3D tennis
Im using libGDX and this is a desktop project.
I have 2 models, one is a symbol and the other is a map, as you can see in the image below:
My question is:
How do I project a character's shadow onto the floor?
As you can see, the character has no shadow, thus the light of Atmina. What should I use or how should I achieve this? Should I fake the shadow or is there a real way to project shadows?
Any comments or suggestions are appreciated.
source to share
You can use the following code:
Environment environment;
DirectionalShadowLight shadowLight;
@Override
public void show() {
modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 1.0f, 1f, .6f, 1f));
environment.add((shadowLight = new DirectionalShadowLight(1024, 1024, 60f, 60f, .1f, 50f))
.set(1f, 1f, 1f, 40.0f, -35f, -35f));
environment.shadowMap = shadowLight;
shadowBatch = new ModelBatch(new DepthShaderProvider());
}
@Override
public void render(float delta) {
//create shadow texture
shadowLight.begin(Vector3.Zero, camera.direction);
shadowBatch.begin(shadowLight.getCamera());
shadowBatch.render(instances);
shadowBatch.end();
shadowLight.end();
//render scene
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
modelBatch.render(instances, environment); //environment has shadowMap!
modelBatch.end();
}
source to share
Sometime in 2015, a better shadow system was added to the libGDX benchmark library, separate from the "experimental, unused" stuff mentioned in @ Nolesh's answer.
The code is in libGDX tests , so you will need to copy it to your own project. A short description of how this works has been posted on the libGDX forums by the author, realitix. Note that there doesn't seem to be a fully executable example, but the JavaDoc for the interface ShadowSystem
contains the following:
// Init system:
Array<ModelBatch> passBatches = new Array<ModelBatch>();
ModelBatch mainBatch;
ShadowSystem system = new XXXShadowSystem();
system.init();
for (int i = 0; i < system.getPassQuantity(); i++) {
passBatches.add(new ModelBatch(system.getPassShaderProvider(i)));
}
mainBatch = new ModelBatch(system.getShaderProvider());
// Render scene with shadows:
system.begin(camera, instances);
system.update();
for (int i = 0; i < system.getPassQuantity(); i++) {
system.begin(i);
Camera camera;
while ((camera = system.next()) != null) {
passBatches.get(i).begin(camera);
passBatches.get(i).render(instances, environment);
passBatches.get(i).end();
}
camera = null;
system.end(i);
}
system.end();
HdpiUtils.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
mainBatch.begin(cam);
mainBatch.render(instances, environment);
mainBatch.end();
This is not as good as having a proper shading API, but better than implementing the whole thing from scratch.
source to share