Removed depricated material example in hellomaterial, refactored some object names

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10724 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
roo..li 12 years ago
parent 6baff6f8d9
commit 2224767cbe
  1. 73
      engine/src/test/jme3test/helloworld/HelloMaterial.java

@ -46,8 +46,7 @@ import com.jme3.texture.Texture;
import com.jme3.util.TangentBinormalGenerator;
/** Sample 6 - how to give an object's surface a material and texture.
* How to make objects transparent, or let colors "leak" through partially
* transparent textures. How to make bumpy and shiny surfaces. */
* How to make objects transparent. How to make bumpy and shiny surfaces. */
public class HelloMaterial extends SimpleApplication {
public static void main(String[] args) {
@ -59,59 +58,47 @@ public class HelloMaterial extends SimpleApplication {
public void simpleInitApp() {
/** A simple textured cube -- in good MIP map quality. */
Box boxshape1 = new Box( 1f,1f,1f);
Geometry cube = new Geometry("My Textured Box", boxshape1);
cube.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
mat_stl.setTexture("ColorMap", tex_ml);
cube.setMaterial(mat_stl);
rootNode.attachChild(cube);
Box cube1Mesh = new Box( 1f,1f,1f);
Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
cube1Geo.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
Material cube1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
Texture cube1Tex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
cube1Mat.setTexture("ColorMap", cube1Tex);
cube1Geo.setMaterial(cube1Mat);
rootNode.attachChild(cube1Geo);
/** A translucent/transparent texture, similar to a window frame. */
Box boxshape3 = new Box( 1f,1f,0.01f);
Geometry window_frame = new Geometry("window frame", boxshape3);
Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
window_frame.setQueueBucket(Bucket.Transparent);
window_frame.setMaterial(mat_tt);
rootNode.attachChild(window_frame);
/** A cube with its base color "leaking" through a partially transparent texture */
Box boxshape4 = new Box(1f,1f,1f);
Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4);
cube_leak.setLocalTranslation(new Vector3f(3f,-1f,0f));
Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
mat_tl.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple
cube_leak.setMaterial(mat_tl);
rootNode.attachChild(cube_leak);
// cube_leak.setMaterial((Material) assetManager.loadAsset( "Materials/LeakThrough.j3m"));
Box cube2Mesh = new Box( 1f,1f,0.01f);
Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
Material cube2Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
cube2Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
cube2Geo.setQueueBucket(Bucket.Transparent);
cube2Geo.setMaterial(cube2Mat);
rootNode.attachChild(cube2Geo);
/** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */
Sphere sphereMesh = new Sphere(32,32, 2f);
Geometry shinyRockGeo = new Geometry("Shiny rock", sphereMesh);
Geometry sphereGeo = new Geometry("Shiny rock", sphereMesh);
sphereMesh.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
TangentBinormalGenerator.generate(sphereMesh); // for lighting effect
Material litMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
litMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
litMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
litMat.setBoolean("UseMaterialColors",true);
litMat.setColor("Specular",ColorRGBA.White);
litMat.setColor("Diffuse",ColorRGBA.White);
litMat.setFloat("Shininess", 64f); // [0,128]
shinyRockGeo.setMaterial(litMat);
shinyRockGeo.setLocalTranslation(0,2,-2); // Move it a bit
shinyRockGeo.rotate(1.6f, 0, 0); // Rotate it a bit
rootNode.attachChild(shinyRockGeo);
Material sphereMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
sphereMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
sphereMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
sphereMat.setBoolean("UseMaterialColors",true);
sphereMat.setColor("Diffuse",ColorRGBA.White);
sphereMat.setColor("Specular",ColorRGBA.White);
sphereMat.setFloat("Shininess", 64f); // [0,128]
sphereGeo.setMaterial(sphereMat);
//sphereGeo.setMaterial((Material) assetManager.loadMaterial("Materials/MyCustomMaterial.j3m"));
sphereGeo.setLocalTranslation(0,2,-2); // Move it a bit
sphereGeo.rotate(1.6f, 0, 0); // Rotate it a bit
rootNode.attachChild(sphereGeo);
/** Must add a light to make the lit object visible! */
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(1,0,-2).normalizeLocal());
sun.setColor(ColorRGBA.White);
rootNode.addLight(sun);
}
}

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