com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.Config Java Examples
The following examples show how to use
com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.Config.
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Example #1
Source File: SimpleRoom.java From gdx-vr with Apache License 2.0 | 6 votes |
@Override public void create() { assets = new AssetManager(); String model = "Bambo_House.g3db"; assets.load(model, Model.class); assets.finishLoading(); modelInstance = new ModelInstance(assets.get(model, Model.class), new Matrix4().setToScaling(0.6f, 0.6f, 0.6f)); DefaultShader.Config config = new Config(); config.defaultCullFace = GL20.GL_NONE; ShaderProvider shaderProvider = new DefaultShaderProvider(config); modelBatch = new ModelBatch(shaderProvider); ModelBuilder builder = new ModelBuilder(); float groundSize = 1000f; ground = new ModelInstance(builder.createRect(-groundSize, 0, groundSize, groundSize, 0, groundSize, groundSize, 0, -groundSize, -groundSize, 0, -groundSize, 0, 1, 0, new Material(), Usage.Position | Usage.Normal), new Matrix4().setToTranslation(0, -0.01f, 0)); environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f)); environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f)); VirtualReality.renderer.listeners.add(this); // VirtualReality.head.setCyclops(true); }
Example #2
Source File: SceneSkybox.java From gdx-gltf with Apache License 2.0 | 5 votes |
public SceneSkybox(Cubemap cubemap){ super(); // create shader provider Config shaderConfig = new Config(); String basePathName = "net/mgsx/gltf/shaders/skybox"; shaderConfig.vertexShader = Gdx.files.classpath(basePathName + ".vs.glsl").readString(); shaderConfig.fragmentShader = Gdx.files.classpath(basePathName + ".fs.glsl").readString(); shaderProvider = new DefaultShaderProvider(shaderConfig); // create box float boxScale = (float)(1.0 / Math.sqrt(2.0)); boxModel = new ModelBuilder().createBox(boxScale, boxScale, boxScale, new Material(), VertexAttributes.Usage.Position); box = boxModel.nodes.first().parts.first().setRenderable(new Renderable()); // assign environment Environment env = new Environment(); env.set(new CubemapAttribute(CubemapAttribute.EnvironmentMap, cubemap)); env.set(new ColorAttribute(ColorAttribute.AmbientLight, Color.WHITE)); box.environment = env; // set hint to render last but before transparent ones box.userData = SceneRenderableSorter.Hints.OPAQUE_LAST; // set material options : preserve background depth box.material = new Material(ColorAttribute.createDiffuse(Color.WHITE)); box.material.set(new DepthTestAttribute(false)); // assign shader box.shader = shaderProvider.getShader(box); }
Example #3
Source File: Sprite3DRenderer.java From bladecoder-adventure-engine with Apache License 2.0 | 5 votes |
public static void createBatchs() { Config modelConfigShader = new Config(Gdx.files.classpath(VERTEX_SHADER).readString(), Gdx.files.classpath(FRAGMENT_SHADER).readString()); modelConfigShader.numBones = MAX_BONES; modelConfigShader.numDirectionalLights = 0; modelConfigShader.numPointLights = 0; modelConfigShader.numSpotLights = 0; modelBatch = new ModelBatch(new DefaultShaderProvider(modelConfigShader)); shadowBatch = new ModelBatch(new DepthShaderProvider()); floorBatch = new ModelBatch(new DefaultShaderProvider(Gdx.files.classpath(VERTEX_SHADER), Gdx.files.classpath(FLOOR_FRAGMENT_SHADER))); }