本文整理汇总了Java中com.badlogic.gdx.graphics.g3d.shaders.DepthShader类的典型用法代码示例。如果您正苦于以下问题:Java DepthShader类的具体用法?Java DepthShader怎么用?Java DepthShader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。
DepthShader类属于com.badlogic.gdx.graphics.g3d.shaders包,在下文中一共展示了DepthShader类的4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: init
import com.badlogic.gdx.graphics.g3d.shaders.DepthShader; //导入依赖的package包/类
public void init() {
vertexShaderArea.setSyntaxEditingStyle(SyntaxConstants.SYNTAX_STYLE_CPLUSPLUS);
vertexShaderArea.setCodeFoldingEnabled(true);
fragmentShaderArea.setSyntaxEditingStyle(SyntaxConstants.SYNTAX_STYLE_CPLUSPLUS);
fragmentShaderArea.setCodeFoldingEnabled(true);
shaderInfo = new ArrayList();
newShaderBtn.addActionListener(e -> add());
shaderCompileBtn.addActionListener(e -> {
displayDetectedUniforms();
save();
});
applyShaderBtn.addActionListener(e -> apply());
deleteShaderBtn.addActionListener(e -> delete());
uniformList.setModel(new DefaultListModel<>());
// TREE
DefaultMutableTreeNode rootNode = new DefaultMutableTreeNode("Editor");
// collectionTree.setModel(new DefaultTreeModel(rootNode));
collectionTree.getSelectionModel().setSelectionMode(TreeSelectionModel.SINGLE_TREE_SELECTION);
collectionTree.addTreeSelectionListener(e -> select());
DefaultMutableTreeNode autoWireNode = new DefaultMutableTreeNode("Autowired Uniforms");
UNIFORMS().keySet().stream().sorted((o1, o2) -> o1.alias.compareToIgnoreCase(o2.alias)).forEach(k -> {
autoWireNode.add(new DefaultMutableTreeNode(k.alias));
});
shaderNode = new DroppableTreeNode("Shaders");
DefaultTreeModel model = new DefaultTreeModel(rootNode);
collectionTree.setModel(model);
premadeNode = new DefaultMutableTreeNode("Native Shaders");
// Uber Shader
DynamicShader.Info uberShaderInfo = new DynamicShader.Info(false);
uberShaderInfo.name = "Uber Shader";
uberShaderInfo.desc = "The default LibGdx shader";
uberShaderInfo.vertex = DefaultShader.getDefaultVertexShader();
uberShaderInfo.fragment = DefaultShader.getDefaultFragmentShader();
premadeNode.add(new DefaultMutableTreeNode(uberShaderInfo));
DynamicShader.Info uberDepthShaderInfo = new DynamicShader.Info(false);
uberDepthShaderInfo.name = "Uber Depth Shader";
uberDepthShaderInfo.desc = "The default LibGdx Depth Shader";
uberDepthShaderInfo.vertex = DepthShader.getDefaultVertexShader();
uberDepthShaderInfo.fragment = DepthShader.getDefaultFragmentShader();
premadeNode.add(new DefaultMutableTreeNode(uberDepthShaderInfo));
rootNode.add(autoWireNode);
rootNode.add(premadeNode);
rootNode.add(shaderNode);
DefaultComboBoxModel<DynamicShader.GLPrimitiveType> primitiveModel = new DefaultComboBoxModel<>();
for (DynamicShader.GLPrimitiveType type : DynamicShader.GLPrimitiveType.values())
primitiveModel.addElement(type);
shaderPrimitiveSelect.setModel(primitiveModel);
// readFromDisk();
finalRendererText.setText(getFinalShader() != null ? getFinalShader().name : "");
collectionTree.addTreeSelectionListener(e -> {
DynamicShader.Info info = getFinalShader();
finalRendererText.setText(info != null ? info.name : "Error");
if (realtime)
if (info != null)
Gdx.app.postRunnable(editorController::compile);
});
}
示例2: DepthShaderProvider
import com.badlogic.gdx.graphics.g3d.shaders.DepthShader; //导入依赖的package包/类
public DepthShaderProvider (final DepthShader.Config config) {
this.config = (config == null) ? new DepthShader.Config() : config;
}
示例3: createShader
import com.badlogic.gdx.graphics.g3d.shaders.DepthShader; //导入依赖的package包/类
@Override
protected Shader createShader (final Renderable renderable) {
return new DepthShader(renderable, config);
}
示例4: GameLevelScreen
import com.badlogic.gdx.graphics.g3d.shaders.DepthShader; //导入依赖的package包/类
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();
}