Example usage for com.badlogic.gdx.graphics.g3d ModelBatch ModelBatch

List of usage examples for com.badlogic.gdx.graphics.g3d ModelBatch ModelBatch

Introduction

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

Prototype

public ModelBatch(final ShaderProvider shaderProvider) 

Source Link

Document

Construct a ModelBatch

Usage

From source file:com.andgate.ikou.view.GameScreen.java

License:Open Source License

private void createEnvironment() {
    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
    environment.set(new ColorAttribute(ColorAttribute.Fog, 1f, 1f, 1f, 1f));
    environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));

    shadowLight = new DirectionalShadowLight(1024, 1024, 60f, 60f, .1f, 50f);
    shadowLight.set(0.8f, 0.8f, 0.8f, -1f, -.8f, -.2f);
    //environment.shadowMap = shadowLight;

    shadowBatch = new ModelBatch(new DepthShaderProvider());
}

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);
    //// w w  w . j av a 2 s. c  o  m
    //      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

public static void createBatchs() {
    Config modelConfigShader = new Config(Gdx.files.classpath(VERTEX_SHADER).readString(),
            Gdx.files.classpath(FRAGMENT_SHADER).readString());

    modelConfigShader.numBones = MAX_BONES;
    modelConfigShader.numDirectionalLights = 0;
    modelConfigShader.numPointLights = 0;
    modelConfigShader.numSpotLights = 0;

    modelBatch = new ModelBatch(new DefaultShaderProvider(modelConfigShader));

    shadowBatch = new ModelBatch(new DepthShaderProvider());
    floorBatch = new ModelBatch(new DefaultShaderProvider(Gdx.files.classpath(VERTEX_SHADER),
            Gdx.files.classpath(FLOOR_FRAGMENT_SHADER)));
}

From source file:org.bladecoder.bladeengine.model.Sprite3DRenderer.java

License:Apache License

public static void createBatchs() {
    Config modelConfigShader = new Config(
            Gdx.files.classpath("org/bladecoder/engine/shading/cel.vertex.glsl").readString(),
            Gdx.files.classpath("org/bladecoder/engine/shading/cel.fragment.glsl").readString());

    modelConfigShader.numBones = MAX_BONES;
    modelConfigShader.numDirectionalLights = 0;
    modelConfigShader.numPointLights = 0;
    modelConfigShader.numSpotLights = 0;

    modelBatch = new ModelBatch(new DefaultShaderProvider(modelConfigShader));

    shadowBatch = new ModelBatch(new DepthShaderProvider());
    floorBatch = new ModelBatch(
            new DefaultShaderProvider(Gdx.files.classpath("org/bladecoder/engine/shading/cel.vertex.glsl"),
                    Gdx.files.classpath("org/bladecoder/engine/shading/floor.fragment.glsl")));
}