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- package atmos;
- import java.text.DecimalFormat;
- import java.text.MessageFormat;
- import java.util.Random;
- import com.badlogic.gdx.ApplicationListener;
- import com.badlogic.gdx.Gdx;
- import com.badlogic.gdx.Input.Keys;
- import com.badlogic.gdx.InputAdapter;
- import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
- import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
- import com.badlogic.gdx.graphics.Color;
- import com.badlogic.gdx.graphics.GL10;
- import com.badlogic.gdx.graphics.OrthographicCamera;
- import com.badlogic.gdx.graphics.Pixmap;
- import com.badlogic.gdx.graphics.Pixmap.Format;
- import com.badlogic.gdx.graphics.Texture;
- import com.badlogic.gdx.graphics.g2d.BitmapFont;
- import com.badlogic.gdx.graphics.g2d.SpriteBatch;
- import com.badlogic.gdx.graphics.glutils.ShaderProgram;
- import com.badlogic.gdx.math.Matrix4;
- import com.badlogic.gdx.math.Vector2;
- import com.badlogic.gdx.math.Vector3;
- /**
- * Simple illumination model with shaders in LibGDX.
- * @author davedes
- */
- public class Illumination2D implements ApplicationListener {
- Texture texture, texture_n;
- boolean flipY;
- Texture normalBase;
- OrthographicCamera cam;
- SpriteBatch fxBatch, batch;
- Matrix4 transform = new Matrix4();
- Random rnd = new Random();
- // position of our light
- final Vector3 DEFAULT_LIGHT_POS = new Vector3(0f, 0f, 0.07f);
- // the color of our light
- final Vector3 DEFAULT_LIGHT_COLOR = new Vector3(1f, 0.7f, 0.6f);
- // the ambient color (color to use when unlit)
- final Vector3 DEFAULT_AMBIENT_COLOR = new Vector3(0.3f, 0.3f, 1f);
- // the attenuation factor: x=constant, y=linear, z=quadratic
- final Vector3 DEFAULT_ATTENUATION = new Vector3(0.4f, 3f, 20f);
- // the ambient intensity (brightness to use when unlit)
- final float DEFAULT_AMBIENT_INTENSITY = 0.2f;
- final float DEFAULT_STRENGTH = 1f;
- final Color NORMAL_VCOLOR = new Color(1f,1f,1f,DEFAULT_STRENGTH);
- // the position of our light in 3D space
- Vector3 lightPos = new Vector3(DEFAULT_LIGHT_POS);
- // the resolution of our game/graphics
- Vector2 resolution = new Vector2();
- // the current attenuation
- Vector3 attenuation = new Vector3(DEFAULT_ATTENUATION);
- // the current ambient intensity
- float ambientIntensity = DEFAULT_AMBIENT_INTENSITY;
- float strength = DEFAULT_STRENGTH;
- // whether to use attenuation/shadows
- boolean useShadow = true;
- // whether to use lambert shading (with our normal map)
- boolean useNormals = true;
- DecimalFormat DEC_FMT = new DecimalFormat("0.00000");
- ShaderProgram program;
- BitmapFont font;
- private int texWidth, texHeight;
- final String TEXT = "Use number keys to adjust parameters:\n" +
- "1: Randomize Ambient Color\n" +
- "2: Randomize Ambient Intensity {0}\n" +
- "3: Randomize Light Color\n" +
- "4/5: Increase/decrease constant attenuation: {1}\n" +
- "6/7: Increase/decrease linear attenuation: {2}\n" +
- "8/9: Increase/decrease quadratic attenuation: {3}\n" +
- "0: Reset parameters\n" +
- "RIGHT/LEFT: Increase/decrease normal map intensity: {4}\n" +
- "UP/DOWN: Increase/decrease lightDir.z: {5}\n\n" +
- "S toggles attenuation, N toggles normal shading\n" +
- "T to toggle textures";
- private Texture rock, rock_n, teapot, teapot_n;
- public void create() {
- // load our textures
- rock = new Texture(Gdx.files.internal("data/teapot.png"));
- rock_n = new Texture(Gdx.files.internal("data/teapot_n.png"));
- teapot = new Texture(Gdx.files.internal("data/rock.png"));
- teapot_n = new Texture(Gdx.files.internal("data/rock_n.png"));
- texture = teapot;
- texture_n = teapot_n;
- flipY = texture==rock;
- //we only use this to show what the strength-adjusted normal map looks like on screen
- Pixmap pix = new Pixmap(1, 1, Format.RGB565);
- pix.setColor(0.5f, 0.5f, 1.0f, 1.0f);
- pix.fill();
- normalBase = new Texture(pix);
- texWidth = texture.getWidth();
- texHeight = texture.getHeight();
- // a simple 2D orthographic camera
- cam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
- cam.setToOrtho(false);
- // create our shader program...
- program = createShader();
- // now we create our sprite batch for our shader
- fxBatch = new SpriteBatch(100, program);
- // setShader is needed; perhaps this is a LibGDX bug?
- fxBatch.setShader(program);
- fxBatch.setProjectionMatrix(cam.combined);
- fxBatch.setTransformMatrix(transform);
- // usually we would just use a single batch for our application,
- // but for demonstration let's also show the un-affected image
- batch = new SpriteBatch(100);
- batch.setProjectionMatrix(cam.combined);
- batch.setTransformMatrix(transform);
- // quick little input for debugging -- press S to toggle shadows, N to
- // toggle normals
- Gdx.input.setInputProcessor(new InputAdapter() {
- public boolean keyDown(int key) {
- if (key == Keys.S) {
- useShadow = !useShadow;
- return true;
- } else if (key == Keys.N) {
- useNormals = !useNormals;
- return true;
- } else if (key == Keys.NUM_1) {
- program.begin();
- program.setUniformf("ambientColor", rndColor());
- program.end();
- return true;
- } else if (key == Keys.NUM_2) {
- ambientIntensity = rnd.nextFloat();
- return true;
- } else if (key == Keys.NUM_3) {
- program.begin();
- program.setUniformf("lightColor", rndColor());
- program.end();
- return true;
- } else if (key == Keys.NUM_0) {
- attenuation.set(DEFAULT_ATTENUATION);
- ambientIntensity = DEFAULT_AMBIENT_INTENSITY;
- lightPos.set(DEFAULT_LIGHT_POS);
- strength = DEFAULT_STRENGTH;
- program.begin();
- program.setUniformf("lightColor", DEFAULT_LIGHT_COLOR);
- program.setUniformf("ambientColor", DEFAULT_AMBIENT_COLOR);
- program.setUniformf("ambientIntensity", ambientIntensity);
- program.setUniformf("attenuation", attenuation);
- program.setUniformf("lightPos", lightPos);
- program.setUniformf("strength", strength);
- program.end();
- } else if (key == Keys.T) {
- texture = texture==teapot ? rock : teapot;
- texture_n = texture_n==teapot_n ? rock_n : teapot_n;
- flipY = texture==rock;
- texWidth = texture.getWidth();
- texHeight = texture.getHeight();
- program.begin();
- program.setUniformi("yInvert", flipY ? 1 : 0);
- program.end();
- }
- return false;
- }
- });
- font = new BitmapFont();
- }
- private Vector3 rndColor() {
- return new Vector3(rnd.nextFloat(), rnd.nextFloat(), rnd.nextFloat());
- }
- private ShaderProgram createShader() {
- // see the code here: http://pastebin.com/7fkh1ax8
- // simple illumination model using ambient, diffuse (lambert) and attenuation
- // see here: http://nccastaff.bournemouth.ac.uk/jmacey/CGF/slides/IlluminationModels4up.pdf
- String vert = "attribute vec4 " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" //
- + "attribute vec4 " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" //
- + "attribute vec2 " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;\n" //
- + "uniform mat4 u_proj;\n" //
- + "uniform mat4 u_trans;\n" //
- + "uniform mat4 u_projTrans;\n" //
- + "varying vec4 v_color;\n" //
- + "varying vec2 v_texCoords;\n" //
- + "\n" //
- + "void main()\n" //
- + "{\n" //
- + " v_color = " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" //
- + " v_texCoords = " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;\n" //
- + " gl_Position = u_projTrans * " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" //
- + "}\n";
- String frag = "#ifdef GL_ES\n" +
- "precision mediump float;\n" +
- "#endif\n" +
- "varying vec4 v_color;\n" +
- "varying vec2 v_texCoords;\n" +
- "uniform sampler2D u_texture;\n" +
- "uniform sampler2D u_normals;\n" +
- "uniform vec3 light;\n" +
- "uniform vec3 ambientColor;\n" +
- "uniform float ambientIntensity; \n" +
- "uniform vec2 resolution;\n" +
- "uniform vec3 lightColor;\n" +
- "uniform bool useNormals;\n" +
- "uniform bool useShadow;\n" +
- "uniform vec3 attenuation;\n" +
- "uniform float strength;\n" +
- "uniform bool yInvert;\n"+
- "\n" +
- "void main() {\n" +
- " //sample color & normals from our textures\n" +
- " vec4 color = texture2D(u_texture, v_texCoords.st);\n" +
- " vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;\n\n" +
- " //some bump map programs will need the Y value flipped..\n" +
- " nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;\n\n" +
- " //this is for debugging purposes, allowing us to lower the intensity of our bump map\n" +
- " vec3 nBase = vec3(0.5, 0.5, 1.0);\n" +
- " nColor = mix(nBase, nColor, strength);\n\n" +
- " //normals need to be converted to [-1.0, 1.0] range and normalized\n" +
- " vec3 normal = normalize(nColor * 2.0 - 1.0);\n\n" +
- " //here we do a simple distance calculation\n" +
- " vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );\n\n" +
- " vec3 lightDir = normalize(deltaPos);\n" +
- " float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;\n" +
- " \n" +
- " //now let's get a nice little falloff\n" +
- " float d = sqrt(dot(deltaPos, deltaPos));"+
- " \n" +
- " float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;\n" +
- " \n" +
- " vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;\n" +
- " result *= color.rgb;\n" +
- " \n" +
- " gl_FragColor = v_color * vec4(result, color.a);\n" +
- "}";
- System.out.println("VERTEX PROGRAM:\n------------\n\n"+vert);
- System.out.println("FRAGMENT PROGRAM:\n------------\n\n"+frag);
- ShaderProgram program = new ShaderProgram(vert, frag);
- // u_proj and u_trans will not be active but SpriteBatch will still try to set them...
- program.pedantic = false;
- if (program.isCompiled() == false)
- throw new IllegalArgumentException("couldn't compile shader: "
- + program.getLog());
- // set resolution vector
- resolution.set(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
- // we are only using this many uniforms for testing purposes...!!
- program.begin();
- program.setUniformi("u_texture", 0);
- program.setUniformi("u_normals", 1);
- program.setUniformf("light", lightPos);
- program.setUniformf("strength", strength);
- program.setUniformf("ambientIntensity", ambientIntensity);
- program.setUniformf("ambientColor", DEFAULT_AMBIENT_COLOR);
- program.setUniformf("resolution", resolution);
- program.setUniformf("lightColor", DEFAULT_LIGHT_COLOR);
- program.setUniformf("attenuation", attenuation);
- program.setUniformi("useShadow", useShadow ? 1 : 0);
- program.setUniformi("useNormals", useNormals ? 1 : 0);
- program.setUniformi("yInvert", flipY ? 1 : 0);
- program.end();
- return program;
- }
- public void dispose() {
- fxBatch.dispose();
- batch.dispose();
- texture.dispose();
- texture_n.dispose();
- }
- public void render() {
- Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
- // draw our sprites without any effects
- batch.begin();
- final int IMG_Y = texHeight/2;
- //let's first simulate our resulting normal map by blending a blue square atop it
- //we also could have achieved this with glTexEnv in the fixed function pipeline
- NORMAL_VCOLOR.a = 1.0f - strength;
- batch.draw(texture_n, texWidth + 10, IMG_Y);
- batch.setColor(NORMAL_VCOLOR);
- batch.draw(normalBase, texWidth + 10, IMG_Y, texWidth, texHeight);
- batch.setColor(Color.WHITE);
- batch.draw(texture, 0, IMG_Y);
- //now let's simulate how our normal map will be sampled using strength
- //we can do this simply by blending a blue fill overtop
- String str = MessageFormat.format(TEXT, ambientIntensity,
- attenuation.x, attenuation.y, DEC_FMT.format(attenuation.z),
- strength, lightPos.z);
- font.drawMultiLine(batch, str, 10, Gdx.graphics.getHeight()-10);
- font.draw(batch, "Diffuse Color", 10, IMG_Y+texHeight + 30);
- font.draw(batch, "Normal Map", texWidth+20, IMG_Y+texHeight + 30);
- font.draw(batch, "Final Color", texWidth*2+30, IMG_Y+texHeight + 30);
- batch.end();
- // start our FX batch, which will bind our shader program
- fxBatch.begin();
- // get y-down light position based on mouse/touch
- lightPos.x = Gdx.input.getX();
- lightPos.y = Gdx.graphics.getHeight() - Gdx.input.getY();
- // handle attenuation input
- if (Gdx.input.isKeyPressed(Keys.NUM_4)) {
- attenuation.x += 0.025f;
- } else if (Gdx.input.isKeyPressed(Keys.NUM_5)) {
- attenuation.x -= 0.025f;
- if (attenuation.x < 0)
- attenuation.x = 0;
- } else if (Gdx.input.isKeyPressed(Keys.NUM_6)) {
- attenuation.y += 0.25f;
- } else if (Gdx.input.isKeyPressed(Keys.NUM_7)) {
- attenuation.y -= 0.25f;
- if (attenuation.y < 0)
- attenuation.y = 0;
- } else if (Gdx.input.isKeyPressed(Keys.NUM_8)) {
- attenuation.z += 0.25f;
- } else if (Gdx.input.isKeyPressed(Keys.NUM_9)) {
- attenuation.z -= 0.25f;
- if (attenuation.z < 0)
- attenuation.z = 0;
- } else if (Gdx.input.isKeyPressed(Keys.RIGHT)) {
- strength += 0.025f;
- if (strength > 1f)
- strength = 1f;
- } else if (Gdx.input.isKeyPressed(Keys.LEFT)) {
- strength -= 0.025f;
- if (strength < 0)
- strength = 0;
- } else if (Gdx.input.isKeyPressed(Keys.UP)) {
- lightPos.z += 0.0025f;
- } else if (Gdx.input.isKeyPressed(Keys.DOWN)) {
- lightPos.z -= 0.0025f;
- }
- // update our uniforms
- program.setUniformf("ambientIntensity", ambientIntensity);
- program.setUniformf("attenuation", attenuation);
- program.setUniformf("light", lightPos);
- program.setUniformi("useNormals", useNormals ? 1 : 0);
- program.setUniformi("useShadow", useShadow ? 1 : 0);
- program.setUniformf("strength", strength);
- // bind the normal first at texture1
- texture_n.bind(1);
- // bind the actual texture at texture0
- texture.bind(0);
- // we bind texture0 second since draw(texture) will end up binding it at
- // texture0...
- fxBatch.draw(texture, texWidth*2 + 20, IMG_Y);
- fxBatch.end();
- }
- public void resize(int width, int height) {
- cam.setToOrtho(false, width, height);
- resolution.set(width, height);
- program.setUniformf("resolution", resolution);
- }
- public void pause() {
- }
- public void resume() {
- }
- public static void main(String[] args) {
- LwjglApplicationConfiguration cfg = new LwjglApplicationConfiguration();
- cfg.title = "Lighting Test";
- cfg.useGL20 = true;
- cfg.width = 1024;
- cfg.height = 768;
- cfg.resizable = false;
- new LwjglApplication(new Illumination2D(), cfg);
- }
- }
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