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Java RajawaliRenderer.isFogEnabled方法代码示例

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};
}
 
开发者ID:BitMastro,项目名称:PortalLW,代码行数:12,代码来源:AAdvancedMaterial.java

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 };
}
 
开发者ID:OpsLabJPL,项目名称:MarsImagesAndroid,代码行数:12,代码来源:AAdvancedMaterial.java

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");
    }
}
 
开发者ID:BitMastro,项目名称:PortalLW,代码行数:71,代码来源:AAdvancedMaterial.java

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();
}
 
开发者ID:BitMastro,项目名称:PortalLW,代码行数:44,代码来源:AMaterial.java

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");
	}
}
 
开发者ID:OpsLabJPL,项目名称:MarsImagesAndroid,代码行数:74,代码来源:AAdvancedMaterial.java

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();
}
 
开发者ID:OpsLabJPL,项目名称:MarsImagesAndroid,代码行数:45,代码来源:AMaterial.java


注:本文中的rajawali.renderer.RajawaliRenderer.isFogEnabled方法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。