本文整理汇总了Java中com.badlogic.gdx.graphics.g3d.utils.RenderContext类的典型用法代码示例。如果您正苦于以下问题:Java RenderContext类的具体用法?Java RenderContext怎么用?Java RenderContext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。
RenderContext类属于com.badlogic.gdx.graphics.g3d.utils包,在下文中一共展示了RenderContext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: begin
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@Override
public void begin(Camera camera, RenderContext context) {
this.camera = camera;
context.setCullFace(GL20.GL_BACK);
context.setDepthTest(GL20.GL_LEQUAL);
context.setDepthMask(true);
//Gdx.gl.glViewport(0, 0, (int) camera.viewportWidth, (int) camera.viewportHeight);
lightGrid.setFrustums(((PerspectiveCamera) camera));
makeLightTexture();
super.begin(camera, context);
program.setUniform3fv("u_lightPositions", getLightPositions(), 0, lights.size * 3);
program.setUniform3fv("u_lightDirections", getLightDirections(), 0, lights.size * 3);
}
示例2: begin
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@Override
public void begin(Camera camera, RenderContext context) {
program.begin();
viewProjTrans.set(camera.combined);
program.setUniformf(u_cameraPosition, camera.position.x, camera.position.y,
camera.position.z, 1);
program.setUniformf(u_worldLightDir, lightDirection.x, lightDirection.y, lightDirection.z, 0);
context.setDepthTest(GL20.GL_LEQUAL);
context.setCullFace(GL20.GL_BACK);
context.setBlending(shouldFadeEnds ? true : false, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
texture.bind(0);
program.setUniformi(u_texture, 0);
specLUT.getTexture().bind(1);
program.setUniformi(u_specularPowerLUTTexture, 1);
}
示例3: begin
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@Override
public void begin(Camera camera, RenderContext context) {
context.setDepthTest(GL20.GL_NONE);
program.begin();
viewProjTrans.set(camera.combined);
context.setCullFace(GL20.GL_BACK);
context.setBlending(false, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
texture.bind(0);
program.setUniformi(u_texture, 0);
program.setUniformf(u_color, color.r, color.g, color.b);
program.setUniformf(u_ambient, MainRenderer.AMBIENT_BRIGHTNESS);
}
示例4: onInitialize
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@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;
}
示例5: renderFB
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
public void renderFB(RenderContext renderContext, LevelEnv env, String outputFrameBufferId, String shaderName) {
BaseShader baseShader = ForgE.shaders.get(shaderName);
if (FrameBufferShader.class.isInstance(baseShader)) {
FrameBufferShader shader = (FrameBufferShader)baseShader;
renderContext.begin(); {
begin(outputFrameBufferId); {
ForgE.graphics.clearAll(Color.CLEAR);
shader.begin(screenCamera, renderContext, env); {
shader.render(screenQuad, GL30.GL_TRIANGLE_STRIP);
} shader.end();
} end();
} renderContext.end();
} else {
throw new GdxRuntimeException(shaderName + " is not FrameBufferShader");
}
}
示例6: Level
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
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));
}
示例7: initialize
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@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();
}
示例8: render
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
public void render(RenderContext context, PerspectiveCamera camera) {
invView.set(camera.view);
invView.val[Matrix4.M03] = 0;
invView.val[Matrix4.M13] = 0;
invView.val[Matrix4.M23] = 0;
invView.inv().tra();
mvp.set(camera.projection);
mvp.mul(invView);
context.begin();
context.setCullFace(GL20.GL_FRONT);
context.setDepthMask(false);
shader.begin();
shader.setUniformMatrix(u_mvpMatrix, mvp);
shader.setUniformi(s_cubemap, context.textureBinder.bind(cubeMap));
mesh.render(shader, GL20.GL_TRIANGLE_STRIP);
shader.end();
context.end();
}
示例9: setup
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@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;
}
示例10: begin
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@Override
public void begin(Camera camera, RenderContext context) {
super.begin(camera, context);
if (Cubes.getClient() == null) {
program.setUniformf(u_sunlight, 1f);
} else {
program.setUniformf(u_sunlight, Cubes.getClient().world.getWorldSunlight());
}
program.setUniformf(u_lightoverride, -1f);
}
示例11: begin
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@Override
public void begin(Camera camera, RenderContext context) {
super.begin(camera, context);
if (Cubes.getClient() == null) {
program.setUniformf(u_sunlight, 1f);
} else {
program.setUniformf(u_sunlight, Cubes.getClient().world.getWorldSunlight());
}
program.setUniformf(u_lightoverride, -1f);
}
示例12: begin
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@Override
public void begin(final Camera camera, final RenderContext context) {
super.begin(camera, context);
//context.setBlending(true, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
//context.setDepthTest(GL20.GL_LEQUAL);
//context.setDepthMask(true);
}
示例13: begin
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@Override
public void begin(Camera camera, RenderContext context) {
this.camera=camera;
this.context=context;
program.begin();
program.setUniformMatrix(u_projTrans, camera.combined);
context.setDepthTest(GL20.GL_LEQUAL); /* context.setDepthTest(0) per disabilitare */
context.setCullFace(GL20.GL_BACK);
}
示例14: begin
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@Override
public void begin (Camera camera, RenderContext context) {
super.begin(camera, context);
program.setUniformf("invDistFog", InGame.invDistFog);
program.setUniformf("u_fogColor", InGame.solFog);
// Gdx.gl20.glEnable(GL20.GL_POLYGON_OFFSET_FILL);
// Gdx.gl20.glPolygonOffset(2.f, 100.f);
}
示例15: begin
import com.badlogic.gdx.graphics.g3d.utils.RenderContext; //导入依赖的package包/类
@Override
public void begin (Camera camera, RenderContext context) {
super.begin(camera, context);
// program.setUniformf("invDistFog", InGame.invDistFog);
// program.setUniformf("u_fogColor", InGame.solFog);
// Gdx.gl20.glEnable(GL20.GL_POLYGON_OFFSET_FILL);
// Gdx.gl20.glPolygonOffset(2.f, 100.f);
}