public SpotLight set (final SpotLight copyFrom) { return set(copyFrom.color, copyFrom.position, copyFrom.direction, copyFrom.intensity, copyFrom.cutoffAngle, copyFrom.exponent); }
public SpotLight set (final SpotLight copyFrom) { return set(copyFrom.color, copyFrom.position, copyFrom.direction, copyFrom.intensity, copyFrom.cutoffAngle, copyFrom.exponent); }
@Override public void begin (final Camera camera, final RenderContext context) { super.begin(camera, context); for (final DirectionalLight dirLight : directionalLights) dirLight.set(0, 0, 0, 0, -1, 0); for (final PointLight pointLight : pointLights) pointLight.set(0, 0, 0, 0, 0, 0, 0); for (final SpotLight spotLight : spotLights) spotLight.set(0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0); lightsSet = false; if (has(u_time)) set(u_time, time += Gdx.graphics.getDeltaTime()); }
@Override public void begin (final Camera camera, final RenderContext context) { super.begin(camera, context); for (final DirectionalLight dirLight : directionalLights) dirLight.set(0, 0, 0, 0, -1, 0); for (final PointLight pointLight : pointLights) pointLight.set(0, 0, 0, 0, 0, 0, 0); for (final SpotLight spotLight : spotLights) spotLight.set(0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0); lightsSet = false; if (has(u_time)) set(u_time, time += Gdx.graphics.getDeltaTime()); }
continue; else spotLights[i].set(spots.get(i));
continue; else spotLights[i].set(spots.get(i));
public SpotLight set (final SpotLight copyFrom) { return set(copyFrom.color, copyFrom.position, copyFrom.direction, copyFrom.intensity, copyFrom.cutoffAngle, copyFrom.exponent); }
@Override public void begin (final Camera camera, final RenderContext context) { super.begin(camera, context); for (final DirectionalLight dirLight : directionalLights) dirLight.set(0, 0, 0, 0, -1, 0); for (final PointLight pointLight : pointLights) pointLight.set(0, 0, 0, 0, 0, 0, 0); for (final SpotLight spotLight : spotLights) spotLight.set(0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0); lightsSet = false; if (has(u_time)) set(u_time, time += Gdx.graphics.getDeltaTime()); }
private void spawnLight(BlenderLight bLight) { Vector3 direction = new Vector3(V3_DOWN); direction.rotate(Vector3.X, bLight.rotation.x); direction.rotate(Vector3.Z, bLight.rotation.z); direction.rotate(Vector3.Y, bLight.rotation.y); // TODO: Don't know how to map lamp intensity in blender to libgdx correctly float intensity = bLight.lamp_energy; float cutoffAngle = bLight.lamp_falloff; float exponent = 1; if (bLight.type.equals("PointLamp")) { BaseLight<?> light = new PointLight().set( bLight.lamp_color.r, bLight.lamp_color.g, bLight.lamp_color.b, bLight.position, bLight.lamp_energy); lights.add(light); } else if (bLight.type.equals("SpotLamp")) { BaseLight<?> light = new SpotLight().set(bLight.lamp_color, bLight.position, direction, intensity, cutoffAngle, exponent); lights.add(light); } else if (bLight.type.equals("SunLamp")) { BaseLight<?> light = new DirectionalLight().set( bLight.lamp_color.r, bLight.lamp_color.g, bLight.lamp_color.b, direction.x, direction.y, direction.z); lights.add(light); shadowCameraDirection.set(direction); } }
continue; else spotLights[i].set(spots.get(i));