本文整理汇总了Java中com.badlogic.gdx.graphics.g3d.Attributes类的典型用法代码示例。如果您正苦于以下问题:Java Attributes类的具体用法?Java Attributes怎么用?Java Attributes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。
Attributes类属于com.badlogic.gdx.graphics.g3d包,在下文中一共展示了Attributes类的11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: render
import com.badlogic.gdx.graphics.g3d.Attributes; //导入依赖的package包/类
@Override
public void render(final Renderable renderable, final Attributes combinedAttributes) {
boolean firstCall = true;
for(final LightWrapper light : lights) {
light.applyToShader(program);
if(firstCall){
context.setDepthTest(GL20.GL_LEQUAL);
context.setBlending(false, GL20.GL_ONE, GL20.GL_ONE);
super.render(renderable, combinedAttributes);
firstCall = false;
}else{
context.setDepthTest(GL20.GL_EQUAL);
context.setBlending(true, GL20.GL_ONE, GL20.GL_ONE);
renderable.meshPart.render(program, false);
}
}
}
开发者ID:ncguy2,项目名称:Argent,代码行数:18,代码来源:ShadowMapShader.java
示例2: render
import com.badlogic.gdx.graphics.g3d.Attributes; //导入依赖的package包/类
@Override
public void render(final Renderable renderable, final Attributes combinedAttributes) {
renderable.meshPart.primitiveType = GL20.GL_TRIANGLES;
final boolean[] firstCall = {true};
lights.forEach(l -> {
l.applyToShader(program);
if(Gdx.input.isKeyJustPressed(Input.Keys.L))
for (String s : program.getUniforms()) {
System.out.println(s);
}
if(true) {
context.setDepthTest(GL20.GL_LEQUAL);
context.setBlending(false, GL20.GL_ONE, GL20.GL_ONE);
super.render(renderable, combinedAttributes);
firstCall[0] = false;
}else{
context.setDepthTest(GL20.GL_EQUAL);
context.setBlending(true, GL20.GL_ONE, GL20.GL_ONE);
MeshPart part = renderable.meshPart;
part.mesh.render(program, part.primitiveType, part.offset, part.size, false);
}
});
}
开发者ID:ncguy2,项目名称:Argent,代码行数:24,代码来源:VolumetricDepthShader.java
示例3: render
import com.badlogic.gdx.graphics.g3d.Attributes; //导入依赖的package包/类
@Override
public void render(Renderable renderable, Attributes combinedAttributes)
{
// context.setCullFace(GL_BACK);
// Classic depth test
context.setDepthTest(GL20.GL_LEQUAL);
// Deactivate blending on first pass
context.setBlending(false, GL20.GL_ONE, GL20.GL_ONE);
context.setDepthMask(true);
if (!combinedAttributes.has(BlendingAttribute.Type))
context.setBlending(false, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
super.render(renderable, combinedAttributes);
// program.begin();
// super.render(renderable, combinedAttributes);
// program.end();
}
开发者ID:arksu,项目名称:origin,代码行数:23,代码来源:ShadowShader.java
示例4: set
import com.badlogic.gdx.graphics.g3d.Attributes; //导入依赖的package包/类
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
if (renderable.environment == null)
shader.program.setUniform3fv(shader.loc(inputID), ones, 0, ones.length);
else {
renderable.worldTransform.getTranslation(tmpV1);
if (renderable.environment.has(ColorAttribute.AmbientLight))
cacheAmbientCubemap.set(((ColorAttribute)renderable.environment.get(ColorAttribute.AmbientLight)).color);
for (int i = dirLightsOffset; i < renderable.environment.directionalLights.size; i++)
cacheAmbientCubemap.add(renderable.environment.directionalLights.get(i).color,
renderable.environment.directionalLights.get(i).direction);
for (int i = pointLightsOffset; i < renderable.environment.pointLights.size; i++)
cacheAmbientCubemap.add(renderable.environment.pointLights.get(i).color,
renderable.environment.pointLights.get(i).position, tmpV1,
renderable.environment.pointLights.get(i).intensity);
cacheAmbientCubemap.clamp();
shader.program.setUniform3fv(shader.loc(inputID), cacheAmbientCubemap.data, 0, cacheAmbientCubemap.data.length);
}
}
开发者ID:basherone,项目名称:libgdxcn,代码行数:24,代码来源:DefaultShader.java
示例5: render
import com.badlogic.gdx.graphics.g3d.Attributes; //导入依赖的package包/类
@Override
public void render(final Renderable renderable, final Attributes combinedAttributes) {
try{
super.render(renderable, combinedAttributes);
}catch (NullPointerException npe) {
}
}
开发者ID:ncguy2,项目名称:Argent,代码行数:9,代码来源:SimpleTextureShader.java
示例6: render
import com.badlogic.gdx.graphics.g3d.Attributes; //导入依赖的package包/类
@Override public void render(final Renderable renderable, final Attributes combinedAttributes) {
renderable.meshPart.primitiveType = info.primitive.id;
try {
super.render(renderable, combinedAttributes);
}catch (Exception e) {
e.printStackTrace();
}
}
开发者ID:ncguy2,项目名称:Argent,代码行数:10,代码来源:DynamicShader.java
示例7: set
import com.badlogic.gdx.graphics.g3d.Attributes; //导入依赖的package包/类
@Override
public void set(BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes)
{
if (com.a2client.Config.getInstance()._renderShadows)
{
shader.set(inputID, Render.toShadowMapSpace);
}
}
开发者ID:arksu,项目名称:origin,代码行数:9,代码来源:ModelShader.java
示例8: render
import com.badlogic.gdx.graphics.g3d.Attributes; //导入依赖的package包/类
public void render (Renderable renderable, final Attributes combinedAttributes) {
for (int u, i = 0; i < localUniforms.size; ++i)
if (setters.get(u = localUniforms.get(i)) != null) setters.get(u).set(this, u, renderable, combinedAttributes);
if (currentMesh != renderable.mesh) {
if (currentMesh != null) currentMesh.unbind(program, tempArray.items);
currentMesh = renderable.mesh;
currentMesh.bind(program, getAttributeLocations(renderable.mesh.getVertexAttributes()));
}
renderable.mesh.render(program, renderable.primitiveType, renderable.meshPartOffset, renderable.meshPartSize, false);
}
开发者ID:basherone,项目名称:libgdxcn,代码行数:11,代码来源:BaseShader.java
示例9: render
import com.badlogic.gdx.graphics.g3d.Attributes; //导入依赖的package包/类
@Override
public void render(final Renderable renderable, final Attributes combinedAttributes) {
super.render(renderable, combinedAttributes);
}
开发者ID:ncguy2,项目名称:Argent,代码行数:5,代码来源:NormalTextureShader.java
示例10: render
import com.badlogic.gdx.graphics.g3d.Attributes; //导入依赖的package包/类
@Override
public void render(final Renderable renderable, final Attributes combinedAttributes)
{
super.render(renderable, combinedAttributes);
}
开发者ID:ncguy2,项目名称:Argent,代码行数:6,代码来源:DepthMapShader.java
示例11: render
import com.badlogic.gdx.graphics.g3d.Attributes; //导入依赖的package包/类
@Override
public void render(Renderable renderable, Attributes combinedAttributes) {
setPrimitiveType(renderable);
super.render(renderable, combinedAttributes);
restorePrimitiveType(renderable);
}
开发者ID:msk610,项目名称:Chemtris,代码行数:7,代码来源:WireframeShader.java
注:本文中的com.badlogic.gdx.graphics.g3d.Attributes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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