使用下面的代碼,如果我關閉燈,藍色框將變黑。 無法在libgdx中關閉燈
但是對實體似乎沒有影響,它依然色彩繽紛。代碼有什麼問題?請幫忙謝謝。
package com.louxiu.game;
/**
* Created by louxiu on 2/22/16.
*/
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL30;
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.*;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute;
import com.badlogic.gdx.graphics.g3d.loader.ObjLoader;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.Vector3;
public class TestApp implements ApplicationListener {
private PerspectiveCamera camera;
private ModelBatch modelBatch;
private Model box;
private ModelInstance boxInstance;
public Model entityModel;
public ModelInstance entityInstance;
private Environment environment;
@Override
public void create() {
// Create camera sized to screens width/height with Field of View of 75 degrees
camera = new PerspectiveCamera(
75,
Gdx.graphics.getWidth(),
Gdx.graphics.getHeight());
// Move the camera 3 units back along the z-axis and look at the origin
camera.position.set(0f, 0f, 3f);
camera.lookAt(0f, 0f, 0f);
// Near and Far (plane) repesent the minimum and maximum ranges of the camera in, um, units
camera.near = 0.1f;
camera.far = 300.0f;
// A ModelBatch is like a SpriteBatch, just for models. Use it to batch up geometry for OpenGL
modelBatch = new ModelBatch();
// A ModelBuilder can be used to build meshes by hand
ModelBuilder modelBuilder = new ModelBuilder();
// It also has the handy ability to make certain premade shapes, like a Cube
// We pass in a ColorAttribute, making our cubes diffuse (aka, color) red.
// And let openGL know we are interested in the Position and Normal channels
box = modelBuilder.createBox(2f, 2f, 2f,
new Material(ColorAttribute.createDiffuse(Color.BLUE)),
Usage.Position | Usage.Normal
);
// A entityModel holds all of the information about an, um, entityModel, such as vertex data and texture info
// However, you need an entityInstance to actually render it. The entityInstance contains all the
// positioning information (and more). Remember Model==heavy ModelInstance==Light
boxInstance = new ModelInstance(box, 0, 0, 0);
String entity = "creeper/creeper";
ObjLoader loader = new ObjLoader();
entityModel = loader.loadModel(Gdx.files.internal(entity + ".obj"), new ObjLoader.ObjLoaderParameters(true));
entityInstance = new ModelInstance(entityModel, 0, 0, 0);
Texture texture = new Texture(Gdx.files.internal(entity + ".png"));
entityInstance.materials.get(0).set(TextureAttribute.createDiffuse(texture));
// Finally we want some light, or we wont see our color. The environment gets passed in during
// the rendering process. Create one, then create an Ambient (non-positioned, non-directional) light.
environment = new Environment();
// environment.add(new DirectionalLight().set(1f, 1f, 1f, -1f, -0.8f, -0.2f));
// environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.8f, 0.8f, 0.8f, 1.0f));
}
@Override
public void dispose() {
modelBatch.dispose();
box.dispose();
}
@Override
public void render() {
// You've seen all this before, just be sure to clear the GL_DEPTH_BUFFER_BIT when working in 3D
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT | GL30.GL_DEPTH_BUFFER_BIT);
// For some flavor, lets spin our camera around the Y axis by 1 degree each time render is called
camera.rotateAround(Vector3.Zero, new Vector3(0, 1, 0), 1f);
// When you change the camera details, you need to call update();
// Also note, you need to call update() at least once.
camera.update();
// Like spriteBatch, just with models! pass in the box Instance and the environment
modelBatch.begin(camera);
modelBatch.render(boxInstance, environment);
// modelBatch.render(entityInstance, environment);
modelBatch.end();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}