本文整理汇总了Java中rajawali.renderer.RajawaliRenderer.isFogEnabled方法的典型用法代码示例。如果您正苦于以下问题:Java RajawaliRenderer.isFogEnabled方法的具体用法?Java RajawaliRenderer.isFogEnabled怎么用?Java RajawaliRenderer.isFogEnabled使用的例子?那么恭喜您, 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rajawali.renderer.RajawaliRenderer
的用法示例。
在下文中一共展示了RajawaliRenderer.isFogEnabled方法的6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: AAdvancedMaterial
import rajawali.renderer.RajawaliRenderer; //导入方法依赖的package包/类
public AAdvancedMaterial(String vertexShader, String fragmentShader, int parameters) {
super(vertexShader, fragmentShader, parameters);
mNormalMatrix = new float[9];
mTmp = new float[9];
mTmp2 = new float[9];
mAmbientColor = new float[]{.2f, .2f, .2f, 1};
mAmbientIntensity = new float[]{.3f, .3f, .3f, 1};
if (RajawaliRenderer.isFogEnabled())
mFogColor = new float[]{.8f, .8f, .8f};
}
示例2: AAdvancedMaterial
import rajawali.renderer.RajawaliRenderer; //导入方法依赖的package包/类
public AAdvancedMaterial(String vertexShader, String fragmentShader, int parameters) {
super(vertexShader, fragmentShader, parameters);
mNormalMatrix = new float[9];
mTmp = new float[9];
mTmp2 = new float[9];
mAmbientColor = new float[] {.2f, .2f, .2f, 1};
mAmbientIntensity = new float[] { .3f, .3f, .3f, 1 };
if(RajawaliRenderer.isFogEnabled())
mFogColor = new float[] { .8f, .8f, .8f };
}
示例3: setShaders
import rajawali.renderer.RajawaliRenderer; //导入方法依赖的package包/类
@Override
public void setShaders(String vertexShader, String fragmentShader) {
vertexShader = replaceShaderVars(vertexShader);
fragmentShader = replaceShaderVars(fragmentShader);
StringBuffer lightVars = new StringBuffer();
int numLights = mLights.size();
for (int i = 0; i < numLights; ++i) {
lightVars.append("uniform vec3 uLightColor").append(i).append(";\n");
lightVars.append("uniform float uLightPower").append(i).append(";\n");
lightVars.append("uniform int uLightType").append(i).append(";\n");
lightVars.append("uniform vec3 uLightPosition").append(i).append(";\n");
lightVars.append("uniform vec3 uLightDirection").append(i).append(";\n");
lightVars.append("uniform vec4 uLightAttenuation").append(i).append(";\n");
lightVars.append("varying float vAttenuation").append(i).append(";\n");
lightVars.append("uniform float uSpotExponent").append(i).append(";\n");
lightVars.append("uniform float uSpotCutoffAngle").append(i).append(";\n");
lightVars.append("uniform float uSpotFalloff").append(i).append(";\n");
}
vertexShader = vertexShader.replace("%LIGHT_VARS%", lightVars.toString());
if (mSkeletalAnimationEnabled) {
if (mMaxWeights > 4)
vertexShader = "\n#define VERTEX_WEIGHT_8\n" + vertexShader;
vertexShader = vertexShader.replace("%NUM_JOINTS%", Integer.toString(mNumJoints));
}
fragmentShader = fragmentShader.replace("%LIGHT_VARS%", lightVars.toString());
super.setShaders(vertexShader, fragmentShader);
muNormalMatrixHandle = getUniformLocation("uNMatrix");
muAmbientColorHandle = getUniformLocation("uAmbientColor");
muAmbientIntensityHandle = getUniformLocation("uAmbientIntensity");
muLightAttenuationHandles = new int[numLights];
muLightColorHandles = new int[numLights];
muLightDirectionHandles = new int[numLights];
muLightPositionHandles = new int[numLights];
muLightPowerHandles = new int[numLights];
muSpotCutoffAngleHandles = new int[numLights];
muSpotFalloffHandles = new int[numLights];
for (int i = 0; i < mLights.size(); ++i) {
muLightColorHandles[i] = getUniformLocation("uLightColor" + i);
muLightPowerHandles[i] = getUniformLocation("uLightPower" + i);
muLightPositionHandles[i] = getUniformLocation("uLightPosition" + i);
muLightDirectionHandles[i] = getUniformLocation("uLightDirection" + i);
muLightAttenuationHandles[i] = getUniformLocation("uLightAttenuation" + i);
muSpotCutoffAngleHandles[i] = getUniformLocation("uSpotCutoffAngle" + i);
muSpotFalloffHandles[i] = getUniformLocation("uSpotFalloff" + i);
}
if (RajawaliRenderer.isFogEnabled()) {
muFogColorHandle = getUniformLocation("uFogColor");
muFogNearHandle = getUniformLocation("uFogNear");
muFogFarHandle = getUniformLocation("uFogFar");
muFogEnabledHandle = getUniformLocation("uFogEnabled");
}
if (mSkeletalAnimationEnabled) {
mvBoneIndex1Handle = getAttribLocation("vBoneIndex1");
mvBoneWeight1Handle = getAttribLocation("vBoneWeight1");
if (mMaxWeights > 4) {//TODO check if maxWeights > 8 -> throw exception
mvBoneIndex2Handle = getAttribLocation("vBoneIndex2");
mvBoneWeight2Handle = getAttribLocation("vBoneWeight2");
}
muBoneMatrixHandle = getUniformLocation("uBoneMatrix");
}
}
示例4: setShaders
import rajawali.renderer.RajawaliRenderer; //导入方法依赖的package包/类
public void setShaders(String vertexShader, String fragmentShader) {
mVertexShader = mVertexAnimationEnabled ? "#define VERTEX_ANIM\n" + vertexShader : vertexShader;
mVertexShader = mSkeletalAnimationEnabled ? "#define SKELETAL_ANIM\n" + mVertexShader : mVertexShader;
mVertexShader = mUseColor ? mVertexShader : "#define TEXTURED\n" + mVertexShader;
mFragmentShader = mUseColor ? fragmentShader : "#define TEXTURED\n" + fragmentShader;
mFragmentShader = mAlphaMaskingEnabled ? "#define ALPHA_MASK\n" + mFragmentShader : mFragmentShader;
mFragmentShader = mUseAlphaMap ? "#define ALPHA_MAP\n" + mFragmentShader : mFragmentShader;
mFragmentShader = mUseNormalMap ? "#define NORMAL_MAP\n" + mFragmentShader : mFragmentShader;
mFragmentShader = mUseSpecMap ? "#define SPECULAR_MAP\n" + mFragmentShader : mFragmentShader;
if (RajawaliRenderer.isFogEnabled()) {
mVertexShader = "#define FOG_ENABLED\n" + mVertexShader;
mFragmentShader = "#define FOG_ENABLED\n" + mFragmentShader;
}
mProgram = createProgram(mVertexShader, mFragmentShader);
if (mProgram == 0)
return;
maPositionHandle = getAttribLocation("aPosition");
maNormalHandle = getAttribLocation("aNormal");
maTextureHandle = getAttribLocation("aTextureCoord");
maColorHandle = getAttribLocation("aColor");
muCameraPositionHandle = getUniformLocation("uCameraPosition");
muMVPMatrixHandle = getUniformLocation("uMVPMatrix");
muMMatrixHandle = getUniformLocation("uMMatrix");
muVMatrixHandle = getUniformLocation("uVMatrix");
if (mVertexAnimationEnabled == true) {
maNextFramePositionHandle = getAttribLocation("aNextFramePosition");
maNextFrameNormalHandle = getAttribLocation("aNextFrameNormal");
muInterpolationHandle = getUniformLocation("uInterpolation");
}
if (mAlphaMaskingEnabled == true) {
muAlphaMaskingThresholdHandle = getUniformLocation("uAlphaMaskingThreshold");
}
mProgramCreated = true;
checkTextureHandles();
}
示例5: setShaders
import rajawali.renderer.RajawaliRenderer; //导入方法依赖的package包/类
@Override
public void setShaders(String vertexShader, String fragmentShader)
{
vertexShader = replaceShaderVars(vertexShader);
fragmentShader = replaceShaderVars(fragmentShader);
StringBuffer lightVars = new StringBuffer();
int numLights = mLights.size();
for(int i=0; i<numLights; ++i) {
lightVars.append("uniform vec3 uLightColor").append(i).append(";\n");
lightVars.append("uniform float uLightPower").append(i).append(";\n");
lightVars.append("uniform int uLightType").append(i).append(";\n");
lightVars.append("uniform vec3 uLightPosition").append(i).append(";\n");
lightVars.append("uniform vec3 uLightDirection").append(i).append(";\n");
lightVars.append("uniform vec4 uLightAttenuation").append(i).append(";\n");
lightVars.append("varying float vAttenuation").append(i).append(";\n");
lightVars.append("uniform float uSpotExponent").append(i).append(";\n");
lightVars.append("uniform float uSpotCutoffAngle").append(i).append(";\n");
lightVars.append("uniform float uSpotFalloff").append(i).append(";\n");
}
vertexShader = vertexShader.replace("%LIGHT_VARS%", lightVars.toString());
if(mSkeletalAnimationEnabled)
{
if(mMaxWeights > 4)
vertexShader = "\n#define VERTEX_WEIGHT_8\n" + vertexShader;
vertexShader = vertexShader.replace("%NUM_JOINTS%", Integer.toString(mNumJoints));
}
fragmentShader = fragmentShader.replace("%LIGHT_VARS%", lightVars.toString());
super.setShaders(vertexShader, fragmentShader);
muNormalMatrixHandle = getUniformLocation("uNMatrix");
muAmbientColorHandle = getUniformLocation("uAmbientColor");
muAmbientIntensityHandle = getUniformLocation("uAmbientIntensity");
muLightAttenuationHandles = new int[numLights];
muLightColorHandles = new int[numLights];
muLightDirectionHandles = new int[numLights];
muLightPositionHandles = new int[numLights];
muLightPowerHandles = new int[numLights];
muSpotCutoffAngleHandles = new int[numLights];
muSpotFalloffHandles = new int[numLights];
for(int i=0; i<mLights.size(); ++i) {
muLightColorHandles[i] = getUniformLocation("uLightColor" + i);
muLightPowerHandles[i] = getUniformLocation("uLightPower" + i);
muLightPositionHandles[i] = getUniformLocation("uLightPosition" + i);
muLightDirectionHandles[i] = getUniformLocation("uLightDirection" + i);
muLightAttenuationHandles[i] = getUniformLocation("uLightAttenuation" + i);
muSpotCutoffAngleHandles[i] = getUniformLocation("uSpotCutoffAngle" + i);
muSpotFalloffHandles[i] = getUniformLocation("uSpotFalloff" + i);
}
if(RajawaliRenderer.isFogEnabled()) {
muFogColorHandle = getUniformLocation("uFogColor");
muFogNearHandle = getUniformLocation("uFogNear");
muFogFarHandle = getUniformLocation("uFogFar");
muFogEnabledHandle = getUniformLocation("uFogEnabled");
}
if(mSkeletalAnimationEnabled)
{
mvBoneIndex1Handle = getAttribLocation("vBoneIndex1");
mvBoneWeight1Handle = getAttribLocation("vBoneWeight1");
if(mMaxWeights>4){//TODO check if maxWeights > 8 -> throw exception
mvBoneIndex2Handle = getAttribLocation("vBoneIndex2");
mvBoneWeight2Handle = getAttribLocation("vBoneWeight2");
}
muBoneMatrixHandle = getUniformLocation("uBoneMatrix");
}
}
示例6: setShaders
import rajawali.renderer.RajawaliRenderer; //导入方法依赖的package包/类
public void setShaders(String vertexShader, String fragmentShader) {
mVertexShader = mVertexAnimationEnabled ? "#define VERTEX_ANIM\n" + vertexShader : vertexShader;
mVertexShader = mSkeletalAnimationEnabled ? "#define SKELETAL_ANIM\n" + mVertexShader : mVertexShader;
mVertexShader = mUseColor ? mVertexShader : "#define TEXTURED\n" + mVertexShader;
mFragmentShader = mUseColor ? fragmentShader : "#define TEXTURED\n" + fragmentShader;
mFragmentShader = mAlphaMaskingEnabled ? "#define ALPHA_MASK\n" + mFragmentShader : mFragmentShader;
mFragmentShader = mUseAlphaMap ? "#define ALPHA_MAP\n" + mFragmentShader : mFragmentShader;
mFragmentShader = mUseNormalMap ? "#define NORMAL_MAP\n" + mFragmentShader : mFragmentShader;
mFragmentShader = mUseSpecMap ? "#define SPECULAR_MAP\n" + mFragmentShader : mFragmentShader;
if(RajawaliRenderer.isFogEnabled())
{
mVertexShader = "#define FOG_ENABLED\n" + mVertexShader;
mFragmentShader = "#define FOG_ENABLED\n" + mFragmentShader;
}
mProgram = createProgram(mVertexShader, mFragmentShader);
if (mProgram == 0)
return;
maPositionHandle = getAttribLocation("aPosition");
maNormalHandle = getAttribLocation("aNormal");
maTextureHandle = getAttribLocation("aTextureCoord");
maColorHandle = getAttribLocation("aColor");
muCameraPositionHandle = getUniformLocation("uCameraPosition");
muMVPMatrixHandle = getUniformLocation("uMVPMatrix");
muMMatrixHandle = getUniformLocation("uMMatrix");
muVMatrixHandle = getUniformLocation("uVMatrix");
if(mVertexAnimationEnabled == true) {
maNextFramePositionHandle = getAttribLocation("aNextFramePosition");
maNextFrameNormalHandle = getAttribLocation("aNextFrameNormal");
muInterpolationHandle = getUniformLocation("uInterpolation");
}
if(mAlphaMaskingEnabled == true) {
muAlphaMaskingThresholdHandle = getUniformLocation("uAlphaMaskingThreshold");
}
mProgramCreated = true;
checkTextureHandles();
}