com.badlogic.gdx.graphics.g3d.utils.RenderContext Java Examples
The following examples show how to use
com.badlogic.gdx.graphics.g3d.utils.RenderContext.
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Example #1
Source File: Renderer.java From VuforiaLibGDX with MIT License | 6 votes |
public Renderer() { lights = new Environment(); lights.set(new ColorAttribute(ColorAttribute.AmbientLight, Color.WHITE)); camera = new PerspectiveCamera(60, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); camera.near = 1.0F; camera.far = 1000.0F; //set camera into "Vuforia - style" direction camera.position.set(new Vector3(0,0,0)); camera.lookAt(new Vector3(0,0,1)); IntBuffer buffer = BufferUtils.newIntBuffer(16); Gdx.gl.glGetIntegerv(GL20.GL_MAX_TEXTURE_IMAGE_UNITS, buffer); int units = buffer.get(0); Log.d("TAG", "Max texture units: "+units); modelBatch = new ModelBatch(new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 0))); }
Example #2
Source File: SkyboxShader.java From Mundus with Apache License 2.0 | 5 votes |
@Override public void begin(Camera camera, RenderContext context) { this.context = context; context.begin(); program.begin(); set(UNIFORM_PROJ_VIEW_MATRIX, camera.combined); transform.idt(); transform.translate(camera.position); set(UNIFORM_TRANS_MATRIX, transform); }
Example #3
Source File: TerrainShader.java From Mundus with Apache License 2.0 | 5 votes |
@Override public void begin(Camera camera, RenderContext context) { this.context = context; context.begin(); context.setCullFace(GL20.GL_BACK); this.context.setDepthTest(GL20.GL_LEQUAL, 0f, 1f); this.context.setDepthMask(true); program.begin(); set(UNIFORM_PROJ_VIEW_MATRIX, camera.combined); set(UNIFORM_CAM_POS, camera.position); }
Example #4
Source File: ModelShader.java From Mundus with Apache License 2.0 | 5 votes |
@Override public void begin(Camera camera, RenderContext context) { this.context = context; context.begin(); this.context.setCullFace(GL20.GL_BACK); this.context.setDepthTest(GL20.GL_LEQUAL, 0f, 1f); this.context.setDepthMask(true); program.begin(); set(UNIFORM_PROJ_VIEW_MATRIX, camera.combined); set(UNIFORM_CAM_POS, camera.position); }
Example #5
Source File: PickerShader.java From Mundus with Apache License 2.0 | 5 votes |
@Override public void begin(Camera camera, RenderContext context) { this.context = context; this.context.setCullFace(GL20.GL_BACK); this.context.setDepthTest(GL20.GL_LEQUAL, 0f, 1f); this.context.setDepthMask(true); program.begin(); set(UNIFORM_PROJ_VIEW_MATRIX, camera.combined); }
Example #6
Source File: CubesShaderProvider.java From Cubes with MIT License | 5 votes |
@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); }
Example #7
Source File: CubesShaderProvider.java From Cubes with MIT License | 5 votes |
@Override public void begin(Camera camera, RenderContext context) { super.begin(camera, context); for (Feature feature : features) { feature.begin(program, camera, context); } }
Example #8
Source File: CubesShaderProvider.java From Cubes with MIT License | 5 votes |
@Override public void begin(ShaderProgram program, Camera camera, RenderContext context) { WorldClient worldClient = ((WorldClient) Cubes.getClient().world); float distance = Settings.getIntegerSettingValue(Settings.GRAPHICS_VIEW_DISTANCE) * Area.SIZE_BLOCKS; float fogDistance = MathUtils.clamp(distance * 0.1f, 8f, 16f); program.setUniformf(u_cameraposition, Cubes.getClient().player.position); program.setUniformf(u_skycolor, worldClient.getSkyColour()); program.setUniformf(u_fogdistance, fogDistance); program.setUniformf(u_minfogdistance, distance - fogDistance); }
Example #9
Source File: CubesShaderProvider.java From Cubes with MIT License | 5 votes |
@Override public void begin(ShaderProgram program, Camera camera, RenderContext context) { TextureAttribute textureAttribute = AmbientOcclusion.getTextureAttribute(); ao_unit = context.textureBinder.bind(textureAttribute.textureDescription); program.setUniformi(u_aoTexture, ao_unit); program.setUniformf(u_aoUVTransform, textureAttribute.offsetU, textureAttribute.offsetV, textureAttribute.scaleU, textureAttribute.scaleV); program.setUniformf(u_aoStrength, AmbientOcclusion.getStrength().strength); }
Example #10
Source File: UberShader.java From GdxDemo3D with Apache License 2.0 | 4 votes |
@Override public void begin(final Camera camera, final RenderContext context) { super.begin(camera, context); context.setDepthTest(GL20.GL_LEQUAL); program.begin(); }
Example #11
Source File: CubesShaderProvider.java From Cubes with MIT License | votes |
void begin(ShaderProgram program, Camera camera, RenderContext context);