Modify normal map to use png instead of dds to enable running on Android

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10514 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
iwg..om 12 years ago
parent e26c86c794
commit 107b3f2b88
  1. BIN
      engine/src/core-effects/Common/MatDefs/Water/Textures/water_normalmap.png
  2. 36
      engine/src/core-effects/com/jme3/water/SimpleWaterProcessor.java

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Width:  |  Height:  |  Size: 74 KiB

@ -54,18 +54,18 @@ import com.jme3.ui.Picture;
* Simple Water renders a simple plane that use reflection and refraction to look like water.
* It's pretty basic, but much faster than the WaterFilter
* It's useful if you aim low specs hardware and still want a good looking water.
* Usage is :
* Usage is :
* <code>
* SimpleWaterProcessor waterProcessor = new SimpleWaterProcessor(assetManager);
* //setting the scene to use for reflection
* waterProcessor.setReflectionScene(mainScene);
* //setting the light position
* waterProcessor.setLightPosition(lightPos);
*
*
* //setting the water plane
* Vector3f waterLocation=new Vector3f(0,-20,0);
* waterProcessor.setPlane(new Plane(Vector3f.UNIT_Y, waterLocation.dot(Vector3f.UNIT_Y)));
* //setting the water color
* //setting the water color
* waterProcessor.setWaterColor(ColorRGBA.Brown);
*
* //creating a quad to render water to
@ -74,13 +74,13 @@ import com.jme3.ui.Picture;
* //the texture coordinates define the general size of the waves
* quad.scaleTextureCoordinates(new Vector2f(6f,6f));
*
* //creating a geom to attach the water material
* //creating a geom to attach the water material
* Geometry water=new Geometry("water", quad);
* water.setLocalTranslation(-200, -20, 250);
* water.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
* //finally setting the material
* water.setMaterial(waterProcessor.getMaterial());
*
*
* //attaching the water to the root node
* rootNode.attachChild(water);
* </code>
@ -229,10 +229,10 @@ public class SimpleWaterProcessor implements SceneProcessor {
}
//we are rendering a sub part of the scene so the camera planeState may never be reseted to 0.
// reflectionCam.setPlaneState(0);
// reflectionCam.setPlaneState(0);
// refractionCam.setPlaneState(0);
//Rendering reflection and refraction
rm.renderViewPort(reflectionView, savedTpf);
rm.renderViewPort(refractionView, savedTpf);
@ -268,7 +268,7 @@ public class SimpleWaterProcessor implements SceneProcessor {
}
protected void loadTextures(AssetManager manager) {
normalTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/water_normalmap.dds");
normalTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/water_normalmap.png");
dudvTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/dudv_map.jpg");
normalTexture.setWrap(WrapMode.Repeat);
dudvTexture.setWrap(WrapMode.Repeat);
@ -349,7 +349,7 @@ public class SimpleWaterProcessor implements SceneProcessor {
/**
* returns the width of the reflection and refraction textures
* @return
* @return
*/
public int getRenderWidth() {
return renderWidth;
@ -357,7 +357,7 @@ public class SimpleWaterProcessor implements SceneProcessor {
/**
* returns the height of the reflection and refraction textures
* @return
* @return
*/
public int getRenderHeight() {
return renderHeight;
@ -376,7 +376,7 @@ public class SimpleWaterProcessor implements SceneProcessor {
/**
* returns the water plane
* @return
* @return
*/
public Plane getPlane() {
return plane;
@ -439,7 +439,7 @@ public class SimpleWaterProcessor implements SceneProcessor {
/**
* return the water depth
* @return
* @return
*/
public float getWaterDepth() {
return waterDepth;
@ -447,7 +447,7 @@ public class SimpleWaterProcessor implements SceneProcessor {
/**
* returns water transparency
* @return
* @return
*/
public float getWaterTransparency() {
return waterTransparency;
@ -455,7 +455,7 @@ public class SimpleWaterProcessor implements SceneProcessor {
/**
* sets the water transparency default os 0.1f
* @param waterTransparency
* @param waterTransparency
*/
public void setWaterTransparency(float waterTransparency) {
this.waterTransparency = Math.max(0, waterTransparency);
@ -495,7 +495,7 @@ public class SimpleWaterProcessor implements SceneProcessor {
/**
* retruns true if the waterprocessor is in debug mode
* @return
* @return
*/
public boolean isDebug() {
return debug;
@ -503,7 +503,7 @@ public class SimpleWaterProcessor implements SceneProcessor {
/**
* set to true to display reflection and refraction textures in the GUI for debug purpose
* @param debug
* @param debug
*/
public void setDebug(boolean debug) {
this.debug = debug;
@ -533,7 +533,7 @@ public class SimpleWaterProcessor implements SceneProcessor {
/**
* sets the reflection clipping plane offset
* set a nagetive value to lower the clipping plane for relection texture rendering.
* set a nagetive value to lower the clipping plane for relection texture rendering.
* @param reflectionClippingOffset
*/
public void setReflectionClippingOffset(float reflectionClippingOffset) {

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