Added level assets and water effects

pull/1/head
Joshua Sigona 5 years ago
parent 0c99d2511f
commit 8d6e84845d
  1. BIN
      assets/Materials/46_sea water texture-seamless.jpg
  2. BIN
      assets/Materials/46_sea water texture-seamlessDOT3.png
  3. BIN
      assets/Materials/46_sea water texture-seamlessDOT3_DUDV.png
  4. 18
      assets/Materials/Generated/TestLevel-WaterBox.j3m
  5. 11
      assets/Materials/Pond.j3m
  6. BIN
      assets/Materials/Pond.jpg
  7. BIN
      assets/Materials/Pond_normal.png
  8. 12
      assets/Materials/Water.j3m
  9. BIN
      assets/Materials/alphamap_TestLevel.png
  10. BIN
      assets/Materials/dirt.jpg
  11. BIN
      assets/Materials/dirt_normal.png
  12. BIN
      assets/Materials/grass.jpg
  13. BIN
      assets/Materials/grass_normal.jpg
  14. BIN
      assets/Materials/heightmap_TestLevel.png
  15. BIN
      assets/Materials/maps_TestLevel.xcf
  16. BIN
      assets/Materials/road.jpg
  17. BIN
      assets/Materials/road_normal.png
  18. BIN
      assets/Materials/water_reflection_map.png
  19. BIN
      assets/Scenes/TestLevel.j3o
  20. 3
      assets/Scenes/TestLevel.j3odata
  21. BIN
      assets/Textures/dirt.jpg
  22. BIN
      assets/Textures/terrain-alpha/TestLevel-terrain-TestLevel-alphablend0.png
  23. BIN
      assets/Textures/terrain-alpha/TestLevel-terrain-TestLevel-alphablend1.png
  24. BIN
      assets/Textures/terrain-alpha/TestLevel-terrain-TestLevel-alphablend2.png
  25. BIN
      build/classes/mygame/Main.class
  26. 0
      nbproject/private/config.properties
  27. 5
      nbproject/private/private.properties
  28. 2
      nbproject/project.properties
  29. 47
      src/mygame/Main.java

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@ -0,0 +1,18 @@
Material MyMaterial : Common/MatDefs/Misc/Unshaded.j3md {
MaterialParameters {
BackfaceShadows : true
PointSize : 1.0
Color : 0.15217346 0.058843613 0.87742037 1.0
}
AdditionalRenderState {
PointSprite On
FaceCull Back
AlphaTestFalloff 0.0
DepthWrite On
ColorWrite On
PolyOffset 0.0 0.0
DepthTest On
Blend Off
Wireframe Off
}
}

@ -0,0 +1,11 @@
Material Pong Rock : Common/MatDefs/Light/Lighting.j3md {
MaterialParameters {
DiffuseMap: Repeat Textures/Terrain/Pond/Pond.jpg
NormalMap: Repeat Textures/Terrain/Pond/Pond_normal.png
UseMaterialColors : true
Shininess: 32.0
Ambient : 0.2 0.2 0.2 1.0
Diffuse : 0.8 0.8 0.8 1.0
Specular : 0.3 0.3 0.3 1.0
}
}

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@ -0,0 +1,12 @@
Material My Material : Common/MatDefs/Water/SimpleWater.j3md {
MaterialParameters {
waterDepth : 0.8
waterTransparency : 0.2
time : 0.0
waterColor : 0.6 0.6 1 0.6
texScale : 2.0
}
AdditionalRenderState {
Blend Off
}
}

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@ -0,0 +1,3 @@
#
#Wed Jun 17 10:55:55 KST 2020
ORIGINAL_PATH=Scenes/TestLevel.j3o

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@ -1 +1,6 @@
compile.on.save=true
do.depend=false
do.jar=true
javac.debug=true
javadoc.preview=true
user.properties.file=C:\\Users\\sigon\\AppData\\Roaming\\.jmonkeyplatform\\v3.2.4-stable-sdk1\\build.properties

@ -42,11 +42,13 @@ javac.classpath=\
${libs.jme3-lwjgl.classpath}:\
${libs.jme3-effects.classpath}:\
${libs.jme3-terrain.classpath}:\
${libs.jme3-test-data.classpath}:\
${libs.jme3-bullet.classpath}:\
${libs.jme3-bullet-native.classpath}
# Space-separated list of extra javac options
javac.compilerargs=
javac.deprecation=false
javac.external.vm=false
javac.processorpath=\
${javac.classpath}
javac.source=1.7

@ -3,9 +3,18 @@ package mygame;
import com.jme3.app.SimpleApplication;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.util.SkyFactory;
import com.jme3.water.SimpleWaterProcessor;
import com.jme3.water.WaterFilter;
/**
* This is the Main Class of your Game. You should only do initialization here.
@ -21,14 +30,8 @@ public class Main extends SimpleApplication {
@Override
public void simpleInitApp() {
Box b = new Box(1, 1, 1);
Geometry geom = new Geometry("Box", b);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", ColorRGBA.Blue);
geom.setMaterial(mat);
rootNode.attachChild(geom);
flyCam.setMoveSpeed(50);
CreateLevel();
}
@Override
@ -40,4 +43,32 @@ public class Main extends SimpleApplication {
public void simpleRender(RenderManager rm) {
//TODO: add render code
}
private void CreateLevel() {
Node reflectedScene = new Node("Reflected Scene");
rootNode.attachChild(reflectedScene);
Spatial TestLevel = assetManager.loadModel("Scenes/TestLevel.j3o");
Node world = (Node)TestLevel;
System.out.println(world.getChildren());
reflectedScene.attachChild(TestLevel);
reflectedScene.attachChild(SkyFactory.createSky(assetManager,"Textures/Sky/Bright/BrightSky.dds",false));
/*SimpleWaterProcessor waterProcessor = new SimpleWaterProcessor(assetManager);
waterProcessor.setReflectionScene(reflectedScene);
waterProcessor.setWaterColor(new ColorRGBA(0.0f,0.0f,0.0f,1.0f));
waterProcessor.setWaterDepth(2);
waterProcessor.setWaterTransparency(0.9f);
waterProcessor.setWaveSpeed(0.02f);
waterProcessor.setDistortionScale(0.3f);
waterProcessor.setDistortionMix(0.6f);
waterProcessor.
viewPort.addProcessor(waterProcessor);
world.getChild("WaterNode").setMaterial(waterProcessor.getMaterial());*/
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
viewPort.addProcessor(fpp);
Vector3f lightDir = new Vector3f(-2.9f,-1.2f,-5.8f);
WaterFilter water = new WaterFilter(reflectedScene, lightDir);
fpp.addFilter(water);
//world.getChild("WaterNode").setQueueBucket(Bucket.Transparent);
}
}

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