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package com.badlogic.gdx.tests.g3d;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.PerspectiveCamera;
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.Model;
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.Shader;
import com.badlogic.gdx.graphics.g3d.attributes.BlendingAttribute;
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.environment.DirectionalShadowLight;
import com.badlogic.gdx.graphics.g3d.environment.PointLight;
import com.badlogic.gdx.graphics.g3d.model.Node;
import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader;
import com.badlogic.gdx.graphics.g3d.utils.CameraInputController;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.tests.utils.GdxTest;
import com.badlogic.gdx.utils.Array;
public class Fire3DTest extends GdxTest {
// Based on: http://www.clicktorelease.com/blog/vertex-displacement-noise-3d-webgl-glsl-three-js
public PerspectiveCamera cam;
public CameraInputController camController;
public ModelBatch modelBatch;
public Model explosionModel;
public Shader explosionShader;
public ModelInstance explosion;
public PointLight explodeLight;
public AssetManager assets;
public Array<ModelInstance> instances = new Array<ModelInstance>();
public Environment lights;
public boolean loading;
public Array<ModelInstance> blocks = new Array<ModelInstance>();
public Array<ModelInstance> invaders = new Array<ModelInstance>();
public ModelInstance ship;
public ModelInstance space;
@Override
public void create () {
lights = new Environment();
lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
lights.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(0f, 7f, 10f);
cam.lookAt(0,0,0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
modelBatch = new ModelBatch();
Texture texture = new Texture(Gdx.files.internal("data/g3d/fireball.png"));
ModelBuilder modelBuilder = new ModelBuilder();
explosionModel = modelBuilder.createSphere(2f, 2f, 2f, 20, 20,
new Material(TextureAttribute.createDiffuse(texture), new BlendingAttribute()),
Usage.Position | Usage.Normal | Usage.TextureCoordinates);
explosionModel.manageDisposable(texture);
Renderable renderable = new Renderable();
explosionModel.nodes.get(0).parts.get(0).setRenderable(renderable);
DefaultShader.Config config = new DefaultShader.Config(
Gdx.files.internal("data/g3d/fireball.vertex.glsl").readString(),
Gdx.files.internal("data/g3d/fireball.fragment.glsl").readString());
config.numDirectionalLights = 0;
config.numPointLights = 0;
config.numSpotLights = 0;
explosionShader = new DefaultShader(renderable, config);
explosionShader.init();
explodeLight = new PointLight().set(Color.ORANGE, Vector3.Zero, 30);
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
assets = new AssetManager();
assets.load("data/g3d/invaders.g3dj", Model.class);
loading = true;
}
private void doneLoading() {
Model model = assets.get("data/g3d/invaders.g3dj", Model.class);
for (Node node : model.nodes) {
ModelInstance instance = new ModelInstance(model, node.id, true);
if (node.id.equals("space")) {
space = instance;
continue;
}
instances.add(instance);
if (node.id.equals("ship"))
ship = instance;
else if (node.id.startsWith("block"))
blocks.add(instance);
else if (node.id.startsWith("invader"))
invaders.add(instance);
}
explosion = new ModelInstance(explosionModel);
explode();
//explosion.transform.set(invaders.get(7).transform);
//instances.removeValue(invaders.get(7), true);
//invaders.removeIndex(7);
loading = false;
}
float time;
@Override
public void render () {
if (loading && assets.update())
doneLoading();
camController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
for (ModelInstance instance : instances)
modelBatch.render(instance, lights);
if (space != null)
modelBatch.render(space);
if (explosion != null) {
time += Gdx.graphics.getDeltaTime();
float t = MathUtils.clamp(time, 0f, 1f);
((BlendingAttribute)explosion.materials.get(0).get(BlendingAttribute.Type)).opacity = MathUtils.cos(0.5f * MathUtils.PI * t);
explodeLight.intensity = 30f * ((BlendingAttribute)explosion.materials.get(0).get(BlendingAttribute.Type)).opacity;
float g = 0.5f + 0.5f * MathUtils.sin(2f * MathUtils.PI * t);
float r = g + 0.5f * MathUtils.cos(0.5f * MathUtils.PI * t);
explodeLight.color.set(r, g, 0, 1);
modelBatch.render(explosion, explosionShader);
if (t >= 0.9f && lights.pointLights.size > 0)
lights.pointLights.removeValue(explodeLight, true);
if (time >= 5.f) {
time = 0.f;
if (invaders.size == 0)
explosion = null;
else
explode();
}
}
modelBatch.end();
}
private final Vector3 tmpV = new Vector3();
void explode() {
int idx = (int)(Math.random() * invaders.size);
invaders.get(idx).transform.getTranslation(tmpV);
explosion.transform.set(invaders.get(idx).transform);
instances.removeValue(invaders.get(idx), true);
invaders.removeIndex(idx);
explodeLight.position.set(tmpV);
lights.pointLights.add(explodeLight);
}
@Override
public void dispose () {
modelBatch.dispose();
explosionModel.dispose();
explosionShader.dispose();
instances.clear();
assets.dispose();
}
public boolean needsGL20 () {
return true;
}
}
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_diffuseTexture;
uniform float u_opacity;
varying float v_noise;
float random(vec3 scale) {
return fract(sin(dot(gl_FragCoord.xyz, scale) ) * 43758.5453);
}
void main() {
float r = 0.006 * random(vec3(12.9898, 78.233, 151.7182));
vec2 tPos = vec2(0, 0.85 + r + 0.8 * v_noise);
gl_FragColor = vec4(texture2D(u_diffuseTexture, tPos).rgb, u_opacity);
}
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord0;
uniform mat4 u_projTrans;
uniform mat4 u_worldTrans;
uniform float u_time = 0.0;
uniform float u_radius = 1.0;
varying float v_noise;
float pnoise(vec3 P, vec3 rep);
float turbulence(in vec3 p) {
float t = -0.5;
for (float power = 2.0; power <= 8.0; power *= 2.0)
t += abs(pnoise(vec3(power * p), vec3(10.0))/power);
return t;
}
void main() {
float noise = turbulence(0.5 * (a_normal + u_time));
vec3 position = a_position + a_normal * (0.75 * noise * u_radius);
v_noise = noise;
gl_Position = u_projTrans * u_worldTrans * vec4(position, 1.0);
}
//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise, periodic variant
float pnoise(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
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