@Override protected void onInitialize() { if (removeOld) { clearOld(); } ForgE.blocks.loadAtlasAndUvsIfNull(); this.levelEnv = new LevelEnv(); this.shader = (TerrainShader)ForgE.shaders.get("block-preview"); this.renderContext = new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1)); this.camera = new PerspectiveCamera(40, PREVIEW_SIZE/2, PREVIEW_SIZE/2); //this.buffer = new FrameBuffer(Pixmap.Format.RGBA8888, PREVIEW_SIZE, PREVIEW_SIZE, true); camera.near = 0.01f; camera.far = 5f; camera.position.set(0f, 2.5f, 0f); camera.lookAt(new Vector3(0.2f,2.35f,0.2f)); camera.update(); this.blocks = ForgE.blocks.list(); this.i = 1; }
public Level(LevelState state, TerrainGeometryProvider geometryProvider) { this.colorShaderProvider = new ShaderProvider(); this.depthShaderProvider = new DepthShaderProvider(); this.env = state.env; this.state = state; this.terrainMap = state.terrainMap; this.terrainGeometryProvider = geometryProvider; this.postProcessing = new PostProcessingManager(ForgE.files.internal("postprocessing:default.json")); this.renderContext = new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1)); this.octree = OctreeNode.root(); this.batch = new VoxelBatch(renderContext, colorShaderProvider); this.camera = env.mainCamera; this.frustrumDebugger = new FrustrumDebugAndRenderer(); frustrumDebugger.add(camera); frustrumDebugger.add(env.mainLight.getShadowCamera()); this.terrainEngine = new TerrainEngine(this); this.entities = new EntitySystemsManager(this); octree.setBounds(terrainMap.getBounds(ChunkMap.TERRAIN_TILE_SIZE)); }
@Override protected void initialize() { displayableCollections = new Array<Array<? extends Displayable>>(); modelDisplayables = new Array<ModelDisplayable>(); displayableCollections.add(modelDisplayables); decalDisplayables = new Array<DecalDisplayable>(); displayableCollections.add(decalDisplayables); renderContext = new RenderContext( new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED)); renderContext.setCullFace(GL20.GL_BACK); modelBatch = new ModelBatch(renderContext, new DefaultShaderProvider(), new HelixRenderableSorter()); decalBatch = new DecalBatch(new CameraGroupStrategy(camera)); spriteBatch = new SpriteBatch(); }
@Override public boolean setup() { modelBatch = new ModelBatch(new DefaultShaderProvider()); lights = new Environment(); lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 1.0f, 1.0f, 1.0f, 1.f)); lights.add(new DirectionalLight().set(0.3f, 0.3f, 0.3f, 0, 1, -0.2f)); cam = new MapCamera(mMap); renderContext = new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1)); // shader = new DefaultShader(renderable.material, // renderable.mesh.getVertexAttributes(), true, false, 1, 0, 0, 0); // shader.init(); return true; }
/** Construct a ModelBatch, using this constructor makes you responsible for calling context.begin() and context.end() yourself. * @param context The {@link RenderContext} to use. * @param shaderProvider The {@link ShaderProvider} to use, will be disposed when this ModelBatch is disposed. * @param sorter The {@link RenderableSorter} to use. */ public ModelBatch (final RenderContext context, final ShaderProvider shaderProvider, final RenderableSorter sorter) { this.sorter = (sorter == null) ? new DefaultRenderableSorter() : sorter; this.ownContext = (context == null); this.context = (context == null) ? new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1)) : context; this.shaderProvider = (shaderProvider == null) ? new DefaultShaderProvider() : shaderProvider; }
@Override protected void onInitialize() { this.renderContext = new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1)); this.camera = new PerspectiveCamera(67, 64, 64); }
public GameLevelScreen(LevelFile levelDef) { this.gameObjectsTweenManager = new TweenManager(); this.uiTweenManager = new TweenManager(); this.renderContext = new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1)); this.entities = new ArrayList<Entity>(); this.perspectiveCamera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); levelDefinition = levelDef; this.map = new Map(levelDefinition.geometryFile()); perspectiveCamera.position.set(0, 0, 0); perspectiveCamera.near = 0.1f; perspectiveCamera.far = 50f; perspectiveCamera.update(true); this.cameraController = new RTSCameraController(); cameraController.setCamera(perspectiveCamera); cameraController.setCenter(0, 0); cameraController.setEnabled(true); environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.3f, 0.3f, 0.3f, 1f)); this.cellShadingCompositor = new LevelCompositor(renderContext); this.robot = BotLogic.entities.robot(); this.robot.led = BotLogic.entities.led(); addEntity(this.robot); addEntity(this.robot.led); colorModelBatch = new ModelBatch(renderContext); decalBatch = new DecalBatch(); decalBatch.setGroupStrategy(new CameraGroupStrategy(perspectiveCamera)); DepthShader.Config depthConfig = new DepthShader.Config(Gdx.files.internal("shaders/depth.vertex").readString(), Gdx.files.internal("shaders/depth.frag").readString()); depthConfig.defaultCullFace = GL20.GL_BACK; depthConfig.depthBufferOnly = false; depthModelBatch = new ModelBatch(renderContext, new DepthShaderProvider(depthConfig)); map.environment = environment; this.controller = new GameController(this); reset(); environment.set(new ColorAttribute(ColorAttribute.Fog, 0f, 0f, 0f, 1f)); environment.add(new DirectionalLight().set(new Color(.4f,.4f, .4f, 0.1f), new Vector3(1,-1,0))); BotLogic.audio.mainMenuMusic.play(); }