本文整理汇总了Java中com.badlogic.gdx.graphics.g3d.environment.PointLight类的典型用法代码示例。如果您正苦于以下问题:Java PointLight类的具体用法?Java PointLight怎么用?Java PointLight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。
PointLight类属于com.badlogic.gdx.graphics.g3d.environment包,在下文中一共展示了PointLight类的13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: LedEntity
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
public LedEntity(Model model) {
super(model);
light = new PointLight();
light.set(new Color(1f,1f, 1f, 1f), Vector3.Zero, 2f);
for (Material material : instance.materials) {
if (material.id.contains("Led")) {
this.colorAttr = (ColorAttribute)material.get(ColorAttribute.Diffuse);
colorAttr.color.set(Color.WHITE);
this.blendingAttribute = (BlendingAttribute)material.get(BlendingAttribute.Type);
blendingAttribute.opacity = 1.0f;
blendingAttribute.sourceFunction = GL20.GL_ONE;
blendingAttribute.destFunction = GL20.GL_SRC_ALPHA;
}
}
}
示例2: generateBaseEnvironment
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
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;
}
示例3: begin
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
@Override
public void begin (final Camera camera, final RenderContext context) {
super.begin(camera, context);
for (final DirectionalLight dirLight : directionalLights)
dirLight.set(0, 0, 0, 0, -1, 0);
for (final PointLight pointLight : pointLights)
pointLight.set(0, 0, 0, 0, 0, 0, 0);
lightsSet = false;
if (has(u_time)) set(u_time, time += Gdx.graphics.getDeltaTime());
}
示例4: add
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
public Environment add (BaseLight light) {
if (light instanceof DirectionalLight)
directionalLights.add((DirectionalLight)light);
else if (light instanceof PointLight)
pointLights.add((PointLight)light);
else
throw new GdxRuntimeException("Unknown light type");
return this;
}
示例5: remove
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
public Environment remove (BaseLight light) {
if (light instanceof DirectionalLight)
directionalLights.removeValue((DirectionalLight)light, false);
else if (light instanceof PointLight)
pointLights.removeValue((PointLight)light, false);
else
throw new GdxRuntimeException("Unknown light type");
return this;
}
示例6: create
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
@Override
public void create () {
super.create();
environment.clear();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.2f, 0.2f, 0.2f, 1.0f));
environment.add(dirLight = new DirectionalLight().set(0.8f, 0.2f, 0.2f, -1f, -2f, -0.5f));
environment.add(pointLight = new PointLight().set(0.2f, 0.8f, 0.2f, 0f, 0f, 0f, 100f));
ModelBuilder mb = new ModelBuilder();
lightModel = mb.createSphere(1, 1, 1, 10, 10, new Material(ColorAttribute.createDiffuse(1, 1, 1, 1)), Usage.Position);
lightModel.nodes.get(0).parts.get(0).setRenderable(pLight = new Renderable());
}
示例7: createEnvirontment
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
private void createEnvirontment() {
environment = new Environment();
// environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.8f,
// 0.8f, 0.8f, 1f));
// environment.add(new DirectionalLight().set(1f, 1f, 1f, 1f, -1f,
// -1f));
if (celLight == null) {
Node n = null;
if (currentSource != null)
n = ((ModelCacheEntry)currentSource).modelInstance.getNode(celLightName);
if (n != null) {
celLight = new PointLight().set(1f, 1f, 1f, n.translation, 1f);
} else {
celLight = new PointLight().set(1f, 1f, 1f, 0.5f, 1f, 1f, 1f);
}
}
environment.add(celLight);
if (renderShadow) {
shadowEnvironment = new Environment();
shadowEnvironment.add(shadowLight);
shadowEnvironment.shadowMap = shadowLight;
}
}
示例8: createPrefix
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
public static String createPrefix(Renderable renderable, boolean skinned) {
String prefix = "";
final int n = renderable.meshPart.mesh.getVertexAttributes().size();
for (int i = 0; i < n; i++) {
final VertexAttribute attr = renderable.meshPart.mesh.getVertexAttributes().get(i);
if (attr.usage == VertexAttributes.Usage.BoneWeight) {
prefix += "#define boneWeight" + attr.unit + "Flag\n";
}
}
if (skinned) {
prefix += "#define skinningFlag\n";
}
Environment environment = renderable.environment;
// Ambient lighting
ColorAttribute ambientLightAttribute = (ColorAttribute) environment.get(ColorAttribute.AmbientLight);
if (ambientLightAttribute != null) {
prefix += "#define ambientLighting\n";
}
// Directional lighting
DirectionalLightsAttribute directionalLightsAttribute = (DirectionalLightsAttribute) environment.get(DirectionalLightsAttribute.Type);
if (directionalLightsAttribute != null) {
Array<DirectionalLight> directionalLights = directionalLightsAttribute.lights;
if (directionalLights.size > 0) {
prefix += "#define numDirectionalLights " + directionalLights.size + "\n";
}
}
// Point lighting
PointLightsAttribute pointLightsAttribute = (PointLightsAttribute) environment.get(PointLightsAttribute.Type);
if (pointLightsAttribute != null) {
Array<PointLight> pointLights = pointLightsAttribute.lights;
if (pointLights.size > 0) {
prefix += "#define numPointLights " + pointLights.size + "\n";
}
}
// Spot lighting
SpotLightsAttribute spotLightsAttribute = (SpotLightsAttribute) environment.get(SpotLightsAttribute.Type);
if (spotLightsAttribute != null) {
Array<SpotLight> spotLights = spotLightsAttribute.lights;
if (spotLights.size > 0) {
prefix += "#define numSpotLights " + spotLights.size + "\n";
}
}
return prefix;
}
示例9: setLight
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
public void setLight() {
PointLightWrapper l = new PointLightWrapper(new PointLight());
l.light.position.set(10, 10, 10);
l.light.intensity = 10;
l.applyToShader(shaderProgram);
}
示例10: DepthRenderer
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
public DepthRenderer(WorldRenderer<T> renderer) {
super(renderer);
this.lights = new ArrayList<>();
addLight(new PointLightWrapper(new PointLight().set(Color.WHITE, new Vector3(-300, 300, -300), 500)));
}
示例11: PointLightWrapper
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
public PointLightWrapper(PointLight light) {
super(light);
}
示例12: DefaultShader
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
public DefaultShader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) {
this.config = config;
this.program = shaderProgram;
this.lighting = renderable.environment != null;
this.environmentCubemap = renderable.material.has(CubemapAttribute.EnvironmentMap)
|| (lighting && renderable.environment.has(CubemapAttribute.EnvironmentMap));
this.shadowMap = lighting && renderable.environment.shadowMap != null;
this.fog = lighting && renderable.environment.has(ColorAttribute.Fog);
this.renderable = renderable;
materialMask = renderable.material.getMask() | optionalAttributes;
vertexMask = renderable.mesh.getVertexAttributes().getMask();
this.directionalLights = new DirectionalLight[lighting && config.numDirectionalLights > 0 ? config.numDirectionalLights : 0];
for (int i = 0; i < directionalLights.length; i++)
directionalLights[i] = new DirectionalLight();
this.pointLights = new PointLight[lighting && config.numPointLights > 0 ? config.numPointLights : 0];
for (int i = 0; i < pointLights.length; i++)
pointLights[i] = new PointLight();
if (!config.ignoreUnimplemented && (implementedFlags & materialMask) != materialMask)
throw new GdxRuntimeException("Some attributes not implemented yet (" + materialMask + ")");
// Global uniforms
u_projTrans = register(Inputs.projTrans, Setters.projTrans);
u_viewTrans = register(Inputs.viewTrans, Setters.viewTrans);
u_projViewTrans = register(Inputs.projViewTrans, Setters.projViewTrans);
u_cameraPosition = register(Inputs.cameraPosition, Setters.cameraPosition);
u_cameraDirection = register(Inputs.cameraDirection, Setters.cameraDirection);
u_cameraUp = register(Inputs.cameraUp, Setters.cameraUp);
u_time = register(new Uniform("u_time"));
// Object uniforms
u_worldTrans = register(Inputs.worldTrans, Setters.worldTrans);
u_viewWorldTrans = register(Inputs.viewWorldTrans, Setters.viewWorldTrans);
u_projViewWorldTrans = register(Inputs.projViewWorldTrans, Setters.projViewWorldTrans);
u_normalMatrix = register(Inputs.normalMatrix, Setters.normalMatrix);
u_bones = (renderable.bones != null && config.numBones > 0) ? register(Inputs.bones, new Setters.Bones(config.numBones))
: -1;
u_shininess = register(Inputs.shininess, Setters.shininess);
u_opacity = register(Inputs.opacity);
u_diffuseColor = register(Inputs.diffuseColor, Setters.diffuseColor);
u_diffuseTexture = register(Inputs.diffuseTexture, Setters.diffuseTexture);
u_diffuseUVTransform = register(Inputs.diffuseUVTransform, Setters.diffuseUVTransform);
u_specularColor = register(Inputs.specularColor, Setters.specularColor);
u_specularTexture = register(Inputs.specularTexture, Setters.specularTexture);
u_specularUVTransform = register(Inputs.specularUVTransform, Setters.specularUVTransform);
u_emissiveColor = register(Inputs.emissiveColor, Setters.emissiveColor);
u_emissiveTexture = register(Inputs.emissiveTexture, Setters.emissiveTexture);
u_emissiveUVTransform = register(Inputs.emissiveUVTransform, Setters.emissiveUVTransform);
u_reflectionColor = register(Inputs.reflectionColor, Setters.reflectionColor);
u_reflectionTexture = register(Inputs.reflectionTexture, Setters.reflectionTexture);
u_reflectionUVTransform = register(Inputs.reflectionUVTransform, Setters.reflectionUVTransform);
u_normalTexture = register(Inputs.normalTexture, Setters.normalTexture);
u_normalUVTransform = register(Inputs.normalUVTransform, Setters.normalUVTransform);
u_ambientTexture = register(Inputs.ambientTexture, Setters.ambientTexture);
u_ambientUVTransform = register(Inputs.ambientUVTransform, Setters.ambientUVTransform);
u_alphaTest = register(Inputs.alphaTest);
u_ambientCubemap = lighting ? register(Inputs.ambientCube, new Setters.ACubemap(config.numDirectionalLights,
config.numPointLights)) : -1;
u_environmentCubemap = environmentCubemap ? register(Inputs.environmentCubemap, Setters.environmentCubemap) : -1;
}
示例13: View
import com.badlogic.gdx.graphics.g3d.environment.PointLight; //导入依赖的package包/类
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)
);
}