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/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.tests.g3d;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g3d.Environment;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight;
import com.badlogic.gdx.graphics.g3d.utils.CameraInputController;
import com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider;
import com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.tests.utils.GdxTest;
import us.ihmc.rdx.Lwjgl3ApplicationAdapter;
import us.ihmc.rdx.tools.LibGDXApplicationCreator;

public class ShadowMappingTest extends GdxTest {
	PerspectiveCamera cam;
	CameraInputController camController;
	ModelBatch modelBatch;
	Model model;
	ModelInstance instance;
	Environment environment;
	DirectionalShadowLight shadowLight;
	ModelBatch shadowBatch;

	@Override
	public void create () {
		modelBatch = new ModelBatch();
		environment = new Environment();
		environment.set(new ColorAttribute(ColorAttribute.AmbientLight, .4f, .4f, .4f, 1f));
		environment.add((shadowLight = new DirectionalShadowLight(1024, 1024, 30f, 30f, 1f, 100f)).set(0.8f, 0.8f, 0.8f, -1f, -.8f,
			-.2f));
		environment.shadowMap = shadowLight;

		cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
		cam.position.set(0f, 7f, 10f);
		cam.lookAt(0, 0, 0);
		cam.near = 1f;
		cam.far = 50f;
		cam.update();

		ModelBuilder modelBuilder = new ModelBuilder();
		modelBuilder.begin();
		MeshPartBuilder mpb = modelBuilder.part("parts", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.ColorUnpacked,
			new Material(ColorAttribute.createDiffuse(Color.WHITE)));
		mpb.setColor(1f, 1f, 1f, 1f);
		mpb.box(0, -1.5f, 0, 10, 1, 10);
		mpb.setColor(1f, 0f, 1f, 1f);
		mpb.sphere(2f, 2f, 2f, 10, 10);
		model = modelBuilder.end();
		instance = new ModelInstance(model);

		shadowBatch = new ModelBatch(new DepthShaderProvider());

		Gdx.input.setInputProcessor(camController = new CameraInputController(cam));
	}

	@Override
	public void render () {
		camController.update();

		Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
		Gdx.gl.glClearColor(0, 0, 0, 1);
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

		shadowLight.begin(Vector3.Zero, cam.direction);
		shadowBatch.begin(shadowLight.getCamera());
		shadowBatch.render(instance);
		shadowBatch.end();
		shadowLight.end();

		modelBatch.begin(cam);
		modelBatch.render(instance, environment);
		modelBatch.end();
	}

	@Override
	public void dispose () {
		modelBatch.dispose();
		model.dispose();
	}

	public boolean needsGL20 () {
		return true;
	}

	public void resume () {
	}

	public void resize (int width, int height) {
	}

	public void pause () {
	}

	public static void main(String[] args)
	{
		ShadowMappingTest shadowMappingTest = new ShadowMappingTest();
		LibGDXApplicationCreator.launchGDXApplication(new Lwjgl3ApplicationAdapter()
		{
			@Override
			public void create()
			{
				shadowMappingTest.create();
			}

			@Override
			public void render()
			{
				shadowMappingTest.render();
			}

			@Override
			public void dispose()
			{
				shadowMappingTest.dispose();
			}
		}, ShadowMappingTest.class);
	}
}




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