List of usage examples for com.badlogic.gdx.graphics.g3d.environment PointLight PointLight
PointLight
From source file:com.badlogic.gdx.tests.dragome.examples.GearsDemo.java
@Override public void create() { environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, .2f, .2f, .2f, 2f)); // environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, 0f, -0.5f, -0.5f)); sl = new PointLight().setPosition(-5, 10, -6).setColor(1, 1, 1, 1).setIntensity(150); // sl2 = new PointLight().setPosition(0, 7, 5).setColor(0.3f, 0.8f, 0.3f, 1) // .setIntensity(20); ///* ww w. j a va 2 s .c om*/ // sl3 = new PointLight().setPosition(0, 9, 6).setColor(0.3f, 0.3f, 0.8f, 1) // .setIntensity(20); environment.add(sl); // environment.add(sl2); // environment.add(sl3); cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); cam.position.set(-10, 3, 10f); cam.lookAt(-3, 0, 0); cam.near = 1f; cam.far = 100f; cam.update(); cameraController = new CameraInputController(cam); cameraController.autoUpdate = false; cameraController.forwardTarget = false; cameraController.translateTarget = false; Gdx.input.setInputProcessor(new InputMultiplexer(cameraController)); time = TimeUtils.millis(); viewport = new ScreenViewport(cam); guiViewport = new ScreenViewport(); DefaultShaderProvider defaultShaderProvider = new DefaultShaderProvider(); modelBatch = new ModelBatch(defaultShaderProvider); ModelBuilder modelBuilder = new ModelBuilder(); model1 = gear(modelBuilder, 1.0f, 4.0f, 1.0f, 20, 0.7f, Color.RED); gear1 = new ModelInstance(model1); model2 = gear(modelBuilder, 0.5f, 2.0f, 2.0f, 10, 0.7f, Color.GREEN); gear2 = new ModelInstance(model2); model3 = gear(modelBuilder, 1.3f, 2.0f, 1.5f, 10, 0.7f, Color.BLUE); gear3 = new ModelInstance(model3); font = new BitmapFont(); batch = new SpriteBatch(); lightModel = modelBuilder.createSphere(1, 1, 1, 10, 10, new Material(ColorAttribute.createDiffuse(1, 1, 1, 1)), Usage.Position); lightModel.nodes.get(0).parts.get(0).setRenderable(pLight = new Renderable()); }
From source file:com.bladecoder.engine.model.Sprite3DRenderer.java
License:Apache License
private void createEnvirontment() { environment = new Environment(); // environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.8f, // 0.8f, 0.8f, 1f)); // environment.add(new DirectionalLight().set(1f, 1f, 1f, 1f, -1f, // -1f));/*w w w .ja v a 2s.co m*/ if (celLight == null) { Node n = null; if (currentSource != null) n = currentSource.modelInstance.getNode(celLightName); if (n != null) { celLight = new PointLight().set(1f, 1f, 1f, n.translation, 1f); } else { celLight = new PointLight().set(1f, 1f, 1f, 0.5f, 1f, 1f, 1f); } } environment.add(celLight); if (renderShadow) { shadowEnvironment = new Environment(); shadowEnvironment.add(shadowLight); shadowEnvironment.shadowMap = shadowLight; } }
From source file:com.mygdx.game.scene.GameScene.java
License:Apache License
private void spawnLight(BlenderLight bLight) { Vector3 direction = new Vector3(V3_DOWN); direction.rotate(Vector3.X, bLight.rotation.x); direction.rotate(Vector3.Z, bLight.rotation.z); direction.rotate(Vector3.Y, bLight.rotation.y); // TODO: Don't know how to map lamp intensity in blender to libgdx correctly float intensity = bLight.lamp_energy; float cutoffAngle = bLight.lamp_falloff; float exponent = 1; if (bLight.type.equals("PointLamp")) { BaseLight<?> light = new PointLight().set(bLight.lamp_color.r, bLight.lamp_color.g, bLight.lamp_color.b, bLight.position, bLight.lamp_energy); lights.add(light);//from w w w . j a v a2 s. c o m } else if (bLight.type.equals("SpotLamp")) { BaseLight<?> light = new SpotLight().set(bLight.lamp_color, bLight.position, direction, intensity, cutoffAngle, exponent); lights.add(light); } else if (bLight.type.equals("SunLamp")) { BaseLight<?> light = new DirectionalLight().set(bLight.lamp_color.r, bLight.lamp_color.g, bLight.lamp_color.b, direction.x, direction.y, direction.z); lights.add(light); shadowCameraDirection.set(direction); } }
From source file:org.bladecoder.bladeengine.model.Sprite3DRenderer.java
License:Apache License
private void createEnvirontment() { environment = new Environment(); // environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.8f, // 0.8f, 0.8f, 1f)); // environment.add(new DirectionalLight().set(1f, 1f, 1f, 1f, -1f, // -1f));//from w ww .ja v a 2 s. c o m if (celLight == null) { Node n = null; if (currentModel != null) n = currentModel.modelInstance.getNode(celLightName); if (n != null) { celLight = new PointLight().set(1f, 1f, 1f, n.translation, 1f); } else { celLight = new PointLight().set(1f, 1f, 1f, 0.5f, 1f, 1f, 1f); } } environment.add(celLight); if (renderShadow) { shadowEnvironment = new Environment(); shadowEnvironment.add(shadowLight); shadowEnvironment.shadowMap = shadowLight; } }