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Java FloatAttribute类代码示例

本文整理汇总了Java中com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute的典型用法代码示例。如果您正苦于以下问题:Java FloatAttribute类的具体用法?Java FloatAttribute怎么用?Java FloatAttribute使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


FloatAttribute类属于com.badlogic.gdx.graphics.g3d.attributes包,在下文中一共展示了FloatAttribute类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: GameObject

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
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);
      }
  }
 
开发者ID:raphaelbruno,项目名称:ZombieInvadersVR,代码行数:20,代码来源:GameObject.java

示例2: MaterialInterpreter

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
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));

	}
 
开发者ID:aphex-,项目名称:Alien-Ark,代码行数:20,代码来源:MaterialInterpreter.java

示例3: render

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
@Override
public void render (final Renderable renderable) {
	if (renderable.material.has(BlendingAttribute.Type)) {
		final BlendingAttribute blending = (BlendingAttribute)renderable.material.get(BlendingAttribute.Type);
		renderable.material.remove(BlendingAttribute.Type);
		final boolean hasAlphaTest = renderable.material.has(FloatAttribute.AlphaTest);
		if (!hasAlphaTest)
			renderable.material.set(alphaTestAttribute);
		if (blending.opacity >= ((FloatAttribute)renderable.material.get(FloatAttribute.AlphaTest)).value)
			super.render(renderable);
		if (!hasAlphaTest)
			renderable.material.remove(FloatAttribute.AlphaTest);
		renderable.material.set(blending);
	} else
		super.render(renderable);
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:17,代码来源:DepthShader.java

示例4: create

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
@Override
public void create () {
	super.create();

	final Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
	disposables.add(texture);
	final Material material = new Material(TextureAttribute.createDiffuse(texture), ColorAttribute.createSpecular(1, 1, 1, 1),
		FloatAttribute.createShininess(8f));
	final long attributes = Usage.Position | Usage.Normal | Usage.TextureCoordinates;

	final Model sphere = modelBuilder.createSphere(4f, 4f, 4f, 24, 24, material, attributes);
	disposables.add(sphere);
	world.addConstructor("sphere", new BulletConstructor(sphere, 10f, new btSphereShape(2f)));

	final Model cylinder = modelBuilder.createCylinder(4f, 6f, 4f, 16, material, attributes);
	disposables.add(cylinder);
	world.addConstructor("cylinder", new BulletConstructor(cylinder, 10f, new btCylinderShape(tmpV1.set(2f, 3f, 2f))));

	final Model capsule = modelBuilder.createCapsule(2f, 6f, 16, material, attributes);
	disposables.add(capsule);
	world.addConstructor("capsule", new BulletConstructor(capsule, 10f, new btCapsuleShape(2f, 2f)));

	final Model box = modelBuilder.createBox(4f, 4f, 2f, material, attributes);
	disposables.add(box);
	world.addConstructor("box2", new BulletConstructor(box, 10f, new btBoxShape(tmpV1.set(2f, 2f, 1f))));

	final Model cone = modelBuilder.createCone(4f, 6f, 4f, 16, material, attributes);
	disposables.add(cone);
	world.addConstructor("cone", new BulletConstructor(cone, 10f, new btConeShape(2f, 6f)));

	// Create the entities
	world.add("ground", 0f, 0f, 0f).setColor(0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(),
		0.25f + 0.5f * (float)Math.random(), 1f);
	world.add("sphere", 0, 5, 5);
	world.add("cylinder", 5, 5, 0);
	world.add("box2", 0, 5, 0);
	world.add("capsule", 5, 5, 5);
	world.add("cone", 10, 5, 0);
}
 
开发者ID:Matsemann,项目名称:eamaster,代码行数:40,代码来源:BasicShapesTest.java

示例5: drawBlockSelection

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
private void drawBlockSelection() {
    int curProgressInt = Math.round(RadixClient.getInstance().getPlayer().getBreakPercent() * 10) - 1;
    if ((blockBreakModel == null || blockBreakStage != curProgressInt) && curProgressInt >= 0) {
        if (blockBreakModel != null)
            blockBreakModel.dispose();

        blockBreakStage = curProgressInt;

        ModelBuilder builder = new ModelBuilder();
        blockBreakModel = builder.createBox(1f, 1f, 1f,
                new Material(TextureAttribute.createDiffuse(blockBreakStages[blockBreakStage]),
                        new BlendingAttribute(),
                        FloatAttribute.createAlphaTest(0.25f)),
                VertexAttributes.Usage.Position | VertexAttributes.Usage.TextureCoordinates);
        blockBreakModelInstance = new ModelInstance(blockBreakModel);
    }

    Vec3i curBlk = RadixClient.getInstance().getSelectedBlock();
    if (curBlk != null && curProgressInt >= 0) {
        Gdx.gl.glPolygonOffset(100000, 2000000);
        blockOverlayBatch.begin(RadixClient.getInstance().getCamera());
        blockBreakModelInstance.transform.translate(curBlk.x + 0.5f, curBlk.y + 0.5f, curBlk.z + 0.5f);
        blockOverlayBatch.render(blockBreakModelInstance);
        blockBreakModelInstance.transform.translate(-(curBlk.x + 0.5f), -(curBlk.y + 0.5f), -(curBlk.z + 0.5f));
        blockOverlayBatch.end();
        Gdx.gl.glPolygonOffset(100000, -2000000);
    }
}
 
开发者ID:mstojcevich,项目名称:Radix,代码行数:29,代码来源:GameRenderer.java

示例6: render

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
@Override
public void render(Renderable renderable) {
    final MundusEnvironment env = (MundusEnvironment) renderable.environment;

    setLights(env);
    set(UNIFORM_TRANS_MATRIX, renderable.worldTransform);

    // texture uniform
    TextureAttribute diffuseTexture = ((TextureAttribute) (renderable.material.get(TextureAttribute.Diffuse)));
    ColorAttribute diffuseColor = ((ColorAttribute) (renderable.material.get(ColorAttribute.Diffuse)));

    if (diffuseTexture != null) {
        set(UNIFORM_MATERIAL_DIFFUSE_TEXTURE, diffuseTexture.textureDescription.texture);
        set(UNIFORM_MATERIAL_DIFFUSE_USE_TEXTURE, 1);
    } else {
        set(UNIFORM_MATERIAL_DIFFUSE_COLOR, diffuseColor.color);
        set(UNIFORM_MATERIAL_DIFFUSE_USE_TEXTURE, 0);
    }

    // shininess
    float shininess = ((FloatAttribute)renderable.material.get(FloatAttribute.Shininess)).value;
    set(UNIFORM_MATERIAL_SHININESS, shininess);

    // Fog
    final Fog fog = env.getFog();
    if (fog == null) {
        set(UNIFORM_FOG_DENSITY, 0f);
        set(UNIFORM_FOG_GRADIENT, 0f);
    } else {
        set(UNIFORM_FOG_DENSITY, fog.density);
        set(UNIFORM_FOG_GRADIENT, fog.gradient);
        set(UNIFORM_FOG_COLOR, fog.color);
    }

    // bind attributes, bind mesh & render; then unbinds everything
    renderable.meshPart.render(program);
}
 
开发者ID:mbrlabs,项目名称:Mundus,代码行数:38,代码来源:ModelShader.java

示例7: applyToMaterial

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
/**
 * Applies this material asset to the libGDX material.
 *
 * @param material
 * @return
 */
public Material applyToMaterial(Material material) {
    if (diffuseColor != null) {
        material.set(new ColorAttribute(ColorAttribute.Diffuse, diffuseColor));
    }
    if (diffuseTexture != null) {
        material.set(new TextureAttribute(TextureAttribute.Diffuse, diffuseTexture.getTexture()));
    } else {
        material.remove(TextureAttribute.Diffuse);
    }
    material.set(new FloatAttribute(FloatAttribute.Shininess, shininess));

    return material;
}
 
开发者ID:mbrlabs,项目名称:Mundus,代码行数:20,代码来源:MaterialAsset.java

示例8: DepthShader

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
public DepthShader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) {
	super(renderable, config, shaderProgram);
	this.numBones = renderable.bones == null ? 0 : config.numBones;
	int w = 0;
	final int n = renderable.mesh.getVertexAttributes().size();
	for (int i = 0; i < n; i++) {
		final VertexAttribute attr = renderable.mesh.getVertexAttributes().get(i);
		if (attr.usage == Usage.BoneWeight) w |= (1 << attr.unit);
	}
	weights = w;
	alphaTestAttribute = new FloatAttribute(FloatAttribute.AlphaTest, config.defaultAlphaTest);
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:13,代码来源:DepthShader.java

示例9: bindMaterial

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
protected void bindMaterial (final Renderable renderable) {
	if (currentMaterial == renderable.material) return;

	int cullFace = config.defaultCullFace == -1 ? defaultCullFace : config.defaultCullFace;
	int depthFunc = config.defaultDepthFunc == -1 ? defaultDepthFunc : config.defaultDepthFunc;
	float depthRangeNear = 0f;
	float depthRangeFar = 1f;
	boolean depthMask = true;

	currentMaterial = renderable.material;
	for (final Attribute attr : currentMaterial) {
		final long t = attr.type;
		if (BlendingAttribute.is(t)) {
			context.setBlending(true, ((BlendingAttribute)attr).sourceFunction, ((BlendingAttribute)attr).destFunction);
			set(u_opacity, ((BlendingAttribute)attr).opacity);
		} else if ((t & IntAttribute.CullFace) == IntAttribute.CullFace)
			cullFace = ((IntAttribute)attr).value;
		else if ((t & FloatAttribute.AlphaTest) == FloatAttribute.AlphaTest)
			set(u_alphaTest, ((FloatAttribute)attr).value);
		else if ((t & DepthTestAttribute.Type) == DepthTestAttribute.Type) {
			DepthTestAttribute dta = (DepthTestAttribute)attr;
			depthFunc = dta.depthFunc;
			depthRangeNear = dta.depthRangeNear;
			depthRangeFar = dta.depthRangeFar;
			depthMask = dta.depthMask;
		} else if (!config.ignoreUnimplemented) throw new GdxRuntimeException("Unknown material attribute: " + attr.toString());
	}

	context.setCullFace(cullFace);
	context.setDepthTest(depthFunc, depthRangeNear, depthRangeFar);
	context.setDepthMask(depthMask);
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:33,代码来源:DefaultShader.java

示例10: initModel

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
private static void initModel() {
    if (mc == null) {
        Texture tex = new Texture(Gdx.files.internal(GlobalConf.TEXTURES_FOLDER + "star.jpg"));
        Texture lut = new Texture(Gdx.files.internal(GlobalConf.TEXTURES_FOLDER + "lut.jpg"));
        tex.setFilter(TextureFilter.Linear, TextureFilter.Linear);

        Map<String, Object> params = new TreeMap<String, Object>();
        params.put("quality", 120l);
        params.put("diameter", 1d);
        params.put("flip", false);

        Pair<Model, Map<String, Material>> pair = ModelCache.cache.getModel("sphere", params, Usage.Position | Usage.Normal | Usage.TextureCoordinates);
        Model model = pair.getFirst();
        Material mat = pair.getSecond().get("base");
        mat.clear();
        mat.set(new TextureAttribute(TextureAttribute.Diffuse, tex));
        mat.set(new TextureAttribute(TextureAttribute.Normal, lut));
        // Only to activate view vector (camera position)
        mat.set(new TextureAttribute(TextureAttribute.Specular, lut));
        mat.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA));
        modelTransform = new Matrix4();
        mc = new ModelComponent(false);
        mc.env = new Environment();
        mc.env.set(new ColorAttribute(ColorAttribute.AmbientLight, 1f, 1f, 1f, 1f));
        mc.env.set(new FloatAttribute(FloatAttribute.Shininess, 0f));
        mc.instance = new ModelInstance(model, modelTransform);
    }
}
 
开发者ID:langurmonkey,项目名称:gaiasky,代码行数:29,代码来源:StarGroup.java

示例11: render

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
/**
 * Model rendering
 */
@Override
public void render(ModelBatch modelBatch, float alpha, double t) {
    mc.touch();
    float opct = (float) MathUtilsd.lint(closestDist, modelDist / 50f, modelDist, 1f, 0f);
    if (alpha * opct > 0) {
        mc.setTransparency(alpha * opct);
        float[] col = closestCol;
        ((ColorAttribute) mc.env.get(ColorAttribute.AmbientLight)).color.set(col[0], col[1], col[2], 1f);
        ((FloatAttribute) mc.env.get(FloatAttribute.Shininess)).value = (float) t;
        // Local transform
        mc.instance.transform.idt().translate((float) closestPos.x, (float) closestPos.y, (float) closestPos.z).scl((float) (getRadius(active[0]) * 2d));
        modelBatch.render(mc.instance, mc.env);
    }
}
 
开发者ID:langurmonkey,项目名称:gaiasky,代码行数:18,代码来源:StarGroup.java

示例12: initModel

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
public void initModel() {
    if (clusterTex == null) {
        clusterTex = new Texture(Gdx.files.internal("data/tex/cluster-tex.png"), true);
        clusterTex.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Linear);
    }
    if (model == null) {
        Material mat = new Material(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA), new ColorAttribute(ColorAttribute.Diffuse, col[0], col[1], col[2], col[3]));
        ModelBuilder2 modelBuilder = ModelCache.cache.mb;
        modelBuilder.begin();
        // create part
        MeshPartBuilder2 bPartBuilder = modelBuilder.part("sph", GL20.GL_LINES, Usage.Position, mat);
        bPartBuilder.icosphere(1, 3, false, true);

        model = (modelBuilder.end());
        modelTransform = new Matrix4();
    }

    mc = new ModelComponent(false);
    mc.dlight = new DirectionalLight();
    mc.dlight.set(1, 1, 1, 1, 1, 1);
    mc.env = new Environment();
    mc.env.add(mc.dlight);
    mc.env.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
    mc.env.set(new FloatAttribute(FloatAttribute.Shininess, 0.2f));
    mc.instance = new ModelInstance(model, modelTransform);

}
 
开发者ID:langurmonkey,项目名称:gaiasky,代码行数:28,代码来源:StarCluster.java

示例13: initModel

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
public static void initModel() {
    if (mc == null) {
        Texture tex = new Texture(Gdx.files.internal(GlobalConf.TEXTURES_FOLDER + "star.jpg"));
        Texture lut = new Texture(Gdx.files.internal(GlobalConf.TEXTURES_FOLDER + "lut.jpg"));
        tex.setFilter(TextureFilter.Linear, TextureFilter.Linear);

        Map<String, Object> params = new TreeMap<String, Object>();
        params.put("quality", 120l);
        params.put("diameter", 1d);
        params.put("flip", false);

        Pair<Model, Map<String, Material>> pair = ModelCache.cache.getModel("sphere", params, Usage.Position | Usage.Normal | Usage.TextureCoordinates);
        Model model = pair.getFirst();
        Material mat = pair.getSecond().get("base");
        mat.clear();
        mat.set(new TextureAttribute(TextureAttribute.Diffuse, tex));
        mat.set(new TextureAttribute(TextureAttribute.Normal, lut));
        // Only to activate view vector (camera position)
        mat.set(new TextureAttribute(TextureAttribute.Specular, lut));
        mat.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA));
        modelTransform = new Matrix4();
        mc = new ModelComponent(false);
        mc.env = new Environment();
        mc.env.set(new ColorAttribute(ColorAttribute.AmbientLight, 1f, 1f, 1f, 1f));
        mc.env.set(new FloatAttribute(FloatAttribute.Shininess, 0f));
        mc.instance = new ModelInstance(model, modelTransform);
    }
}
 
开发者ID:langurmonkey,项目名称:gaiasky,代码行数:29,代码来源:Star.java

示例14: render

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
@Override
public void render(ModelBatch modelBatch, float alpha, double t) {
    mc.touch();
    mc.setTransparency(alpha * (float) MathUtilsd.lint(distToCamera, modelDistance / 50f, modelDistance, 1f, 0f));
    float[] col = GlobalConf.scene.STAR_COLOR_TRANSIT ? ccTransit : cc;
    ((ColorAttribute) mc.env.get(ColorAttribute.AmbientLight)).color.set(col[0], col[1], col[2], 1f);
    ((FloatAttribute) mc.env.get(FloatAttribute.Shininess)).value = (float) t;
    // Local transform
    transform.getMatrix(mc.instance.transform).scl((float) (getRadius() * 2d));
    modelBatch.render(mc.instance, mc.env);
}
 
开发者ID:langurmonkey,项目名称:gaiasky,代码行数:12,代码来源:Star.java

示例15: MikuMaterial

import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute; //导入依赖的package包/类
public MikuMaterial(PMD_MATERIAL_RECORD pMaterial) {
	this.m_material = pMaterial;
	
	//Gdx material
	gdxMaterial = new Material();
	gdxMaterial.set(ColorAttribute.createAmbient(pMaterial.ambient.toColor()));
	gdxMaterial.set(ColorAttribute.createDiffuse(pMaterial.diffuse.toColor()));
	gdxMaterial.set(ColorAttribute.createSpecular(pMaterial.specular.toColor()));
	gdxMaterial.set(FloatAttribute.createShininess(pMaterial.shininess));
	String texFileName = pMaterial.getTextureFileName();
	if(texFileName.length() > 0) {
		Texture texture = new Texture(Gdx.files.internal(texFileName));
		gdxMaterial.set(TextureAttribute.createDiffuse(texture));
	}
}
 
开发者ID:if1live,项目名称:amatsukaze,代码行数:16,代码来源:MikuMaterial.java


注:本文中的com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。