Java 类com.badlogic.gdx.graphics.g3d.Attributes 实例源码
项目:Argent
文件:ShadowMapShader.java
@Override
public void render(final Renderable renderable, final Attributes combinedAttributes) {
boolean firstCall = true;
for(final LightWrapper light : lights) {
light.applyToShader(program);
if(firstCall){
context.setDepthTest(GL20.GL_LEQUAL);
context.setBlending(false, GL20.GL_ONE, GL20.GL_ONE);
super.render(renderable, combinedAttributes);
firstCall = false;
}else{
context.setDepthTest(GL20.GL_EQUAL);
context.setBlending(true, GL20.GL_ONE, GL20.GL_ONE);
renderable.meshPart.render(program, false);
}
}
}
项目:Argent
文件:VolumetricDepthShader.java
@Override
public void render(final Renderable renderable, final Attributes combinedAttributes) {
renderable.meshPart.primitiveType = GL20.GL_TRIANGLES;
final boolean[] firstCall = {true};
lights.forEach(l -> {
l.applyToShader(program);
if(Gdx.input.isKeyJustPressed(Input.Keys.L))
for (String s : program.getUniforms()) {
System.out.println(s);
}
if(true) {
context.setDepthTest(GL20.GL_LEQUAL);
context.setBlending(false, GL20.GL_ONE, GL20.GL_ONE);
super.render(renderable, combinedAttributes);
firstCall[0] = false;
}else{
context.setDepthTest(GL20.GL_EQUAL);
context.setBlending(true, GL20.GL_ONE, GL20.GL_ONE);
MeshPart part = renderable.meshPart;
part.mesh.render(program, part.primitiveType, part.offset, part.size, false);
}
});
}
项目:origin
文件:ShadowShader.java
@Override
public void render(Renderable renderable, Attributes combinedAttributes)
{
// context.setCullFace(GL_BACK);
// Classic depth test
context.setDepthTest(GL20.GL_LEQUAL);
// Deactivate blending on first pass
context.setBlending(false, GL20.GL_ONE, GL20.GL_ONE);
context.setDepthMask(true);
if (!combinedAttributes.has(BlendingAttribute.Type))
context.setBlending(false, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
super.render(renderable, combinedAttributes);
// program.begin();
// super.render(renderable, combinedAttributes);
// program.end();
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
if (renderable.environment == null)
shader.program.setUniform3fv(shader.loc(inputID), ones, 0, ones.length);
else {
renderable.worldTransform.getTranslation(tmpV1);
if (renderable.environment.has(ColorAttribute.AmbientLight))
cacheAmbientCubemap.set(((ColorAttribute)renderable.environment.get(ColorAttribute.AmbientLight)).color);
for (int i = dirLightsOffset; i < renderable.environment.directionalLights.size; i++)
cacheAmbientCubemap.add(renderable.environment.directionalLights.get(i).color,
renderable.environment.directionalLights.get(i).direction);
for (int i = pointLightsOffset; i < renderable.environment.pointLights.size; i++)
cacheAmbientCubemap.add(renderable.environment.pointLights.get(i).color,
renderable.environment.pointLights.get(i).position, tmpV1,
renderable.environment.pointLights.get(i).intensity);
cacheAmbientCubemap.clamp();
shader.program.setUniform3fv(shader.loc(inputID), cacheAmbientCubemap.data, 0, cacheAmbientCubemap.data.length);
}
}
项目:Argent
文件:SimpleTextureShader.java
@Override
public void render(final Renderable renderable, final Attributes combinedAttributes) {
try{
super.render(renderable, combinedAttributes);
}catch (NullPointerException npe) {
}
}
项目:Argent
文件:DynamicShader.java
@Override public void render(final Renderable renderable, final Attributes combinedAttributes) {
renderable.meshPart.primitiveType = info.primitive.id;
try {
super.render(renderable, combinedAttributes);
}catch (Exception e) {
e.printStackTrace();
}
}
项目:origin
文件:ModelShader.java
@Override
public void set(BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes)
{
if (com.a2client.Config.getInstance()._renderShadows)
{
shader.set(inputID, Render.toShadowMapSpace);
}
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
for (int i = 0; i < bones.length; i++) {
final int idx = i / 16;
bones[i] = (renderable.bones == null || idx >= renderable.bones.length || renderable.bones[idx] == null) ? idtMatrix.val[i % 16]
: renderable.bones[idx].val[i % 16];
}
shader.program.setUniformMatrix4fv(shader.loc(inputID), bones, 0, bones.length);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
if (combinedAttributes.has(CubemapAttribute.EnvironmentMap)) {
shader.set(inputID, shader.context.textureBinder.bind(((CubemapAttribute)combinedAttributes
.get(CubemapAttribute.EnvironmentMap)).textureDescription));
}
}
项目:libgdxcn
文件:BaseShader.java
public void render (Renderable renderable, final Attributes combinedAttributes) {
for (int u, i = 0; i < localUniforms.size; ++i)
if (setters.get(u = localUniforms.get(i)) != null) setters.get(u).set(this, u, renderable, combinedAttributes);
if (currentMesh != renderable.mesh) {
if (currentMesh != null) currentMesh.unbind(program, tempArray.items);
currentMesh = renderable.mesh;
currentMesh.bind(program, getAttributeLocations(renderable.mesh.getVertexAttributes()));
}
renderable.mesh.render(program, renderable.primitiveType, renderable.meshPartOffset, renderable.meshPartSize, false);
}
项目:Argent
文件:NormalTextureShader.java
@Override
public void render(final Renderable renderable, final Attributes combinedAttributes) {
super.render(renderable, combinedAttributes);
}
项目:Argent
文件:DepthMapShader.java
@Override
public void render(final Renderable renderable, final Attributes combinedAttributes)
{
super.render(renderable, combinedAttributes);
}
项目:Chemtris
文件:WireframeShader.java
@Override
public void render(Renderable renderable, Attributes combinedAttributes) {
setPrimitiveType(renderable);
super.render(renderable, combinedAttributes);
restorePrimitiveType(renderable);
}
项目:origin
文件:ModelShader.java
@Override
public void set(BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes)
{
shader.set(inputID, Skybox.skyColor.r, Skybox.skyColor.g, Skybox.skyColor.b);
}
项目:origin
文件:ModelShader.java
@Override
public void set(BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes)
{
shader.set(inputID, Skybox.fogEnabled ? Skybox.fogDensity : 0f);
}
项目:origin
文件:ModelShader.java
@Override
public void set(BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes)
{
shader.set(inputID, Skybox.fogGradient);
}
项目:origin
文件:ModelShader.java
@Override
public void set(BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes)
{
shader.set(inputID, Render.clipNormal.x, Render.clipNormal.y, Render.clipNormal.z, Render.clipHeight);
}
项目:origin
文件:ModelShader.java
@Override
public void set(BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes)
{
shader.set(inputID, 6);
}
项目:origin
文件:ModelShader.java
@Override
public void set(BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes)
{
shader.set(inputID, com.a2client.Config.getInstance()._renderShadows ? ShadowBox.SHADOW_DISTANCE : -1f);
}
项目:origin
文件:ModelShader.java
@Override
public void set(BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes)
{
shader.set(inputID, Skybox.sunPosition);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, shader.camera.projection);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, shader.camera.view);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, shader.camera.combined);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, shader.camera.position.x, shader.camera.position.y, shader.camera.position.z,
1.1881f / (shader.camera.far * shader.camera.far));
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, shader.camera.direction);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, shader.camera.up);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, renderable.worldTransform);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, temp.set(shader.camera.view).mul(renderable.worldTransform));
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, temp.set(shader.camera.combined).mul(renderable.worldTransform));
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, tmpM.set(renderable.worldTransform).inv().transpose());
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, ((FloatAttribute)(combinedAttributes.get(FloatAttribute.Shininess))).value);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, ((ColorAttribute)(combinedAttributes.get(ColorAttribute.Diffuse))).color);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes
.get(TextureAttribute.Diffuse))).textureDescription);
shader.set(inputID, unit);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
final TextureAttribute ta = (TextureAttribute)(combinedAttributes.get(TextureAttribute.Diffuse));
shader.set(inputID, ta.offsetU, ta.offsetV, ta.scaleU, ta.scaleV);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, ((ColorAttribute)(combinedAttributes.get(ColorAttribute.Specular))).color);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes
.get(TextureAttribute.Specular))).textureDescription);
shader.set(inputID, unit);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
final TextureAttribute ta = (TextureAttribute)(combinedAttributes.get(TextureAttribute.Specular));
shader.set(inputID, ta.offsetU, ta.offsetV, ta.scaleU, ta.scaleV);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
shader.set(inputID, ((ColorAttribute)(combinedAttributes.get(ColorAttribute.Emissive))).color);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes
.get(TextureAttribute.Emissive))).textureDescription);
shader.set(inputID, unit);
}
项目:libgdxcn
文件:DefaultShader.java
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
final TextureAttribute ta = (TextureAttribute)(combinedAttributes.get(TextureAttribute.Emissive));
shader.set(inputID, ta.offsetU, ta.offsetV, ta.scaleU, ta.scaleV);
}