List of usage examples for com.badlogic.gdx.graphics.g3d.attributes BlendingAttribute BlendingAttribute
public BlendingAttribute(final boolean blended, final float opacity)
From source file:br.com.raphaelbruno.game.zombieinvaders.vr.model.GameObject.java
License:Apache License
public GameObject(ScreenBase context, Model model, BoundingBox bounds) { super(model); this.context = context; this.customBounds = bounds; this.bounds = this.customBounds != null ? this.customBounds : new BoundingBox(); this.center = new Vector3(); this.enabled = true; updateBox();// w w w. java 2 s .com this.animations = new AnimationController(this); this.blending = new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); for (Material item : materials) { item.set(new DepthTestAttribute(GL20.GL_LEQUAL, 0.01f, 25f, true)); item.set(FloatAttribute.createAlphaTest(0.01f)); item.set(blending); } }
From source file:com.badlogic.invaders.simulation.Simulation.java
License:Apache License
private void populate() { ObjLoader objLoader = new ObjLoader(); shipModel = objLoader.loadModel(Gdx.files.internal("data/ship.obj")); invaderModel = objLoader.loadModel(Gdx.files.internal("data/invader.obj")); blockModel = objLoader.loadModel(Gdx.files.internal("data/block.obj")); shotModel = objLoader.loadModel(Gdx.files.internal("data/shot.obj")); final Texture shipTexture = new Texture(Gdx.files.internal("data/ship.png"), Format.RGB565, true); shipTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); final Texture invaderTexture = new Texture(Gdx.files.internal("data/invader.png"), Format.RGB565, true); invaderTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); shipModel.materials.get(0).set(TextureAttribute.createDiffuse(shipTexture)); invaderModel.materials.get(0).set(TextureAttribute.createDiffuse(invaderTexture)); ((ColorAttribute) blockModel.materials.get(0).get(ColorAttribute.Diffuse)).color.set(0, 0, 1, 0.5f); blockModel.materials.get(0).set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)); shotModel.materials.get(0).set(ColorAttribute.createDiffuse(1, 1, 0, 1f)); final Texture explosionTexture = new Texture(Gdx.files.internal("data/explode.png"), Format.RGBA4444, true); explosionTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); final Mesh explosionMesh = new Mesh(true, 4 * 16, 6 * 16, new VertexAttribute(Usage.Position, 3, "a_position"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0")); float[] vertices = new float[4 * 16 * (3 + 2)]; short[] indices = new short[6 * 16]; int idx = 0;/*from w ww.j av a2 s .co m*/ int index = 0; for (int row = 0; row < 4; row++) { for (int column = 0; column < 4; column++) { vertices[idx++] = 1; vertices[idx++] = 1; vertices[idx++] = 0; vertices[idx++] = 0.25f + column * 0.25f; vertices[idx++] = 0 + row * 0.25f; vertices[idx++] = -1; vertices[idx++] = 1; vertices[idx++] = 0; vertices[idx++] = 0 + column * 0.25f; vertices[idx++] = 0 + row * 0.25f; vertices[idx++] = -1; vertices[idx++] = -1; vertices[idx++] = 0; vertices[idx++] = 0f + column * 0.25f; vertices[idx++] = 0.25f + row * 0.25f; vertices[idx++] = 1; vertices[idx++] = -1; vertices[idx++] = 0; vertices[idx++] = 0.25f + column * 0.25f; vertices[idx++] = 0.25f + row * 0.25f; final int t = (4 * row + column) * 4; indices[index++] = (short) (t); indices[index++] = (short) (t + 1); indices[index++] = (short) (t + 2); indices[index++] = (short) (t); indices[index++] = (short) (t + 2); indices[index++] = (short) (t + 3); } } explosionMesh.setVertices(vertices); explosionMesh.setIndices(indices); explosionModel = ModelBuilder.createFromMesh(explosionMesh, GL20.GL_TRIANGLES, new Material(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA), TextureAttribute.createDiffuse(explosionTexture))); ship = new Ship(shipModel); ship.transform.rotate(0, 1, 0, 180); for (int row = 0; row < 4; row++) { for (int column = 0; column < 8; column++) { Invader invader = new Invader(invaderModel, -PLAYFIELD_MAX_X / 2 + column * 2f, 0, PLAYFIELD_MIN_Z + row * 2f); invaders.add(invader); } } for (int shield = 0; shield < 3; shield++) { blocks.add(new Block(blockModel, -10 + shield * 10 - 1, 0, -2)); blocks.add(new Block(blockModel, -10 + shield * 10 - 1, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 0, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 1, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 1, 0, -2)); } }
From source file:com.bladecoder.engine.util.Utils3D.java
License:Apache License
public static void createFloor() { ModelBuilder modelBuilder = new ModelBuilder(); modelBuilder.begin();/* w w w .java 2s .co m*/ MeshPartBuilder mpb = modelBuilder.part("parts", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.ColorUnpacked, new Material(ColorAttribute.createDiffuse(Color.WHITE))); mpb.setColor(1f, 1f, 1f, 1f); // mpb.box(0, -0.1f, 0, 10, .2f, 10); mpb.rect(-10, 0, -10, -10, 0, 10, 10, 0, 10, 10, 0, -10, 0, 1, 0); floorModel = modelBuilder.end(); floorInstance = new ModelInstance(floorModel); // TODO Set only when FBO is active floorInstance.materials.get(0).set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)); }
From source file:com.github.fauu.helix.core.Object.java
License:Open Source License
public Object(Vector2 position, String modelName, Model model, int elevation, Direction facing) { this.position = position; this.elevation = elevation; this.modelInstance = new ModelInstance(model); this.modelName = modelName; this.facing = facing; modelInstance.transform.setToTranslation(position.x, elevation, position.y + 1).rotate(new Vector3(0, 1, 0), -90);/*from w ww .ja v a 2 s . c om*/ final TextureAttribute textureAttribute = (TextureAttribute) modelInstance.materials.first() .get(TextureAttribute.Diffuse); textureAttribute.textureDescription.magFilter = Texture.TextureFilter.Nearest; textureAttribute.textureDescription.minFilter = Texture.TextureFilter.Nearest; modelInstance.materials.first().set(textureAttribute); modelInstance.materials.first().set(new ColorAttribute(ColorAttribute.createDiffuse(Color.WHITE))); modelInstance.materials.first().set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)); //modelInstance.materials.first().set(new FloatAttribute(FloatAttribute.AlphaTest, 0.14f)); }
From source file:com.github.fauu.helix.displayable.AreaDisplayable.java
License:Open Source License
public AreaDisplayable(Model model) { instance = new ModelInstance(model); animationController = new AnimationController(instance); instance.transform.rotate(new Vector3(1, 0, 0), 90); for (Material material : instance.materials) { TextureAttribute ta = (TextureAttribute) material.get(TextureAttribute.Diffuse); ta.textureDescription.magFilter = Texture.TextureFilter.Nearest; ta.textureDescription.minFilter = Texture.TextureFilter.Nearest; material.set(ta);/*from w w w . j ava2 s. co m*/ material.set(ColorAttribute.createDiffuse(Color.WHITE)); BlendingAttribute ba = new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); material.set(ba); } }
From source file:com.github.fauu.helix.editor.displayable.TileHighlightDisplayable.java
License:Open Source License
public TileHighlightDisplayable() { ModelBuilder modelBuilder = new ModelBuilder(); Model model = modelBuilder.createRect(0, 0, Z_OFFSET, 1, 0, Z_OFFSET, 1, 1, Z_OFFSET, 0, 1, Z_OFFSET, 0, 0, 1, GL20.GL_TRIANGLES,/*w ww .j ava 2s . c om*/ new Material(new ColorAttribute(ColorAttribute.createDiffuse(color)), new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)), VertexAttributes.Usage.Position | VertexAttributes.Usage.TextureCoordinates); instance = new ModelInstance(model); }
From source file:com.github.fauu.helix.game.Game.java
License:Open Source License
@Override public void create() { camera = new Camera(new Vector3(32, 32, 0)); cameraInputController = new CameraInputController(camera); // Gdx.input.setInputProcessor(cameraInputController); assets = new AssetManager(); assets.setLoader(GeometrySet.class, new GeometrySetLoader(new InternalFileHandleResolver())); assets.setLoader(MapRegion.class, new MapRegionLoader(new InternalFileHandleResolver())); assets.load("assets/mapregions/0.hmr", MapRegion.class); assets.finishLoading();/*from www .j av a 2s.co m*/ mapRegion = assets.get("assets/mapregions/0.hmr", MapRegion.class); spriteBatch = new SpriteBatch(); renderer = new Renderer(); player = new Player(new Vector2(8, 17), new Texture(Gdx.files.internal("assets/sprites/player.png"))); camera.move(player.getRealPosition()); final ModelBuilder modelBuilder = new ModelBuilder(); waterTexture = new Texture("assets/textures/water.png"); final MeshPartBuilder.VertexInfo corner00 = new MeshPartBuilder.VertexInfo(); corner00.hasPosition = true; corner00.hasNormal = true; corner00.hasUV = true; corner00.setPos(0, 0, 0); corner00.setNor(0, 1, 0); corner00.setUV(0, 0); final MeshPartBuilder.VertexInfo corner10 = new MeshPartBuilder.VertexInfo(); corner10.hasPosition = true; corner10.hasNormal = true; corner10.hasUV = true; corner10.setPos(4, 0, 0); corner10.setNor(0, 1, 0); corner10.setUV(0, 1); final MeshPartBuilder.VertexInfo corner11 = new MeshPartBuilder.VertexInfo(); corner11.hasPosition = true; corner11.hasNormal = true; corner11.hasUV = true; corner11.setPos(4, 0, 14); corner11.setNor(0, 1, 0); corner11.setUV(1, 1); final MeshPartBuilder.VertexInfo corner01 = new MeshPartBuilder.VertexInfo(); corner01.hasPosition = true; corner01.hasNormal = true; corner01.hasUV = true; corner01.setPos(0, 0, 14); corner01.setNor(0, 1, 0); corner01.setUV(1, 0); modelBuilder.begin(); modelBuilder.node(); MeshPartBuilder meshPartBuilder = modelBuilder.part("water1", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position | VertexAttributes.Usage.TextureCoordinates, new Material(TextureAttribute.createDiffuse(waterTexture), ColorAttribute.createDiffuse(Color.WHITE), new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA))); meshPartBuilder.rect(corner00, corner10, corner11, corner01); waterModel = modelBuilder.end(); waterModelInstance = new ModelInstance(waterModel); WaterData waterData = new WaterData(); waterData.waveAmplitude = 0.02f; waterData.waveAngle = 0; waterData.waveFrequency = 0.5f; waterModelInstance.userData = waterData; // waterModelInstance.userData = new float[2]; // ((float[]) waterModelInstance.userData)[0] = 0; // waveAngle // ((float[]) waterModelInstance.userData)[1] = 0.1f; // waveAmplitude waterModelInstance.transform.translate(8, -0.1f, 19).rotate(0, 1, 0, -90).scale(1, 1, -1); // ((float[]) waterModelInstance.userData)[2] = 8; // startX // ((float[]) waterModelInstance.userData)[3] = 7; // sizeX // ((float[]) waterModelInstance.userData)[4] = 19; // startZ // ((float[]) waterModelInstance.userData)[5] = 5; // sizeZ }
From source file:com.mygdx.game.simulation.Simulation.java
License:Apache License
private void populate() { ObjLoader objLoader = new ObjLoader(); for (int i = 0; i < MAX_SHIPS; i++) { shipModels[i] = objLoader.loadModel(Gdx.files.internal("data/ship.obj")); }/*from w ww . jav a2s .c o m*/ invaderModel = objLoader.loadModel(Gdx.files.internal("data/invader.obj")); blockModel = objLoader.loadModel(Gdx.files.internal("data/block.obj")); shotModel = objLoader.loadModel(Gdx.files.internal("data/shot.obj")); final Texture shipTexture = new Texture(Gdx.files.internal("data/ship.png"), Format.RGB565, true); shipTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); final Texture shipTexture2 = new Texture(Gdx.files.internal("data/ship.png"), Format.RGB565, true); shipTexture2.setFilter(TextureFilter.MipMap, TextureFilter.Linear); final Texture invaderTexture = new Texture(Gdx.files.internal("data/invader.png"), Format.RGB565, true); invaderTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); for (int i = 0; i < MAX_SHIPS; i++) { shipModels[i].materials.get(0).set(TextureAttribute.createDiffuse(shipTexture)); } invaderModel.materials.get(0).set(TextureAttribute.createDiffuse(invaderTexture)); ((ColorAttribute) blockModel.materials.get(0).get(ColorAttribute.Diffuse)).color.set(0, 0, 1, 0.5f); blockModel.materials.get(0).set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)); shotModel.materials.get(0).set(ColorAttribute.createDiffuse(1, 1, 0, 1f)); final Texture explosionTexture = new Texture(Gdx.files.internal("data/explode.png"), Format.RGBA4444, true); explosionTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear); final Mesh explosionMesh = new Mesh(true, 4 * 16, 6 * 16, new VertexAttribute(Usage.Position, 3, "a_position"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0")); float[] vertices = new float[4 * 16 * (3 + 2)]; short[] indices = new short[6 * 16]; int idx = 0; int index = 0; for (int row = 0; row < 4; row++) { for (int column = 0; column < 4; column++) { vertices[idx++] = 1; vertices[idx++] = 1; vertices[idx++] = 0; vertices[idx++] = 0.25f + column * 0.25f; vertices[idx++] = 0 + row * 0.25f; vertices[idx++] = -1; vertices[idx++] = 1; vertices[idx++] = 0; vertices[idx++] = 0 + column * 0.25f; vertices[idx++] = 0 + row * 0.25f; vertices[idx++] = -1; vertices[idx++] = -1; vertices[idx++] = 0; vertices[idx++] = 0f + column * 0.25f; vertices[idx++] = 0.25f + row * 0.25f; vertices[idx++] = 1; vertices[idx++] = -1; vertices[idx++] = 0; vertices[idx++] = 0.25f + column * 0.25f; vertices[idx++] = 0.25f + row * 0.25f; final int t = (4 * row + column) * 4; indices[index++] = (short) (t); indices[index++] = (short) (t + 1); indices[index++] = (short) (t + 2); indices[index++] = (short) (t); indices[index++] = (short) (t + 2); indices[index++] = (short) (t + 3); } } explosionMesh.setVertices(vertices); explosionMesh.setIndices(indices); Material explosionMeshMaterial = new Material( new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA), TextureAttribute.createDiffuse(explosionTexture)); explosionModel = new Model(); MeshPart meshPart = new MeshPart(); meshPart.id = "part1"; meshPart.offset = 0; meshPart.size = explosionMesh.getNumIndices(); meshPart.primitiveType = GL20.GL_TRIANGLES; meshPart.mesh = explosionMesh; NodePart partMaterial = new NodePart(); partMaterial.material = explosionMeshMaterial; partMaterial.meshPart = meshPart; Node node = new Node(); node.id = "node1"; node.parts.add(partMaterial); explosionModel.meshes.add(explosionMesh); explosionModel.materials.add(explosionMeshMaterial); explosionModel.nodes.add(node); explosionModel.meshParts.add(meshPart); explosionModel.manageDisposable(explosionMesh); for (int i = 0; i < MAX_SHIPS; i++) { ships[i] = new Ship(shipModels[i]); ships[i].transform.rotate(1, 0, 0, 180); } for (int row = 0; row < 4; row++) { for (int column = 0; column < 8; column++) { Invader invader = new Invader(invaderModel, -PLAYFIELD_MAX_X / 2 + column * 2f, 0, PLAYFIELD_MIN_Z + row * 2f); invaders.add(invader); } } for (int shield = 0; shield < 3; shield++) { blocks.add(new Block(blockModel, -10 + shield * 10 - 1, 0, -2)); blocks.add(new Block(blockModel, -10 + shield * 10 - 1, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 0, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 1, 0, -3)); blocks.add(new Block(blockModel, -10 + shield * 10 + 1, 0, -2)); } }
From source file:com.nsoft.boxuniverse.misc.BaseMaterial.java
License:Open Source License
public BaseMaterial(String name) { materialName = name;//from ww w . j a v a2s . c om material = materials.materials.get(name); t = new Texture(Gdx.files.internal(material.path)); RealMaterial = new Material(TextureAttribute.createDiffuse(t)); //Create GD3 Material if (material.hasAlpha) RealMaterial.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)); //Set Alpha worldmaterials.put(name, this); // Add Material System.out.println("New Material Created"); }
From source file:com.zombie.game.actors.SteeringActor.java
License:Apache License
public void setModelInstance(ModelInstance modelInstance) { this.modelInstance = modelInstance; this.transform = modelInstance.transform.val; for (Material m : modelInstance.materials) { m.set(new IntAttribute(IntAttribute.CullFace, GL20.GL_NONE)); m.set(new FloatAttribute(FloatAttribute.AlphaTest, 0.5f)); m.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)); }//from w w w .java2 s . c o m //Get animations if any if (modelInstance.animations.size > 0) { animationController = new AnimationController(modelInstance); animationController.allowSameAnimation = true; animationController.animate(modelInstance.animations.get(0).id, -1, 1f, this, 1f); } }