Changed TestBatchNodeTower so that it doesn't use deprecated stuff anymore

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10521 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 12 years ago
parent ecc35e84c5
commit 01e2403f6c
  1. 39
      engine/src/test/jme3test/batching/TestBatchNodeTower.java

@ -41,18 +41,20 @@ import com.jme3.font.BitmapText;
import com.jme3.input.MouseInput; import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener; import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.MouseButtonTrigger; import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material; import com.jme3.material.Material;
import com.jme3.math.Vector2f; import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f; import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.renderer.queue.RenderQueue.ShadowMode; import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.BatchNode; import com.jme3.scene.BatchNode;
import com.jme3.scene.Geometry; import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box; import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere; import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode; import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.shadow.PssmShadowRenderer; import com.jme3.shadow.CompareMode;
import com.jme3.shadow.PssmShadowRenderer.CompareMode; import com.jme3.shadow.DirectionalLightShadowFilter;
import com.jme3.shadow.PssmShadowRenderer.FilterMode; import com.jme3.shadow.EdgeFilteringMode;
import com.jme3.system.AppSettings; import com.jme3.system.AppSettings;
import com.jme3.system.NanoTimer; import com.jme3.system.NanoTimer;
import com.jme3.texture.Texture; import com.jme3.texture.Texture;
@ -76,7 +78,7 @@ public class TestBatchNodeTower extends SimpleApplication {
Material mat; Material mat;
Material mat2; Material mat2;
Material mat3; Material mat3;
PssmShadowRenderer bsr; DirectionalLightShadowFilter shadowRenderer;
private Sphere bullet; private Sphere bullet;
private Box brick; private Box brick;
private SphereCollisionShape bulletCollisionShape; private SphereCollisionShape bulletCollisionShape;
@ -102,7 +104,7 @@ public class TestBatchNodeTower extends SimpleApplication {
bullet.setTextureMode(TextureMode.Projected); bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f); bulletCollisionShape = new SphereCollisionShape(0.4f);
brick = new Box(Vector3f.ZERO, brickWidth, brickHeight, brickDepth); brick = new Box(brickWidth, brickHeight, brickDepth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f)); brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
//bulletAppState.getPhysicsSpace().enableDebug(assetManager); //bulletAppState.getPhysicsSpace().enableDebug(assetManager);
initMaterial(); initMaterial();
@ -121,13 +123,17 @@ public class TestBatchNodeTower extends SimpleApplication {
rootNode.attachChild(batchNode); rootNode.attachChild(batchNode);
bsr = new PssmShadowRenderer(assetManager, 1024, 2); shadowRenderer = new DirectionalLightShadowFilter(assetManager, 1024, 2);
bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); DirectionalLight dl = new DirectionalLight();
bsr.setLambda(0.55f); dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
bsr.setShadowIntensity(0.6f); shadowRenderer.setLight(dl);
bsr.setCompareMode(CompareMode.Hardware); shadowRenderer.setLambda(0.55f);
bsr.setFilterMode(FilterMode.PCF4); shadowRenderer.setShadowIntensity(0.6f);
viewPort.addProcessor(bsr); shadowRenderer.setShadowCompareMode(CompareMode.Hardware);
shadowRenderer.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
fpp.addFilter(shadowRenderer);
viewPort.addProcessor(fpp);
} }
private PhysicsSpace getPhysicsSpace() { private PhysicsSpace getPhysicsSpace() {
@ -158,10 +164,11 @@ public class TestBatchNodeTower extends SimpleApplication {
angle = 0f; angle = 0f;
for (int i = 0; i < brickLayers; i++){ for (int i = 0; i < brickLayers; i++){
// Increment rows // Increment rows
if(i!=0) if (i != 0) {
tempY+=brickHeight*2; tempY += brickHeight * 2;
else } else {
tempY=brickHeight; tempY = brickHeight;
}
// Alternate brick seams // Alternate brick seams
angle = 360.0f / bricksPerLayer * i/2f; angle = 360.0f / bricksPerLayer * i/2f;
for (int j = 0; j < bricksPerLayer; j++){ for (int j = 0; j < bricksPerLayer; j++){

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