Example usage for com.badlogic.gdx.graphics.g3d.attributes BlendingAttribute Type

List of usage examples for com.badlogic.gdx.graphics.g3d.attributes BlendingAttribute Type

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.g3d.attributes BlendingAttribute Type.

Prototype

long Type

To view the source code for com.badlogic.gdx.graphics.g3d.attributes BlendingAttribute Type.

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Usage

From source file:com.badlogic.gdx.tests.g3d.shadows.system.classical.Pass2Shader.java

License:Apache License

@Override
public void render(Renderable renderable, Attributes combinedAttributes) {
    if (shadowSystem.isFirstCallPass2())
        combinedAttributes.remove(BlendingAttribute.Type);
    else//from  w  w  w  .  j  a v  a2s  .com
        combinedAttributes.set(blend);

    combinedAttributes.set(depth);

    super.render(renderable, combinedAttributes);
}

From source file:com.github.fauu.helix.displayable.ModelDisplayable.java

License:Open Source License

public void updateOpacity(float opacity) {
    for (Material material : instance.materials) {
        BlendingAttribute ba = (BlendingAttribute) material.get(BlendingAttribute.Type);

        ba.opacity = opacity;//from  w ww . j a va2 s  .c om
    }
}

From source file:com.uos.mortaldestiny.rendering.FrontShader.java

License:Apache License

@Override
public boolean canRender(Renderable renderable) {
    final Attributes attributes = combineAttributes(renderable);
    if (attributes.has(BlendingAttribute.Type)) {
        if ((attributesMask & BlendingAttribute.Type) != BlendingAttribute.Type)
            return false;
        if (attributes.has(TextureAttribute.Diffuse) != ((attributesMask
                & TextureAttribute.Diffuse) == TextureAttribute.Diffuse))
            return false;
    }/*from w w w .j  av a2  s  .c om*/
    final boolean skinned = ((renderable.meshPart.mesh.getVertexAttributes().getMask()
            & Usage.BoneWeight) == Usage.BoneWeight);
    if (skinned != (numBones > 0))
        return false;
    if (!skinned)
        return true;
    int w = 0;
    final int n = renderable.meshPart.mesh.getVertexAttributes().size();
    for (int i = 0; i < n; i++) {
        final VertexAttribute attr = renderable.meshPart.mesh.getVertexAttributes().get(i);
        if (attr.usage == Usage.BoneWeight)
            w |= (1 << attr.unit);
    }
    return w == weights;
}

From source file:com.uos.mortaldestiny.rendering.FrontShader.java

License:Apache License

@Override
public void render(Renderable renderable, Attributes combinedAttributes) {
    if (combinedAttributes.has(BlendingAttribute.Type)) {
        final BlendingAttribute blending = (BlendingAttribute) combinedAttributes.get(BlendingAttribute.Type);
        combinedAttributes.remove(BlendingAttribute.Type);
        final boolean hasAlphaTest = combinedAttributes.has(FloatAttribute.AlphaTest);
        if (!hasAlphaTest)
            combinedAttributes.set(alphaTestAttribute);
        if (blending.opacity >= ((FloatAttribute) combinedAttributes.get(FloatAttribute.AlphaTest)).value)
            super.render(renderable, combinedAttributes);
        if (!hasAlphaTest)
            combinedAttributes.remove(FloatAttribute.AlphaTest);
        combinedAttributes.set(blending);
    } else//from   ww w . j  a  va 2s. com
        super.render(renderable, combinedAttributes);
}

From source file:gaia.cu9.ari.gaiaorbit.util.override.AtmosphereShader.java

License:Apache License

@Override
public void render(final Renderable renderable) {
    if (!renderable.material.has(BlendingAttribute.Type))
        context.setBlending(false, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    bindMaterial(renderable);/* w w w .  ja v a2s.  com*/
    super.render(renderable);
}