point lights
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@ -11,6 +11,7 @@ import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute
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import com.badlogic.gdx.graphics.g3d.attributes.IntAttribute
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import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute
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import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight
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import com.badlogic.gdx.graphics.g3d.environment.PointLight
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import com.badlogic.gdx.graphics.g3d.model.data.*
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import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader
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import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder
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@ -152,13 +153,13 @@ class Game: ApplicationAdapter()
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env = Environment()
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env.set(
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IntAttribute.createCullFace(GL20.GL_BACK),
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ColorAttribute.createAmbientLight(XnaColor.DarkSlateGray.lighten(-0.6)),
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ColorAttribute.createAmbientLight(XnaColor.DarkSlateGray.lighten(-0.666)),
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ColorAttribute.createFog(XnaColor.CornflowerBlue))
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env.set(
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CustomIntAttribute.createFogMode(CustomIntAttribute.FogModes.Depth),
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CustomIntAttribute.createFogType(CustomIntAttribute.FogTypes.Smooth),
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CustomFloatAttribute.createFogNear(0.75f),
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CustomFloatAttribute.createFogFar(20.5f))
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CustomFloatAttribute.createFogNear(1.25f),
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CustomFloatAttribute.createFogFar(24.5f))
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/*
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env.set(
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CustomIntAttribute.createFogMode(CustomIntAttribute.FogModes.Distance),
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@ -166,12 +167,21 @@ class Game: ApplicationAdapter()
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CustomFloatAttribute.createFogDensity(0.1f))
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*/
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env.add(DirectionalLight().set(
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XnaColor.BlanchedAlmond.lighten(0.01),
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XnaColor.BlanchedAlmond.lighten(-0.02).mix(XnaColor.LightSlateGray, 0.5f).mix(XnaColor.White, 0.125f),
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Vector3(1.0f, -1.0f, -1.0f).nor()))
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env.add(PointLight().set(
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XnaColor.Green.mix(XnaColor.Gray, 0.5f),
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Vector3(3.0f, 0.33f, -5.0f), 2.0f))
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env.add(PointLight().set(
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XnaColor.Red.mix(XnaColor.Gray, 0.5f),
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Vector3(5.5f, 0.33f, -6.0f), 2.0f))
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env.add(PointLight().set(
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XnaColor.Blue.mix(XnaColor.Gray, 0.5f),
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Vector3(4.0f, 0.33f, -7.0f), 2.0f))
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val shaderConfig = DefaultShader.Config()
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shaderConfig.numDirectionalLights = 1
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shaderConfig.numPointLights = 0
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shaderConfig.numPointLights = 3
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shaderConfig.numBones = 0
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modelBatch = ModelBatch(CustomDefaultShaderProvider(shaderConfig))
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