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Java PointLight类代码示例

本文整理汇总了Java中com.badlogic.gdx.graphics.g3d.environment.PointLight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;

    }
  }
}
 
开发者ID:macbury,项目名称:BotLogic,代码行数:21,代码来源:LedEntity.java

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;
}
 
开发者ID:ToxSickCoder,项目名称:Skyland,代码行数:10,代码来源:WorldGenerator.java

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());
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:13,代码来源:DefaultShader.java

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;
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:10,代码来源:Environment.java

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;
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:10,代码来源:Environment.java

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());
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:13,代码来源:LightsTest.java

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;
	}
}
 
开发者ID:bladecoder,项目名称:bladecoder-adventure-engine,代码行数:31,代码来源:Sprite3DRenderer.java

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;
}
 
开发者ID:MovementSpeed,项目名称:nhglib,代码行数:61,代码来源:ShaderUtils.java

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);
}
 
开发者ID:ncguy2,项目名称:Argent,代码行数:7,代码来源:DecalRenderer.java

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)));
}
 
开发者ID:ncguy2,项目名称:Argent,代码行数:6,代码来源:DepthRenderer.java

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);
}
 
开发者ID:ncguy2,项目名称:Argent,代码行数:4,代码来源:PointLightWrapper.java

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;
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:63,代码来源:DefaultShader.java

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)
	);
}
 
开发者ID:jrenner,项目名称:gdx-proto,代码行数:49,代码来源:View.java


注:本文中的com.badlogic.gdx.graphics.g3d.environment.PointLight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。