本文整理汇总了Java中com.jme3.light.Light.getType方法的典型用法代码示例。如果您正苦于以下问题:Java Light.getType方法的具体用法?Java Light.getType怎么用?Java Light.getType使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.jme3.light.Light
的用法示例。
在下文中一共展示了Light.getType方法的5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: createGizmo
import com.jme3.light.Light; //导入方法依赖的package包/类
public static Spatial createGizmo(AssetManager assetManager, JmeLight lightNode) {
Light light = lightNode.getLookup().lookup(Light.class);
if (light == null) {
return null;
}
switch (light.getType()) {
case Point:
return createPointGizmo(assetManager, (JmePointLight) lightNode, light);
case Spot:
return createSpotGizmo(assetManager, (JmeSpotLight) lightNode, light);
case Directional:
return createDirectionalGizmo(assetManager, (JmeDirectionalLight) lightNode, light);
case Probe:
return createLightProbeGizmo(assetManager, (JmeLightProbe)lightNode);
// default:
// return createDefaultGizmo(assetManager, lightNode);
}
return null;
}
示例2: updateLightListUniforms
import com.jme3.light.Light; //导入方法依赖的package包/类
/**
* Uploads the lights in the light list as two uniform arrays.<br/><br/>
* * <p>
* <code>uniform vec4 g_LightColor[numLights];</code><br/>
* // g_LightColor.rgb is the diffuse/specular color of the light.<br/>
* // g_Lightcolor.a is the type of light, 0 = Directional, 1 = Point, <br/>
* // 2 = Spot. <br/>
* <br/>
* <code>uniform vec4 g_LightPosition[numLights];</code><br/>
* // g_LightPosition.xyz is the position of the light (for point lights)<br/>
* // or the direction of the light (for directional lights).<br/>
* // g_LightPosition.w is the inverse radius (1/r) of the light (for attenuation) <br/>
* </p>
*/
protected void updateLightListUniforms(Shader shader, Geometry g, int numLights) {
if (numLights == 0){ // this shader does not do lighting, ignore.
return;
}
LightList lightList = g.getWorldLightList();
Uniform lightColor = shader.getUniform("g_LightColor");
Uniform lightPos = shader.getUniform("g_LightPosition");
lightColor.setVector4Length(numLights);
lightPos.setVector4Length(numLights);
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList));
int lightIndex = 0;
for (int i = 0; i < numLights; i++) {
if (lightList.size() <= i) {
lightColor.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
lightPos.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
} else {
Light l = lightList.get(i);
ColorRGBA color = l.getColor();
lightColor.setVector4InArray(color.getRed(),
color.getGreen(),
color.getBlue(),
l.getType().getId(),
i);
switch (l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
lightPos.setVector4InArray(dir.getX(), dir.getY(), dir.getZ(), -1, lightIndex);
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getRadius();
if (invRadius != 0) {
invRadius = 1f / invRadius;
}
lightPos.setVector4InArray(pos.getX(), pos.getY(), pos.getZ(), invRadius, lightIndex);
break;
case Ambient:
// skip this light. Does not increase lightIndex
continue;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
}
lightIndex++;
}
while (lightIndex < numLights){
lightColor.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
lightPos.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
lightIndex++;
}
}
示例3: updateLightListUniforms
import com.jme3.light.Light; //导入方法依赖的package包/类
@Deprecated
protected void updateLightListUniforms(Shader shader, Geometry g, int numLights) {
if (numLights == 0) { // this shader does not do lighting, ignore.
return;
}
LightList worldLightList = g.getWorldLightList();
ColorRGBA ambLightColor = new ColorRGBA(0f, 0f, 0f, 1f);
lightList.ensureCapacity(worldLightList.size());
for (int i = 0; i < worldLightList.size(); i++) {
Light light = worldLightList.get(i);
if (light instanceof AmbientLight) {
ambLightColor.addLocal(light.getColor());
} else {
lightList.add(light);
}
}
numLights = lightList.size();
this.setInt("NumLights", numLights);
Uniform lightColor = shader.getUniform("g_LightColor");
Uniform lightPos = shader.getUniform("g_LightPosition");
Uniform lightDir = shader.getUniform("g_LightDirection");
lightColor.setVector4Length(4);
lightPos.setVector4Length(4);
lightDir.setVector4Length(4);
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
ambLightColor.a = 1.0f;
ambientColor.setValue(VarType.Vector4, ambLightColor);
for (int i = 0; i < numLights; i++) {
Light l = lightList.get(i);
ColorRGBA color = l.getColor();
lightColor.setVector4InArray(color.getRed(),
color.getGreen(),
color.getBlue(),
l.getType().getId(),
i);
switch (l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
lightPos.setVector4InArray(dir.getX(), dir.getY(), dir.getZ(), -1, i);
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getInvRadius();
lightPos.setVector4InArray(pos.getX(), pos.getY(), pos.getZ(), invRadius, i);
break;
case Spot:
SpotLight sl = (SpotLight) l;
Vector3f pos2 = sl.getPosition();
Vector3f dir2 = sl.getDirection();
float invRange = sl.getInvSpotRange();
float spotAngleCos = sl.getPackedAngleCos();
lightPos.setVector4InArray(pos2.getX(), pos2.getY(), pos2.getZ(), invRange, i);
lightDir.setVector4InArray(dir2.getX(), dir2.getY(), dir2.getZ(), spotAngleCos, i);
break;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
}
lightList.clear();
}
示例4: setLighting
import com.jme3.light.Light; //导入方法依赖的package包/类
public void setLighting(LightList list) {
if (list == null || list.size() == 0) {
// turn off lighting
gl.glDisable(gl.GL_LIGHTING);
return;
}
gl.glEnable(gl.GL_LIGHTING);
gl.glShadeModel(gl.GL_SMOOTH);
float[] temp = new float[4];
// reset model view to specify
// light positions in world space
// instead of model space
// gl.glPushMatrix();
// gl.glLoadIdentity();
for (int i = 0; i < list.size() + 1; i++) {
int lightId = gl.GL_LIGHT0 + i;
if (list.size() <= i) {
// goes beyond the num lights we need
// disable it
gl.glDisable(lightId);
break;
}
Light l = list.get(i);
if (!l.isEnabled()) {
gl.glDisable(lightId);
continue;
}
ColorRGBA color = l.getColor();
color.toArray(temp);
gl.glEnable(lightId);
gl.glLightfv(lightId, gl.GL_DIFFUSE, temp, 0);
gl.glLightfv(lightId, gl.GL_SPECULAR, temp, 0);
ColorRGBA.Black.toArray(temp);
gl.glLightfv(lightId, gl.GL_AMBIENT, temp, 0);
switch (l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
dl.getDirection().toArray(temp);
temp[3] = 0f; // marks to GL its a directional light
gl.glLightfv(lightId, gl.GL_POSITION, temp, 0);
break;
case Point:
PointLight pl = (PointLight) l;
pl.getPosition().toArray(temp);
temp[3] = 1f; // marks to GL its a point light
gl.glLightfv(lightId, gl.GL_POSITION, temp, 0);
break;
}
}
// restore modelview to original value
// gl.glPopMatrix();
}
示例5: setLighting
import com.jme3.light.Light; //导入方法依赖的package包/类
public void setLighting(LightList list) {
if (glslVer == -1) {
GL gl = GLContext.getCurrentGL();
if (list == null || list.size() == 0) {
// turn off lighting
gl.glDisable(GLLightingFunc.GL_LIGHTING);
return;
}
gl.glEnable(GLLightingFunc.GL_LIGHTING);
gl.getGL2().glShadeModel(GLLightingFunc.GL_SMOOTH);
float[] temp = new float[4];
// reset model view to specify
// light positions in world space
// instead of model space
// gl.glPushMatrix();
// gl.glLoadIdentity();
for (int i = 0; i < list.size() + 1; i++) {
int lightId = GLLightingFunc.GL_LIGHT0 + i;
if (list.size() <= i) {
// goes beyond the num lights we need
// disable it
gl.glDisable(lightId);
break;
}
Light l = list.get(i);
if (!l.isEnabled()) {
gl.glDisable(lightId);
continue;
}
ColorRGBA color = l.getColor();
color.toArray(temp);
gl.glEnable(lightId);
gl.getGL2().glLightfv(lightId, GLLightingFunc.GL_DIFFUSE, temp, 0);
gl.getGL2().glLightfv(lightId, GLLightingFunc.GL_SPECULAR, temp, 0);
ColorRGBA.Black.toArray(temp);
gl.getGL2().glLightfv(lightId, GLLightingFunc.GL_AMBIENT, temp, 0);
switch (l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
dl.getDirection().toArray(temp);
temp[3] = 0f; // marks to GL its a directional light
gl.getGL2().glLightfv(lightId, GLLightingFunc.GL_POSITION, temp, 0);
break;
case Point:
PointLight pl = (PointLight) l;
pl.getPosition().toArray(temp);
temp[3] = 1f; // marks to GL its a point light
gl.getGL2().glLightfv(lightId, GLLightingFunc.GL_POSITION, temp, 0);
break;
}
}
// restore modelview to original value
// gl.glPopMatrix();
}
}