Material material, final float u1,
final float v1, final float u2, final float v2) {
ModelBuilder modelBuilder = new ModelBuilder();
modelBuilder.begin();
MeshPartBuilder bPartBuilder = modelBuilder.part("rect", GL20.GL_TRIANGLES,
VertexAttributes.Usage.Position
| VertexAttributes.Usage.Normal
| VertexAttributes.Usage.TextureCoordinates, material);
bPartBuilder.setUVRange(u1, v1, u2, v2);
bPartBuilder.rect(-(width * 0.5f), -(height * 0.5f), 0, (width * 0.5f),
-(height * 0.5f), 0, (width * 0.5f), (height * 0.5f), 0,
-(width * 0.5f), (height * 0.5f), 0, 0, 0, -1);
return (modelBuilder.end());
}
项目:Alien-Ark
文件:MaterialInterpreter.java
public MaterialInterpreter() {
waterColor = new Color(0.13f, 0.05f, 0.8f, 1);
waterMaterial = new Material(
ColorAttribute.createDiffuse(waterColor),
ColorAttribute.createSpecular(1, 1, 1, 1),
FloatAttribute.createShininess(8f));
sandColor = new Color(0.9f, 0.733f, 0.58f, 1);
sandMaterial = new Material(ColorAttribute.createDiffuse(sandColor),
ColorAttribute.createSpecular(1, 1, 1, 1),
FloatAttribute.createShininess(8f));
grassColor = new Color(0f, 1f, 0f, 1f);
grassMaterial = new Material(ColorAttribute.createDiffuse(grassColor),
ColorAttribute.createSpecular(1, 1, 1, 1),
FloatAttribute.createShininess(8f));
}
项目:Alien-Ark
文件:ControllerPlanet.java
public static Model createInfiniteWaterPart(TypeInterpreter interpreter, int landscapeIndex, PlanetConfig planetConfig) {
ModelBuilder modelBuilder = new ModelBuilder();
MeshBuilder builder = new MeshBuilder();
float waterHeight = interpreter.it.get(landscapeIndex).endValue;
builder.begin(PlanetPart.VERTEX_ATTRIBUTES, GL20.GL_TRIANGLES);
infiniteWaterHeight = waterHeight * planetConfig.landscapeHeight - 1;
Vector3 corner01 = new Vector3(-INFINITE_WATER_SIZE, -INFINITE_WATER_SIZE, infiniteWaterHeight);
Vector3 corner02 = new Vector3(INFINITE_WATER_SIZE, -INFINITE_WATER_SIZE, infiniteWaterHeight);
Vector3 corner03 = new Vector3(INFINITE_WATER_SIZE, INFINITE_WATER_SIZE, infiniteWaterHeight);
Vector3 corner04 = new Vector3(-INFINITE_WATER_SIZE, INFINITE_WATER_SIZE, infiniteWaterHeight);
builder.rect(corner01, corner02, corner03, corner04, new Vector3(0, 0, 1));
Material waterMaterial = planetConfig.layerConfigs.get(landscapeIndex).material;
Mesh mesh = builder.end();
modelBuilder.begin();
modelBuilder.part(PlanetPart.LANDSCAPE_PART_NAME + landscapeIndex, mesh, GL20.GL_TRIANGLES, waterMaterial);
return modelBuilder.end();
}
项目:Alien-Ark
文件:PlanetPart.java
/**
* Creates a water plane.
* @param chunk The chunk.
*/
private void createWaterPart(Chunk chunk, int landscapeIndex) {
MeshBuilder builder = meshBuilders.get(landscapeIndex);
float WATER_HEIGHT = interpreter.it.get(landscapeIndex).endValue;
builder.begin(VERTEX_ATTRIBUTES, GL20.GL_TRIANGLES);
float z = WATER_HEIGHT * planetConfig.landscapeHeight;
float width = chunk.getWidth() * tileSize;
float height = chunk.getHeight() * tileSize;
Vector3 corner01 = new Vector3(0f, 0f, z);
Vector3 corner02 = new Vector3(width, 0f, z);
Vector3 corner03 = new Vector3(width, height, z);
Vector3 corner04 = new Vector3(0f, height, z);
builder.rect(corner01, corner02, corner03, corner04, new Vector3(0, 0, 1));
Material waterMaterial = planetConfig.layerConfigs.get(landscapeIndex).material;
Mesh mesh = builder.end();
modelBuilder.node().id = LANDSCAPE_NODE_NAME + landscapeIndex;
modelBuilder.part(LANDSCAPE_PART_NAME + landscapeIndex, mesh, GL20.GL_TRIANGLES, waterMaterial);
}
项目:ForgE
文件:TerrainBuilder.java
private VoxelChunkRenderable buildFaceForChunkWithAssembler(Chunk chunk, VoxelsAssembler assembler, boolean haveTransparency) {
if (!assembler.isEmpty()) {
VoxelChunkRenderable renderable = new VoxelChunkRenderable();
renderable.primitiveType = GL30.GL_TRIANGLES;
if (ForgE.config.getBool(Config.Key.GenerateWireframe))
renderable.wireframe = assembler.wireframe();
renderable.triangleCount = assembler.getTriangleCount();
renderable.meshFactory = assembler.meshFactory(MeshVertexInfo.voxelTypes());
renderable.worldTransform.idt();
renderable.material = new Material(new SolidTerrainAttribute());
if (haveTransparency) {
renderable.material.set(new BlendingAttribute(true,1f));
}
chunk.addFace(renderable);
return renderable;
} else {
return null;
}
}
项目:gdx-proto
文件:ModelManager.java
/** players are represented by cubes, with another cube marking the direction it is facing */
public void createPlayerModel() {
ModelBuilder mb = new ModelBuilder();
ModelBuilder mb2 = new ModelBuilder();
long attr = Usage.Position | Usage.Normal;
float r = 0.5f;
float g = 1f;
float b = 0.75f;
Material material = new Material(ColorAttribute.createDiffuse(new Color(r, g, b, 1f)));
Material faceMaterial = new Material(ColorAttribute.createDiffuse(Color.BLUE));
float w = 1f;
float d = w;
float h = 2f;
mb.begin();
//playerModel = mb.createBox(w, h, d, material, attr);
Node node = mb.node("box", mb2.createBox(w, h, d, material, attr));
// the face is just a box to show which direction the player is facing
Node faceNode = mb.node("face", mb2.createBox(w/2, h/2, d/2, faceMaterial, attr));
faceNode.translation.set(0f, 0f, d/2);
playerModel = mb.end();
}
项目:amatsukaze
文件:Basic3DTest.java
@Override
public void create () {
modelBatch = new ModelBatch(new DefaultShaderProvider());
// modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, .4f, .4f, .4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
ModelBuilder modelBuilder = new ModelBuilder();
model = modelBuilder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position
| Usage.Normal);
instance = new ModelInstance(model);
// model = new G3dModelLoader(new UBJsonReader()).loadModel(Gdx.files.internal("data/g3d/knight.g3db"));
// instance = new ModelInstance(model);
Gdx.input.setInputProcessor(new InputMultiplexer(this, inputController = new CameraInputController(cam)));
}
项目:bladecoder-adventure-engine
文件:Utils3D.java
private static void createAxes() {
ModelBuilder modelBuilder = new ModelBuilder();
modelBuilder.begin();
MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES, Usage.Position | Usage.ColorUnpacked, new Material());
builder.setColor(Color.LIGHT_GRAY);
for (float t = GRID_MIN; t <= GRID_MAX; t+=GRID_STEP) {
builder.line(t, 0, GRID_MIN, t, 0, GRID_MAX);
builder.line(GRID_MIN, 0, t, GRID_MAX, 0, t);
}
builder = modelBuilder.part("axes", GL20.GL_LINES, Usage.Position | Usage.ColorUnpacked, new Material());
builder.setColor(Color.RED);
builder.line(0, 0, 0, 10, 0, 0);
builder.setColor(Color.GREEN);
builder.line(0, 0, 0, 0, 10, 0);
builder.setColor(Color.BLUE);
builder.line(0, 0, 0, 0, 0, 10);
axesModel = modelBuilder.end();
axesInstance = new ModelInstance(axesModel);
}
项目:libgdxcn
文件:ModelBuilder.java
/** Convenience method to create a model which represents a grid of lines on the XZ plane. The resources the Material might
* contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model.
* @param xDivisions row count along x axis.
* @param zDivisions row count along z axis.
* @param xSize Length of a single row on x.
* @param zSize Length of a single row on z. */
public Model createLineGrid (int xDivisions, int zDivisions, float xSize, float zSize, Material material, long attributes) {
begin();
MeshPartBuilder partBuilder = part("lines", GL20.GL_LINES, attributes, material);
float xlength = xDivisions * xSize, zlength = zDivisions * zSize, hxlength = xlength / 2, hzlength = zlength / 2;
float x1 = -hxlength, y1 = 0, z1 = hzlength, x2 = -hxlength, y2 = 0, z2 = -hzlength;
for (int i = 0; i <= xDivisions; ++i) {
partBuilder.line(x1, y1, z1, x2, y2, z2);
x1 += xSize;
x2 += xSize;
}
x1 = -hxlength;
y1 = 0;
z1 = -hzlength;
x2 = hxlength;
y2 = 0;
z2 = -hzlength;
for (int j = 0; j <= zDivisions; ++j) {
partBuilder.line(x1, y1, z1, x2, y2, z2);
z1 += zSize;
z2 += zSize;
}
return end();
}
项目:amatsukaze
文件:BaseG3dTest.java
private void createAxes () {
ModelBuilder modelBuilder = new ModelBuilder();
modelBuilder.begin();
MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES, Usage.Position | Usage.Color, new Material());
builder.setColor(Color.LIGHT_GRAY);
for (float t = GRID_MIN; t <= GRID_MAX; t += GRID_STEP) {
builder.line(t, 0, GRID_MIN, t, 0, GRID_MAX);
builder.line(GRID_MIN, 0, t, GRID_MAX, 0, t);
}
builder = modelBuilder.part("axes", GL20.GL_LINES, Usage.Position | Usage.Color, new Material());
builder.setColor(Color.RED);
builder.line(0, 0, 0, 100, 0, 0);
builder.setColor(Color.GREEN);
builder.line(0, 0, 0, 0, 100, 0);
builder.setColor(Color.BLUE);
builder.line(0, 0, 0, 0, 0, 100);
axesModel = modelBuilder.end();
axesInstance = new ModelInstance(axesModel);
}
项目:libgdxcn
文件:ShaderTest.java
@Override
public void create () {
modelBatch = new ModelBatch(new BaseShaderProvider() {
@Override
protected Shader createShader (Renderable renderable) {
return new TestShader();
}
});
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
Material material = new Material(new TestAttribute(1f));
ModelBuilder builder = new ModelBuilder();
model = builder.createCone(5, 5, 5, 20, material, Usage.Position);
instance = new ModelInstance(model);
testAttribute = (TestAttribute)instance.materials.get(0).get(TestAttribute.ID);
}
项目:libgdxcn
文件:FogTest.java
@Override
public void create () {
modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
environment.set(new ColorAttribute(ColorAttribute.Fog, 0.13f, 0.13f, 0.13f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(30f, 10f, 30f);
cam.lookAt(0, 0, 0);
cam.near = 0.1f;
cam.far = 45f;
cam.update();
ModelBuilder modelBuilder = new ModelBuilder();
model = modelBuilder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position
| Usage.Normal);
instance = new ModelInstance(model);
Gdx.input.setInputProcessor(new InputMultiplexer(this, inputController = new CameraInputController(cam)));
}
项目:libgdxcn
文件:CullTest.java
@Override
public void create () {
ModelBuilder builder = new ModelBuilder();
sphere = builder.createSphere(2f, 2f, 2f, 16, 16, new Material(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE)),
Usage.Position | Usage.Normal);
// cam = new PerspectiveCamera(45, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam = new OrthographicCamera(45, 45 * (Gdx.graphics.getWidth() / (float)Gdx.graphics.getHeight()));
cam.near = 1;
cam.far = 200;
Random rand = new Random();
for (int i = 0; i < instances.length; i++) {
pos.set(rand.nextFloat() * 100 - rand.nextFloat() * 100, rand.nextFloat() * 100 - rand.nextFloat() * 100,
rand.nextFloat() * -100 - 3);
instances[i] = new ModelInstance(sphere, pos);
}
modelBatch = new ModelBatch();
batch = new SpriteBatch();
font = new BitmapFont();
// Gdx.graphics.setVSync(true);
// Gdx.app.log("CullTest", "" + Gdx.graphics.getBufferFormat().toString());
}
项目:HelixEngine
文件:AreaDisplayable.java
public AreaDisplayable(Model model) {
instance = new ModelInstance(model);
animationController = new AnimationController(instance);
instance.transform.rotate(new Vector3(1, 0, 0), 90);
for (Material material : instance.materials) {
TextureAttribute ta
= (TextureAttribute) material.get(TextureAttribute.Diffuse);
ta.textureDescription.magFilter = Texture.TextureFilter.Nearest;
ta.textureDescription.minFilter = Texture.TextureFilter.Nearest;
material.set(ta);
material.set(ColorAttribute.createDiffuse(Color.WHITE));
BlendingAttribute ba = new BlendingAttribute(GL20.GL_SRC_ALPHA,
GL20.GL_ONE_MINUS_SRC_ALPHA);
material.set(ba);
}
}
项目:amatsukaze
文件:AxisModelGenerator.java
public ModelInstance createAxes () {
ModelBuilder modelBuilder = new ModelBuilder();
modelBuilder.begin();
MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES, Usage.Position | Usage.Color, new Material());
builder.setColor(Color.LIGHT_GRAY);
for (float t = GRID_MIN; t <= GRID_MAX; t += GRID_STEP) {
builder.line(t, 0, GRID_MIN, t, 0, GRID_MAX);
builder.line(GRID_MIN, 0, t, GRID_MAX, 0, t);
}
builder = modelBuilder.part("axes", GL20.GL_LINES, Usage.Position | Usage.Color, new Material());
builder.setColor(Color.RED);
builder.line(0, 0, 0, 100, 0, 0);
builder.setColor(Color.GREEN);
builder.line(0, 0, 0, 0, 100, 0);
builder.setColor(Color.BLUE);
builder.line(0, 0, 0, 0, 0, 100);
Model axesModel = modelBuilder.end();
ModelInstance axesInstance = new ModelInstance(axesModel);
return axesInstance;
}
项目:GdxStudio
文件:Game3d.java
public Game3d(){
ship = Asset.loadModelObj("ship");//loads an obj model
ship.scale(3f);
skydome = Asset.loadModel("skydome"); //loads a g3db model
builder = new ModelBuilder();
builder.begin();
MeshPartBuilder part = builder.part("floor", GL20.GL_TRIANGLES, Usage.Position |
Usage.TextureCoordinates | Usage.Normal, new Material());
for (float x = -200f; x < 200f; x += 10f) {
for (float z = -200f; z < 200f; z += 10f) {
part.rect(x, 0, z + 10f, x + 10f, 0, z + 10f, x + 10f, 0, z, x, 0, z, 0, 1, 0);
}
}
floor = new Actor3d(builder.end());
floor.materials.get(0).set(TextureAttribute.createDiffuse(Asset.tex("concrete").getTexture()));
knight = Asset.loadModel("knight");
knight.setPosition(-20f, 18f, 0f);
knight.setPitch(-90f);
addActor3d(floor);
addActor3d(skydome);
addActor3d(ship);
addActor3d(knight);
stage3d.getCamera().position.set(knight.getX()+ 13f, knight.getY() + 24f, knight.getZ() + 45f);
//Camera3d.followOffset(20f, 20f, -20f);
// Camera3d.followActor3d(knight, false);
}
项目:gdx-vr
文件:SimpleRoom.java
@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);
}
项目:gdx-proto
文件:ModelManager.java
public void createBillboardTest() {
ModelBuilder mb = new ModelBuilder();
mb.begin();
long attr = Usage.TextureCoordinates | Usage.Position | Usage.Normal;
TextureRegion region = Assets.getAtlas().findRegion("sprites/test-guy");
Material mat = new Material(TextureAttribute.createDiffuse(region.getTexture()));
boolean blended = true;
float opacity = 1f;
mat.set(new BlendingAttribute(blended, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, opacity));
MeshPartBuilder mpb = mb.part("rect", GL20.GL_TRIANGLES, attr, mat);
mpb.setUVRange(region);
// the coordinates are offset so that we can easily set the center position to align with the entity's body
float sz = 2f; // size
float b = -sz/2; // base
float max = sz/2; // max
Vector3 bl = new Vector3(b, b, 0f);
Vector3 br = new Vector3(b, max, 0f);
Vector3 tr = new Vector3(max, max, 0f);
Vector3 tl = new Vector3(max, b, 0f);
Vector3 norm = new Vector3(0f, 0f, 1f);
mpb.rect(bl, tl, tr, br, norm);
billboardTestModel = mb.end();
}
项目:gdx-proto
文件:Shadow.java
public static void init() {
list = new Array<>();
ModelBuilder mb = new ModelBuilder();
Vector3 norm = new Vector3(0f, 1f, 0f);
Texture texture = Assets.manager.get("textures/shadow.png", Texture.class);
Material material = new Material(TextureAttribute.createDiffuse(texture));
material.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, 0.7f));
//material.set(new DepthTestAttribute(0)); // disable depth testing
long attr = Usage.Position | Usage.TextureCoordinates;
float s = 1f;
model = mb.createRect(
-s, 0f, -s,// bl
-s, 0f, s, // tl
s, 0f, s, // tr
s, 0f, -s, // br
norm.x, norm.y, norm.z,
material,
attr
);
}
项目:gaiasky
文件:ModelBuilder2.java
public Model createIcoSphere(float radius, int recursion, boolean flipNormals, boolean hardEdges, int primitiveType, final Material material, final long attributes) {
begin();
int nfaces = (int) (10 * Math.pow(2, 2 * recursion - 1));
if (nfaces * 3 <= Short.MAX_VALUE) {
// All in one part
part("icosphere", primitiveType, attributes, material).icosphere(radius, recursion, flipNormals, hardEdges);
} else {
// Separate in more than one part
int maxfaces = Short.MAX_VALUE / 3;
int chunks = nfaces / maxfaces + 1;
for (int i = 0; i < chunks; i++) {
// Chunk i
int startFace = i * maxfaces;
part("icosphere", primitiveType, attributes, material).icosphere(radius, recursion, flipNormals, hardEdges, startFace, maxfaces);
}
}
return end();
}
项目:gaiasky
文件:ModelBuilder2.java
@Deprecated
public static Model createFromMesh(final Mesh mesh, int indexOffset, int vertexCount, int primitiveType, final Material material) {
Model result = new Model();
MeshPart meshPart = new MeshPart();
meshPart.id = "part1";
meshPart.offset = indexOffset;
meshPart.size = vertexCount;
meshPart.primitiveType = primitiveType;
meshPart.mesh = mesh;
NodePart partMaterial = new NodePart();
partMaterial.material = material;
partMaterial.meshPart = meshPart;
Node node = new Node();
node.id = "node1";
node.parts.add(partMaterial);
result.meshes.add(mesh);
result.materials.add(material);
result.nodes.add(node);
result.meshParts.add(meshPart);
result.manageDisposable(mesh);
return result;
}
项目:Cubes_2
文件:Assets.java
private static PackedTextureSheet getPackedTextureSheet(AssetType... assetType) {
if (Adapter.isDedicatedServer())
return null;
TexturePacker texturePacker = new TexturePacker(2048, 2048, 1, true);
Pixmap pixmap;
getPacketTextureSheetFor(assetType, texturePacker, pixmap);
FileHandle fileHandle = assetsFolder.child("packed");
fileHandle.mkdirs();
Compatibility.get().nomedia(fileHandle);
fileHandle = fileHandle.child(assetType[0].name() + ".cim");
try {
PixmapIO.writeCIM(fileHandle, texturePacker.getPixmap());
} catch (GdxRuntimeException e) {
Log.error("Failed to write packed image", e);
}
Texture texture = new Texture(fileHandle);
texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
PackedTextureSheet packedTextureSheet = new PackedTextureSheet(
new Material(TextureAttribute.createDiffuse(texture)));
packedTextureSheet.getMaterial().set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA));
Map<Asset, TexturePacker.PackRectangle> rectangles = texturePacker.getRectangles();
int num = 0;
for (Map.Entry<Asset, TexturePacker.PackRectangle> entry : rectangles.entrySet()) {
num++;
TextureRegion textureRegion = new TextureRegion(texture, entry.getValue().x, entry.getValue().y,
entry.getValue().width, entry.getValue().height);
entry.getKey().setPackedTextureRegion(textureRegion, packedTextureSheet);
packedTextureSheet.getPackedTextures().put(entry.getKey().toString(), textureRegion);
}
for (AssetType type : assetType) {
type.setPackedTextureSheet(packedTextureSheet);
}
return packedTextureSheet;
}
项目:Planetbase
文件:StrategyGame.java
@Override
public void create() {
INSTANCE=this;
Debug.dbg("Path: "+System.getProperty("user.dir"));
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));
staticEntityBatch = new ModelBatch();
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
float cameraDist=0.8f;
cam.position.set(cameraDist,cameraDist,cameraDist);
cam.lookAt(0,0,0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
Assets.modelBuilder = new ModelBuilder();
Model world = Assets.modelBuilder.createSphere(2f,2f,2f,
80, 80, /* 80x80 seems to be enough polys to look smooth */
new Material(ColorAttribute.createDiffuse(Color.GREEN)),
Usage.Position | Usage.Normal);
models.add(world);
planetSurface = new ModelInstance(world);
camController = new CameraController(cam);
Gdx.input.setInputProcessor(camController);
space=new Space();
}
项目:Planetbase
文件:StrategyGame.java
public void renderSelectTooltip(){
float radius=selectGroup+0.03f;
ModelInstance sphere=new ModelInstance(Assets.modelBuilder.createSphere(radius, radius, radius
,(int)(100*radius),(int)(100*radius), //This can be lower-resolution
new Material(ColorAttribute.createDiffuse(1,0,0,0.5f)),
Usage.Position | Usage.Normal));
sphere.transform.setToTranslation(-cam.direction.x, -cam.direction.y, -cam.direction.z);
staticEntityBatch.render(sphere);
}
项目:thunderboard-android
文件:DemoMotionGdxAdapter.java
public void turnOffLights() {
for (Material mat : lightMaterials) {
if (mat.has(ColorAttribute.Emissive)) {
mat.remove(ColorAttribute.Emissive);
}
}
}
项目:nhglib
文件:PointSpriteSoftParticleBatch.java
protected void allocRenderable() {
renderable = new Renderable();
renderable.meshPart.primitiveType = GL20.GL_POINTS;
renderable.meshPart.offset = 0;
renderable.material = new Material(new BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA, 1f),
new DepthTestAttribute(GL20.GL_LEQUAL, false), TextureAttribute.createDiffuse((Texture) null));
}
项目:nhglib
文件:LightProbe.java
private void createMeshes() {
ModelBuilder mb = new ModelBuilder();
cubeModel = mb.createBox(1, 1, 1, new Material(),
VertexAttributes.Usage.Position |
VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates);
cubeMesh = cubeModel.meshes.first();
G3dModelLoader modelLoader = new G3dModelLoader(new UBJsonReader());
quadModel = modelLoader.loadModel(Gdx.files.internal("models/quad.g3db"));
quadMesh = quadModel.meshes.first();
}
项目:nhglib
文件:NhgModelLoader.java
@Override
public Model loadSync(AssetManager manager, String fileName, FileHandle file, P parameters) {
ModelData data = null;
synchronized (items) {
for (int i = 0; i < items.size; i++) {
if (items.get(i).key.equals(fileName)) {
data = items.get(i).value;
items.removeIndex(i);
}
}
}
if (data == null) return null;
final Model result = new Model(data, new TextureProvider.AssetTextureProvider(manager));
// need to remove the textures from the managed disposables, or else ref counting
// doesn't work!
Iterator<Disposable> disposables = result.getManagedDisposables().iterator();
while (disposables.hasNext()) {
Disposable disposable = disposables.next();
if (disposable instanceof Texture) {
disposables.remove();
}
}
// Automatically convert all materials to PBR
for (Material material : result.materials) {
TextureAttribute textureAttribute = (TextureAttribute) material.get(TextureAttribute.Diffuse);
if (textureAttribute != null) {
material.set(PbrTextureAttribute.createAlbedo(textureAttribute.textureDescription.texture));
}
}
data = null;
return result;
}
项目:LibGDX-PBR
文件:PBRTestAPP.java
Material createMaterial(String materialName){
Material material=new Material();
material.set(PBRTextureAttribute.createAlbedo(new Texture("materials/" + materialName + "_Base_Color.png")));
material.set(PBRTextureAttribute.createMetallic(new Texture("materials/" + materialName + "_Metallic.png")));
material.set(PBRTextureAttribute.createRoughness(new Texture("materials/" + materialName + "_Roughness.png")));
material.set(PBRTextureAttribute.createAmbientOcclusion(new Texture("materials/" + materialName + "_Ambient_Occlusion.png")));
material.set(PBRTextureAttribute.createHeight(new Texture("materials/" + materialName + "_Height.png")));
material.set(PBRTextureAttribute.createNormal(new Texture("materials/" + materialName + "_Normal.png")));
return material;
}
项目:LibGDX-PBR
文件:PBRTestAPP.java
public static Renderable createRenderableFromMesh(Mesh mesh, Material material, Shader shader, Environment environment) {
Renderable outRend=new Renderable();
outRend.meshPart.mesh=mesh;
outRend.meshPart.primitiveType=GL20.GL_TRIANGLES;
if(material!=null) outRend.material=material;
if(environment!=null) outRend.environment=environment;
outRend.meshPart.offset=0;
//strada.shader=elrShader;
if(shader!=null) outRend.shader=shader;
outRend.meshPart.size=mesh.getNumIndices();
return outRend;
}