Must be cooking up something really special…simply be patient
About @dreamwagon Volumetric Sky,
if someone would wonder how generate envmap based of it, here is way.
use below EnvironmentCamera for lightProbe generation purpose.
public class VCloudEnvironmentCamera extends EnvironmentCamera {
private final VClouds[] sceneProcessor;
private final AssetManager assetManager;
private Vector3f lightDir;
private float cloudCoverage = 1f;
public VCloudEnvironmentCamera(int size, Vector3f position, AssetManager assetManager) {
super(size, position);
this.sceneProcessor = new VClouds[6];
this.assetManager = assetManager;
}
public float getCloudCoverage() {
return cloudCoverage;
}
public void setCloudCoverage(float cloudCoverage) {
this.cloudCoverage = cloudCoverage;
}
public void setLightDir(Vector3f lightDir) {
this.lightDir = lightDir;
}
@Override
public void render(final RenderManager renderManager) {
for (int i = 0; i < 6; i++) {
if (sceneProcessor[i] != null) {
sceneProcessor[i].setCloudCoverage(cloudCoverage);
sceneProcessor[i].setLightDir(lightDir);
}
}
super.render(renderManager);
}
@Override
protected void initialize(Application app) {
super.initialize(app);
for (int i = 0; i < 6; i++) {
if (sceneProcessor[i] == null) {
sceneProcessor[i] = new VClouds(assetManager, viewports[i].getCamera());
sceneProcessor[i].setLightDir(lightDir);
sceneProcessor[i].setCloudCoverage(cloudCoverage);
viewports[i].addProcessor(sceneProcessor[i]);
sceneProcessor[i] = null;
}
}
}
}
big thanks to @RiccardoBlb for help again.
6 Likes
Hey all. Sorry for the loooong delay. I have been swamped at my job, and on top of that, welcomed a new little one to the world. It has been a long time since I have even looked at this project. I am not sure if I have much to push at this point.
I did see that bintray is going away, so when I have time, I will push everything uncomitted and built for jfrog. Cheers and happy new year!
4 Likes
Congratulations!
2 Likes