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Java IntAttribute类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中com.badlogic.gdx.graphics.g3d.attributes.IntAttribute的典型用法代码示例。如果您正苦于以下问题:Java IntAttribute类的具体用法?Java IntAttribute怎么用?Java IntAttribute使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



IntAttribute类属于com.badlogic.gdx.graphics.g3d.attributes包,在下文中一共展示了IntAttribute类的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。

示例1: createOutlineModel

import com.badlogic.gdx.graphics.g3d.attributes.IntAttribute; //导入依赖的package包/类
public static void createOutlineModel(Model model, Color outlineColor, float fattenAmount) {
	fatten(model, fattenAmount);
	for (Material m : model.materials) {
		m.clear();
		m.set(new IntAttribute(IntAttribute.CullFace, Gdx.gl.GL_FRONT));
		m.set(ColorAttribute.createDiffuse(outlineColor));
	}
}
 
开发者ID:jsjolund,项目名称:GdxDemo3D,代码行数:9,代码来源:ModelFactory.java


示例2: bindMaterial

import com.badlogic.gdx.graphics.g3d.attributes.IntAttribute; //导入依赖的package包/类
protected void bindMaterial (final Renderable renderable) {
	if (currentMaterial == renderable.material) return;

	int cullFace = config.defaultCullFace == -1 ? defaultCullFace : config.defaultCullFace;
	int depthFunc = config.defaultDepthFunc == -1 ? defaultDepthFunc : config.defaultDepthFunc;
	float depthRangeNear = 0f;
	float depthRangeFar = 1f;
	boolean depthMask = true;

	currentMaterial = renderable.material;
	for (final Attribute attr : currentMaterial) {
		final long t = attr.type;
		if (BlendingAttribute.is(t)) {
			context.setBlending(true, ((BlendingAttribute)attr).sourceFunction, ((BlendingAttribute)attr).destFunction);
			set(u_opacity, ((BlendingAttribute)attr).opacity);
		} else if ((t & IntAttribute.CullFace) == IntAttribute.CullFace)
			cullFace = ((IntAttribute)attr).value;
		else if ((t & FloatAttribute.AlphaTest) == FloatAttribute.AlphaTest)
			set(u_alphaTest, ((FloatAttribute)attr).value);
		else if ((t & DepthTestAttribute.Type) == DepthTestAttribute.Type) {
			DepthTestAttribute dta = (DepthTestAttribute)attr;
			depthFunc = dta.depthFunc;
			depthRangeNear = dta.depthRangeNear;
			depthRangeFar = dta.depthRangeFar;
			depthMask = dta.depthMask;
		} else if (!config.ignoreUnimplemented) throw new GdxRuntimeException("Unknown material attribute: " + attr.toString());
	}

	context.setCullFace(cullFace);
	context.setDepthTest(depthFunc, depthRangeNear, depthRangeFar);
	context.setDepthMask(depthMask);
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:33,代码来源:DefaultShader.java


示例3: bindMaterial

import com.badlogic.gdx.graphics.g3d.attributes.IntAttribute; //导入依赖的package包/类
protected void bindMaterial(final Renderable renderable) {
    if (currentMaterial == renderable.material)
        return;

    int cullFace = config.defaultCullFace == -1 ? defaultCullFace : config.defaultCullFace;
    int depthFunc = config.defaultDepthFunc == -1 ? defaultDepthFunc : config.defaultDepthFunc;
    float depthRangeNear = 0f;
    float depthRangeFar = 1f;
    boolean depthMask = true;

    currentMaterial = renderable.material;
    for (final Attribute attr : currentMaterial) {
        final long t = attr.type;
        if (BlendingAttribute.is(t)) {
            context.setBlending(true, ((BlendingAttribute) attr).sourceFunction, ((BlendingAttribute) attr).destFunction);
        } else if ((t & IntAttribute.CullFace) == IntAttribute.CullFace)
            cullFace = ((IntAttribute) attr).value;
        else if ((t & DepthTestAttribute.Type) == DepthTestAttribute.Type) {
            DepthTestAttribute dta = (DepthTestAttribute) attr;
            depthFunc = dta.depthFunc;
            depthRangeNear = dta.depthRangeNear;
            depthRangeFar = dta.depthRangeFar;
            depthMask = dta.depthMask;
        } else if (!config.ignoreUnimplemented)
            throw new GdxRuntimeException("Unknown material attribute: " + attr.toString());
    }

    context.setCullFace(cullFace);
    context.setDepthTest(depthFunc, depthRangeNear, depthRangeFar);
    context.setDepthMask(depthMask);
}
 
开发者ID:langurmonkey,项目名称:gaiasky,代码行数:32,代码来源:AtmosphereShader.java


示例4: create

import com.badlogic.gdx.graphics.g3d.attributes.IntAttribute; //导入依赖的package包/类
@Override
	public void create () {
		super.create();

		world.add("ground", 0f, 0f, 0f).setColor(0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(),
			0.25f + 0.5f * (float)Math.random(), 1f);

		float x0 = -2f, y0 = 6f, z0 = -2f;
		float x1 = 8f, y1 = 6f, z1 = 8f;
		Vector3 patch00 = new Vector3(x0, y0, z0);
		Vector3 patch10 = new Vector3(x1, y1, z0);
		Vector3 patch01 = new Vector3(x0, y0, z1);
		Vector3 patch11 = new Vector3(x1, y1, z1);
		softBody = btSoftBodyHelpers.CreatePatch(worldInfo, patch00, patch10, patch01, patch11, 15, 15, 15, false);
		softBody.takeOwnership();
		softBody.setTotalMass(100f);
//        softBody.setConfig_kDP(0.2f);
//        softBody.setConfig_kCHR(0.99f);
//        softBody.setConfig_kKHR(0.99f);
//        softBody.setConfig_kSHR(0.99f);
		((btSoftRigidDynamicsWorld)(world.collisionWorld)).addSoftBody(softBody);

		final int vertCount = softBody.getNodeCount();
		final int faceCount = softBody.getFaceCount();
		mesh = new Mesh(false, vertCount, faceCount * 3, new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE),
			new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE), new VertexAttribute(Usage.TextureCoordinates, 2,
				ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
		final int vertSize = mesh.getVertexSize() / 4;
		mesh.getVerticesBuffer().position(0);
		mesh.getVerticesBuffer().limit(vertCount * vertSize);
		mesh.getIndicesBuffer().position(0);
		mesh.getIndicesBuffer().limit(faceCount * 3);
		softBody.getVertices(mesh.getVerticesBuffer(), vertCount, mesh.getVertexSize(), 0);
		softBody.getIndices(mesh.getIndicesBuffer(), faceCount);

		final float[] verts = new float[vertCount * vertSize];
		final int uvOffset = mesh.getVertexAttribute(Usage.TextureCoordinates).offset / 4;
		final int normalOffset = mesh.getVertexAttribute(Usage.Normal).offset / 4;
		mesh.getVertices(verts);
		for (int i = 0; i < vertCount; i++) {
			verts[i * vertSize + normalOffset] = 0f;
			verts[i * vertSize + normalOffset + 1] = 1f;
			verts[i * vertSize + normalOffset + 2] = 0f;
			verts[i * vertSize + uvOffset] = (verts[i * vertSize] - x0) / (x1 - x0);
			verts[i * vertSize + uvOffset + 1] = (verts[i * vertSize + 2] - z0) / (z1 - z0);
		}
		mesh.setVertices(verts);
		texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));

		model = ModelBuilder.createFromMesh(mesh, GL20.GL_TRIANGLES, new Material(TextureAttribute.createDiffuse(texture),
			ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(64f), IntAttribute.createCullFace(0)));
		instance = new ModelInstance(model);
		world.add(new BulletEntity(instance, null));

        shoot(320f, 240f, 20f);
    }
 
开发者ID:Matsemann,项目名称:eamaster,代码行数:57,代码来源:SoftBodyTest.java


示例5: create

import com.badlogic.gdx.graphics.g3d.attributes.IntAttribute; //导入依赖的package包/类
@Override
public void create () {
	super.create();

	world.add("ground", 0f, 0f, 0f).setColor(0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(),
		0.25f + 0.5f * (float)Math.random(), 1f);

	float x0 = -2f, y0 = 6f, z0 = -2f;
	float x1 = 8f, y1 = 6f, z1 = 8f;
	Vector3 patch00 = new Vector3(x0, y0, z0);
	Vector3 patch10 = new Vector3(x1, y1, z0);
	Vector3 patch01 = new Vector3(x0, y0, z1);
	Vector3 patch11 = new Vector3(x1, y1, z1);
	softBody = btSoftBodyHelpers.CreatePatch(worldInfo, patch00, patch10, patch01, patch11, 15, 15, 15, false);
	softBody.takeOwnership();
	softBody.setTotalMass(100f);
	((btSoftRigidDynamicsWorld)(world.collisionWorld)).addSoftBody(softBody);

	final int vertCount = softBody.getNodeCount();
	final int faceCount = softBody.getFaceCount();
	mesh = new Mesh(false, vertCount, faceCount * 3, new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE),
		new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE), new VertexAttribute(Usage.TextureCoordinates, 2,
			ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
	final int vertSize = mesh.getVertexSize() / 4;
	mesh.getVerticesBuffer().position(0);
	mesh.getVerticesBuffer().limit(vertCount * vertSize);
	mesh.getIndicesBuffer().position(0);
	mesh.getIndicesBuffer().limit(faceCount * 3);
	softBody.getVertices(mesh.getVerticesBuffer(), vertCount, mesh.getVertexSize(), 0);
	softBody.getIndices(mesh.getIndicesBuffer(), faceCount);

	final float[] verts = new float[vertCount * vertSize];
	final int uvOffset = mesh.getVertexAttribute(Usage.TextureCoordinates).offset / 4;
	final int normalOffset = mesh.getVertexAttribute(Usage.Normal).offset / 4;
	mesh.getVertices(verts);
	for (int i = 0; i < vertCount; i++) {
		verts[i * vertSize + normalOffset] = 0f;
		verts[i * vertSize + normalOffset + 1] = 1f;
		verts[i * vertSize + normalOffset + 2] = 0f;
		verts[i * vertSize + uvOffset] = (verts[i * vertSize] - x0) / (x1 - x0);
		verts[i * vertSize + uvOffset + 1] = (verts[i * vertSize + 2] - z0) / (z1 - z0);
	}
	mesh.setVertices(verts);
	texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));

	model = ModelBuilder.createFromMesh(mesh, GL20.GL_TRIANGLES, new Material(TextureAttribute.createDiffuse(texture),
		ColorAttribute.createSpecular(Color.WHITE), FloatAttribute.createShininess(64f), IntAttribute.createCullFace(0)));
	instance = new ModelInstance(model);
	world.add(new BulletEntity(instance, null));
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:51,代码来源:SoftBodyTest.java


示例6: touch

import com.badlogic.gdx.graphics.g3d.attributes.IntAttribute; //导入依赖的package包/类
/**
 * Initialises the texture if it is not initialised yet
 */
public void touch() {
    if (GlobalConf.scene.LAZY_TEXTURE_INIT && !initialised) {

        if (tc != null) {
            if (!loading) {
                Logger.info(I18n.bundle.format("notif.loading", tc.base));
                tc.initialize(manager);
                // Set to loading
                loading = true;
            } else if (tc.isFinishedLoading(manager)) {
                Gdx.app.postRunnable(() -> {
                    tc.initMaterial(manager, instance, cc, culling);
                });

                // Set to initialised
                initialised = true;
                loading = false;
            }
        } else {
            // Use color if necessary
            if (cc != null && useColor) {
                // Regular mesh, we use the color
                int n = instance.materials.size;
                for (int i = 0; i < n; i++) {
                    Material material = instance.materials.get(i);
                    if (material.get(TextureAttribute.Ambient) == null && material.get(TextureAttribute.Diffuse) == null) {
                        material.set(new ColorAttribute(ColorAttribute.Diffuse, cc[0], cc[1], cc[2], cc[3]));
                        material.set(new ColorAttribute(ColorAttribute.Ambient, cc[0], cc[1], cc[2], cc[3]));
                        if (!culling)
                            material.set(new IntAttribute(IntAttribute.CullFace, GL20.GL_NONE));
                    }
                }
            }
            // Set to initialised
            initialised = true;
            loading = false;
        }

    }

}
 
开发者ID:langurmonkey,项目名称:gaiasky,代码行数:45,代码来源:ModelComponent.java



注:本文中的com.badlogic.gdx.graphics.g3d.attributes.IntAttribute类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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