Made simpler
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@ -7,14 +7,12 @@ import com.badlogic.gdx.graphics.VertexAttributes.Usage;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.g2d.BitmapFontCache;
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import com.badlogic.gdx.graphics.g2d.BitmapFontCache;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.g3d.Attribute;
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import com.badlogic.gdx.graphics.g3d.Environment;
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import com.badlogic.gdx.graphics.g3d.Environment;
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import com.badlogic.gdx.graphics.g3d.Material;
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import com.badlogic.gdx.graphics.g3d.Material;
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import com.badlogic.gdx.graphics.g3d.Model;
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import com.badlogic.gdx.graphics.g3d.Model;
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import com.badlogic.gdx.graphics.g3d.ModelBatch;
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import com.badlogic.gdx.graphics.g3d.ModelBatch;
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import com.badlogic.gdx.graphics.g3d.ModelInstance;
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import com.badlogic.gdx.graphics.g3d.ModelInstance;
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import com.badlogic.gdx.graphics.g3d.Shader;
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import com.badlogic.gdx.graphics.g3d.Shader;
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import com.badlogic.gdx.graphics.g3d.attributes.BlendingAttribute;
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import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
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import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
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import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight;
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import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight;
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import com.badlogic.gdx.graphics.g3d.utils.CameraInputController;
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import com.badlogic.gdx.graphics.g3d.utils.CameraInputController;
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@ -80,31 +78,19 @@ public class ScreenMatrix4D extends GDXAppMainAdapter {
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ModelBuilder modelBuilder = new ModelBuilder();
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ModelBuilder modelBuilder = new ModelBuilder();
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Material mat = new Material(ColorAttribute.createDiffuse(1f,1f,1f,.1f));
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grid = modelBuilder.createLineGrid(33, 33, 1f, 1f, new Material(ColorAttribute.createDiffuse(1f,1f,1f,.1f)), Usage.Position | Usage.Normal);
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grid = modelBuilder.createLineGrid(33, 33, 1f, 1f, mat, Usage.Position | Usage.Normal);
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model = modelBuilder.createBox(.3f, .3f, .3f,new Material(ColorAttribute.createDiffuse(.1f,.1f,.1f,0f)), Usage.Position | Usage.Normal);
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model = modelBuilder.createBox(.3f, .3f, .3f,
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new Material(ColorAttribute.createDiffuse(.1f,.1f,.1f,.1f),
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new BlendingAttribute(.1f)
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//new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
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),
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Usage.Position | Usage.Normal);
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//Matrix4 model1Offset = new Matrix4(new Vector3(5f,0f,0f), new Quaternion(0f,0f,0f,0f),new Vector3(1f,1f,1f));
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Attribute bend = new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
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for (int x = -4; x < 6; x++) {
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for (int x = -4; x < 6; x++) {
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for (int y = 1; y < 11; y++) {
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for (int y = 1; y < 11; y++) {
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for (int z = -4; z < 7; z++) {
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for (int z = -4; z < 7; z++) {
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ModelInstance instance = new ModelInstance(model, x, y, z);
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ModelInstance instance = new ModelInstance(model, x, y, z);
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instance.materials.get(0).set(bend);
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modelInstances.add(instance);
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modelInstances.add(instance);
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}
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}
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}
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}
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}
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}
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ModelInstance instance = new ModelInstance(grid, 0, 0, 0);
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ModelInstance instance = new ModelInstance(grid, 0, 0, 0);
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//instance.materials.get(0).set(bend);
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modelInstances.add(instance);
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modelInstances.add(instance);
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shader = new UserColorShader();
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shader = new UserColorShader();
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@ -170,7 +156,7 @@ public class ScreenMatrix4D extends GDXAppMainAdapter {
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}
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}
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ModelInstance instance = modelInstances.get(i++);
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ModelInstance instance = modelInstances.get(i++);
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ColorAttribute attr = ColorAttribute.createDiffuse(red, green, blue, .2f);
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ColorAttribute attr = ColorAttribute.createDiffuse(red, green, blue, 1f);
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instance.materials.get(0).set(attr);
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instance.materials.get(0).set(attr);
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}
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}
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}
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}
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