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