/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/ |
Material.java | 21 public class Material extends Attributes {
26 /** Create an empty material */
27 public Material () {
31 /** Create an empty material */
32 public Material (final String id) {
36 /** Create a material with the specified attributes */
37 public Material (final Attribute... attributes) {
42 /** Create a material with the specified attributes */
43 public Material (final String id, final Attribute... attributes) {
48 /** Create a material with the specified attributes */ [all...] |
Renderable.java | 31 * It defines what (the shape), how (the material) and where (the transform) should be rendered by which shader.</p>
39 * The {@link #material} and (optional) {@link #environment} values are combined to specify how the shape should look like.
41 * {@link #material} and {@link #environment}, then the value of the {@link #material} will be used.</p>
49 * to pass additional data to the shader. However, in most scenario's it is advised to use the {@link #material} or
54 * shader should not rely on it. Similar to the {@link #userData} member it is advised to use the {@link #material} and
71 /** The {@link Material} to be applied to the shape (part of the mesh), must not be null.
73 public Material material;
field in class:Renderable 75 * with the {@link #material}. When both the material and environment contain an attribute of the same type, the attribute of [all...] |
Model.java | 59 * of a {@link MeshPart} and {@link Material}. Mesh parts reference subsets of vertices in one of the meshes of the model.
73 public final Array<Material> materials = new Array();
188 Material meshMaterial = null;
200 for (Material material : materials) {
201 if (modelNodePart.materialId.equals(material.id)) {
202 meshMaterial = material;
213 nodePart.material = meshMaterial;
272 protected Material convertMaterial (ModelMaterial mtl, TextureProvider textureProvider) {
273 Material result = new Material(); 425 Material material; local [all...] |
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/ |
ShaderProvider.java | 19 import com.badlogic.gdx.graphics.g3d.Material;
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ModelBuilder.java | 23 import com.badlogic.gdx.graphics.g3d.Material;
38 * {@link #part(String, int, VertexAttributes, Material)} method will return a {@link MeshPartBuilder} which can be used to build
131 * disposed. The resources the Material might contain are not managed, use {@link #manage(Disposable)} to add those to the
133 public void part (final MeshPart meshpart, final Material material) {
135 node.parts.add(new NodePart(meshpart, material));
139 * disposed. The resources the Material might contain are not managed, use {@link #manage(Disposable)} to add those to the
142 public MeshPart part (final String id, final Mesh mesh, int primitiveType, int offset, int size, final Material material) {
149 part(meshPart, material);
168 part(builder.part(id, primitiveType), material); local [all...] |
ShapeCache.java | 24 import com.badlogic.gdx.graphics.g3d.Material; 35 * used for batching both static and dynamic shapes which share the same {@link Material} and transformation {@link Matrix4} 90 renderable.material = new Material(); 122 /** Allows to customize the material. 123 * @return material */ 124 public Material getMaterial () { 125 return renderable.material;
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/model/ |
NodePart.java | 19 import com.badlogic.gdx.graphics.g3d.Material;
26 /** A combination of {@link MeshPart} and {@link Material}, used to represent a {@link Node}'s graphical properties. A NodePart is
32 /** The Material used to render the {@link #meshPart}. Must not be null. */
33 public Material material;
field in class:NodePart 43 /** Construct a new NodePart with null values. At least the {@link #meshPart} and {@link #material} member must be set before
48 /** Construct a new NodePart referencing the provided {@link MeshPart} and {@link Material}.
50 * @param material The Material to reference. */
51 public NodePart (final MeshPart meshPart, final Material material) { [all...] |
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/ |
BaseEntity.java | 21 import com.badlogic.gdx.graphics.g3d.Material; 45 for (Material m : modelInstance.materials) {
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BasicShapesTest.java | 22 import com.badlogic.gdx.graphics.g3d.Material;
41 final Material material = new Material(TextureAttribute.createDiffuse(texture), ColorAttribute.createSpecular(1, 1, 1, 1),
local 45 final Model sphere = modelBuilder.createSphere(4f, 4f, 4f, 24, 24, material, attributes);
49 final Model cylinder = modelBuilder.createCylinder(4f, 6f, 4f, 16, material, attributes);
53 final Model capsule = modelBuilder.createCapsule(2f, 6f, 16, material, attributes);
57 final Model box = modelBuilder.createBox(4f, 4f, 2f, material, attributes);
61 final Model cone = modelBuilder.createCone(4f, 6f, 4f, 16, material, attributes);
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MeshShapeTest.java | 24 import com.badlogic.gdx.graphics.g3d.Material; 43 new Material(ColorAttribute.createDiffuse(Color.WHITE), ColorAttribute.createSpecular(Color.WHITE)), Usage.Position
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ShootTest.java | 25 import com.badlogic.gdx.graphics.g3d.Material;
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/ |
MaterialTest.java | 26 import com.badlogic.gdx.graphics.g3d.Material; 51 Material material; field in class:MaterialTest 61 // Create material attributes. Each material can contain x-number of attributes. 67 model = builder.createBox(1, 1, 1, new Material(), Usage.Position | Usage.Normal | Usage.TextureCoordinates); 72 material = modelInstance.materials.get(0); 75 MeshPartBuilder mpb = builder.part("back", GL20.GL_TRIANGLES, Usage.Position | Usage.TextureCoordinates, new Material( 111 if (!material.has(TextureAttribute.Diffuse)) 112 material.set(textureAttribute) [all...] |
ShaderTest.java | 26 import com.badlogic.gdx.graphics.g3d.Material;
48 // Create a custom attribute, see https://github.com/libgdx/libgdx/wiki/Material-and-environment
123 withColor = renderable.material.has(ColorAttribute.Diffuse);
149 return instance.material.has(TestAttribute.ID) && (instance.material.has(ColorAttribute.Diffuse) == withColor);
164 TestAttribute testAttr = (TestAttribute)renderable.material.get(TestAttribute.ID);
168 ColorAttribute colorAttr = (ColorAttribute)renderable.material.get(ColorAttribute.Diffuse);
199 if (renderable.material.has(TestAttribute.ID)) return new TestShader(renderable);
214 Material testMaterial1 = new Material("TestMaterial1", new TestAttribute(1f)); [all...] |
BaseG3dTest.java | 25 import com.badlogic.gdx.graphics.g3d.Material;
72 MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES, Usage.Position | Usage.ColorUnpacked, new Material());
78 builder = modelBuilder.part("axes", GL20.GL_LINES, Usage.Position | Usage.ColorUnpacked, new Material());
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Basic3DTest.java | 26 import com.badlogic.gdx.graphics.g3d.Material;
61 model = modelBuilder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position
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FogTest.java | 27 import com.badlogic.gdx.graphics.g3d.Material;
61 model = modelBuilder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position
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HeightMapTest.java | 11 import com.badlogic.gdx.graphics.g3d.Material; 63 ground.material = new Material(TextureAttribute.createDiffuse(texture));
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LightsTest.java | 21 import com.badlogic.gdx.graphics.g3d.Material;
51 lightModel = mb.createSphere(1, 1, 1, 10, 10, new Material(ColorAttribute.createDiffuse(1, 1, 1, 1)), Usage.Position);
63 ((ColorAttribute)pLight.material.get(ColorAttribute.Diffuse)).color.set(pointLight.color);
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ShadowMappingTest.java | 25 import com.badlogic.gdx.graphics.g3d.Material; 68 new Material(ColorAttribute.createDiffuse(Color.WHITE)));
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/external/mesa3d/src/mesa/tnl/ |
t_vb_lighttmp.h | 77 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 82 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 95 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 97 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 257 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 261 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 273 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 275 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 468 base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 473 base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3] [all...] |
/external/mesa3d/src/mesa/program/ |
prog_statevars.c | 59 const struct gl_material *mat = &ctx->Light.Material; 66 /* state[2] is the material attribute */ 87 _mesa_problem(ctx, "Invalid material state in fetch_state"); 151 * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i] 152 + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i]; 154 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 161 * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i] 162 + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i]; 164 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 177 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i] [all...] |
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/ |
CullTest.java | 31 import com.badlogic.gdx.graphics.g3d.Material;
53 sphere = builder.createSphere(2f, 2f, 2f, 16, 16, new Material(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE)),
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ViewportTest3.java | 27 import com.badlogic.gdx.graphics.g3d.Material; 82 Model boxModel = modelBuilder.createBox(50f, 50f, 50f, new Material(ColorAttribute.createDiffuse(Color.GREEN)),
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/frameworks/rs/java/tests/VrDemo/src/com/example/android/rs/vr/engine/ |
VrState.java | 32 public Material mMaterial = new Material();
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/voxel/ |
VoxelWorld.java | 23 import com.badlogic.gdx.graphics.g3d.Material;
38 public final Material[] materials;
98 this.materials = new Material[chunksX * chunksY * chunksZ];
100 materials[i] = new Material(new ColorAttribute(ColorAttribute.Diffuse, MathUtils.random(0.5f, 1f), MathUtils.random(
195 renderable.material = materials[i];
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