Example usage for com.badlogic.gdx.graphics.g3d.environment PointLight PointLight

List of usage examples for com.badlogic.gdx.graphics.g3d.environment PointLight PointLight

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.g3d.environment PointLight PointLight.

Prototype

PointLight

Source Link

Usage

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;
    }
}