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package com.badlogic.gdx.vr.simpleroom; /*from w ww. j a v a 2s .co m*/ import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input; import com.badlogic.gdx.assets.AssetManager; import com.badlogic.gdx.graphics.Camera; import com.badlogic.gdx.graphics.GL20; 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.Model; import com.badlogic.gdx.graphics.g3d.ModelBatch; import com.badlogic.gdx.graphics.g3d.ModelInstance; import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute; import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight; import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader; import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.Config; import com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider; import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder; import com.badlogic.gdx.graphics.g3d.utils.ShaderProvider; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Quaternion; import com.badlogic.gdx.math.Vector3; import com.badlogic.gdx.vr.Stage3D; import com.badlogic.gdx.vr.VirtualReality; import com.badlogic.gdx.vr.VirtualRealityRenderListener; public class SimpleRoom extends ApplicationAdapter implements VirtualRealityRenderListener { private ModelBatch modelBatch; private ModelInstance modelInstance; private ModelInstance ground; private AssetManager assets; private Environment environment; private Stage3D stage; @Override public void create() { assets = new AssetManager(); String model = "Bambo_House.g3db"; assets.load(model, Model.class); assets.finishLoading(); modelInstance = new ModelInstance(assets.get(model, Model.class), new Matrix4().setToScaling(0.6f, 0.6f, 0.6f)); DefaultShader.Config config = new Config(); config.defaultCullFace = GL20.GL_NONE; ShaderProvider shaderProvider = new DefaultShaderProvider(config); modelBatch = new ModelBatch(shaderProvider); ModelBuilder builder = new ModelBuilder(); float groundSize = 1000f; ground = new ModelInstance(builder.createRect(-groundSize, 0, groundSize, groundSize, 0, groundSize, groundSize, 0, -groundSize, -groundSize, 0, -groundSize, 0, 1, 0, new Material(), Usage.Position | Usage.Normal), new Matrix4().setToTranslation(0, -0.01f, 0)); environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f)); environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f)); VirtualReality.renderer.listeners.add(this); // VirtualReality.head.setCyclops(true); } @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); if (Gdx.input.isKeyPressed(Input.Keys.W)) { VirtualReality.body.position.add(new Vector3(0, 0, -2).mul(VirtualReality.body.orientation).scl(deltaTime)); } if (Gdx.input.isKeyPressed(Input.Keys.S)) { VirtualReality.body.position.add(new Vector3(0, 0, 2).mul(VirtualReality.body.orientation).scl(deltaTime)); } if (Gdx.input.isKeyPressed(Input.Keys.A)) { VirtualReality.body.orientation.mulLeft(new Quaternion(Vector3.Y, 90f * deltaTime)); } if (Gdx.input.isKeyPressed(Input.Keys.D)) { VirtualReality.body.orientation.mulLeft(new Quaternion(Vector3.Y, -90f * deltaTime)); } VirtualReality.update(Gdx.graphics.getDeltaTime()); VirtualReality.renderer.render(); } @Override public void resize(int width, int height) { // TODO: resize VirtualReality } @Override public void frameStarted() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); } @Override public void frameEnded() { } @Override public void render(Camera camera) { modelBatch.begin(camera); modelBatch.render(ground, environment); modelBatch.render(modelInstance, environment); modelBatch.end(); } }