package com.badlogic.gdx.tests.g3d; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Pixmap; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.VertexAttributes.Usage; import com.badlogic.gdx.graphics.g3d.Environment; import com.badlogic.gdx.graphics.g3d.Material; import com.badlogic.gdx.graphics.g3d.ModelBatch; import com.badlogic.gdx.graphics.g3d.ModelInstance; import com.badlogic.gdx.graphics.g3d.Renderable; import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute; import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight; import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.collision.BoundingBox; import com.badlogic.gdx.utils.Array; /** Simple test showing how to use a height map. Uses {@link HeightField}. * @author Xoppa */ public class HeightMapTest extends BaseG3dTest { HeightField field; Renderable ground; Environment environment; boolean morph = true; Texture texture; @Override public void create () { super.create(); environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f)); environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1.0f, -0.8f)); texture = new Texture(Gdx.files.internal("data/badlogic.jpg")); int w = 20, h = 20; Pixmap data = new Pixmap(Gdx.files.internal("data/g3d/heightmap.png")); field = new HeightField(true, data, true, Usage.Position | Usage.Normal | Usage.ColorUnpacked | Usage.TextureCoordinates); data.dispose(); field.corner00.set(-10f, 0, -10f); field.corner10.set(10f, 0, -10f); field.corner01.set(-10f, 0, 10f); field.corner11.set(10f, 0, 10f); field.color00.set(0, 0, 1, 1); field.color01.set(0, 1, 1, 1); field.color10.set(1, 0, 1, 1); field.color11.set(1, 1, 1, 1); field.magnitude.set(0f, 5f, 0f); field.update(); ground = new Renderable(); ground.environment = environment; ground.meshPart.mesh = field.mesh; ground.meshPart.primitiveType = GL20.GL_TRIANGLES; ground.meshPart.offset = 0; ground.meshPart.size = field.mesh.getNumIndices(); ground.meshPart.update(); ground.material = new Material(TextureAttribute.createDiffuse(texture)); } @Override protected void render (ModelBatch batch, Array<ModelInstance> instances) { batch.render(instances); batch.render(ground); } @Override public void dispose () { super.dispose(); texture.dispose(); field.dispose(); } }