Example usage for com.badlogic.gdx.graphics.g3d.materials TextureAttribute diffuseTexture

List of usage examples for com.badlogic.gdx.graphics.g3d.materials TextureAttribute diffuseTexture

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.g3d.materials TextureAttribute diffuseTexture.

Prototype

String diffuseTexture

To view the source code for com.badlogic.gdx.graphics.g3d.materials TextureAttribute diffuseTexture.

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Usage

From source file:com.badlogic.gdx.graphics.g3d.test.StillModelViewerGL20.java

License:Apache License

@Override
public void create() {
    long start = System.nanoTime();
    model = ModelLoaderRegistry.loadStillModel(Gdx.files.internal(fileName));
    Gdx.app.log("StillModelViewer", "loading took: " + (System.nanoTime() - start) / 1000000000.0f);

    if (textureFileNames.length != 0) {
        textures = new Texture[textureFileNames.length];
        for (int i = 0; i < textureFileNames.length; i++) {
            textures[i] = new Texture(Gdx.files.internal(textureFileNames[i]), i > 0 ? false : true);
        }/*  w w  w .j  a  va  2 s.  co m*/
    }

    model.getBoundingBox(bounds);
    float len = bounds.getDimensions().len();
    System.out.println("bounds: " + bounds);

    cam = new PerspectiveCamera(60, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.position.set(bounds.getCenter().cpy().add(len / 2, len / 2, len / 2));
    cam.lookAt(bounds.getCenter().x, bounds.getCenter().y, bounds.getCenter().z);
    cam.near = 0.1f;
    cam.far = 64;

    batch = new SpriteBatch();
    font = new BitmapFont();

    // shader1 = ShaderLoader.createShader("light", "light");
    // shader2 = ShaderLoader.createShader("vertexpath", "vertexpath");

    lightManager = new LightManager(4, LightQuality.VERTEX);
    lightManager.dirLight = new DirectionalLight();
    lightManager.dirLight.color.set(0.09f, 0.07f, 0.09f, 0);
    lightManager.dirLight.direction.set(-.4f, -1, 0.03f).nor();

    for (int i = 0; i < 4; i++) {
        PointLight l = new PointLight();
        l.position.set(-MathUtils.random(8) + 4, MathUtils.random(3), -MathUtils.random(6) + 3);

        l.color.r = MathUtils.random();
        l.color.b = MathUtils.random();
        l.color.g = MathUtils.random();
        l.intensity = 3;
        lightManager.addLigth(l);
    }
    lightManager.ambientLight.set(.03f, 0.05f, 0.06f, 0);

    protoRenderer = new PrototypeRendererGL20(lightManager);
    protoRenderer.cam = cam;

    MaterialAttribute c1 = new ColorAttribute(new Color(0.5f, 0.51f, 0.51f, 1.0f), ColorAttribute.specular);
    MaterialAttribute c2 = new ColorAttribute(new Color(0.95f, 0.95f, 0.95f, 1.0f), ColorAttribute.diffuse);
    MaterialAttribute t0 = new TextureAttribute(textures[0], 0, TextureAttribute.diffuseTexture);
    Material material = new Material("basic", c1, c2, t0);

    model.setMaterial(material);
    instance = new StillModelNode();
    instance.getTransform().translate(-len / 2, -1, 2);
    instance.radius = bounds.getDimensions().len() / 2;

    instance2 = new StillModelNode();
    instance2.getTransform().translate(len / 2, -1, -7);

    instance2.radius = instance.radius;

}