- Added steep parallax mapping, activate it by setting SteepParallax attribute to true in lighting material
- Refactored paralax calculation code in Parallax.glsllib - Added a boolean param to lighting material PackedNormalParallax to specify if the parallax map is stored in the alpha channel of the normal map (it was already implemented in the shader). added a dds file and a material using this - The parallax height can now be set by users by setting the ParallaxHeight attribute. default is 0.05 - Deleted old normal map for water - Inverted green channel of the brickwall normal texture to look good with recent change in normal calculation in lighting material - Created a test case for parallax mapping where you can swich from classic to steep parallax using spacebar, and where you can tweak the parallax heigh by using I and K keys. git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8046 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
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#if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP))) && !defined(VERTEX_LIGHTING) |
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vec2 steepParallaxOffset(sampler2D parallaxMap, vec3 vViewDir,vec2 texCoord,float parallaxScale){ |
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vec2 vParallaxDirection = normalize( vViewDir.xy ); |
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// The length of this vector determines the furthest amount of displacement: (Ati's comment) |
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float fLength = length( vViewDir ); |
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float fParallaxLength = sqrt( fLength * fLength - vViewDir.z * vViewDir.z ) / vViewDir.z; |
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// Compute the actual reverse parallax displacement vector: (Ati's comment) |
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vec2 vParallaxOffsetTS = vParallaxDirection * fParallaxLength; |
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// Need to scale the amount of displacement to account for different height ranges |
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// in height maps. This is controlled by an artist-editable parameter: (Ati's comment) |
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parallaxScale *=0.3; |
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vParallaxOffsetTS *= parallaxScale; |
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vec3 eyeDir = normalize(vViewDir).xyz; |
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float nMinSamples = 6; |
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float nMaxSamples = 1000 * parallaxScale; |
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float nNumSamples = mix( nMinSamples, nMaxSamples, 1.0 - eyeDir.z ); //In reference shader: int nNumSamples = (int)(lerp( nMinSamples, nMaxSamples, dot( eyeDirWS, N ) )); |
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float fStepSize = 1.0 / nNumSamples; |
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float fCurrHeight = 0.0; |
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float fPrevHeight = 1.0; |
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float fNextHeight = 0.0; |
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float nStepIndex = 0; |
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vec2 vTexOffsetPerStep = fStepSize * vParallaxOffsetTS; |
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vec2 vTexCurrentOffset = texCoord; |
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float fCurrentBound = 1.0; |
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float fParallaxAmount = 0.0; |
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while ( nStepIndex < nNumSamples && fCurrHeight <= fCurrentBound ) { |
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vTexCurrentOffset -= vTexOffsetPerStep; |
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fPrevHeight = fCurrHeight; |
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#ifdef NORMALMAP_PARALLAX |
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//parallax map is stored in the alpha channel of the normal map |
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fCurrHeight = texture2DLod( parallaxMap, vTexCurrentOffset,1.0).a; |
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#else |
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//parallax map is a texture |
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fCurrHeight = texture2DLod( parallaxMap, vTexCurrentOffset,1.0).r; |
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#endif |
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fCurrentBound -= fStepSize; |
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nStepIndex+=1.0; |
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} |
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vec2 pt1 = vec2( fCurrentBound, fCurrHeight ); |
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vec2 pt2 = vec2( fCurrentBound + fStepSize, fPrevHeight ); |
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float fDelta2 = pt2.x - pt2.y; |
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float fDelta1 = pt1.x - pt1.y; |
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float fDenominator = fDelta2 - fDelta1; |
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fParallaxAmount = (pt1.x * fDelta2 - pt2.x * fDelta1 ) / fDenominator; |
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vec2 vParallaxOffset = vParallaxOffsetTS * (1.0 - fParallaxAmount ); |
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return texCoord - vParallaxOffset; |
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} |
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vec2 classicParallaxOffset(sampler2D parallaxMap, vec3 vViewDir,vec2 texCoord,float parallaxScale){ |
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float h; |
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h = texture2D(parallaxMap, texCoord).a; |
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#ifdef NORMALMAP_PARALLAX |
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//parallax map is stored in the alpha channel of the normal map |
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h = texture2D(parallaxMap, texCoord).a; |
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#else |
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//parallax map is a texture |
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h = texture2D(parallaxMap, texCoord).r; |
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#endif |
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float heightScale = parallaxScale; |
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float heightBias = heightScale* -0.6; |
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vec3 normView = normalize(vViewDir); |
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h = (h * heightScale + heightBias) * normView.z; |
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return texCoord + (h * normView.xy); |
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} |
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#endif |
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Material Pong Rock : Common/MatDefs/Light/Lighting.j3md { |
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MaterialParameters { |
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Shininess: 2.0 |
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DiffuseMap : Textures/Terrain/BrickWall/BrickWall.jpg |
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NormalMap : Textures/Terrain/BrickWall/BrickWall_normal_parallax.dds |
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PackedNormalParallax: true |
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} |
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} |
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@ -0,0 +1,166 @@ |
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/* |
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* Copyright (c) 2009-2010 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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package jme3test.material; |
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import com.jme3.app.SimpleApplication; |
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import com.jme3.input.KeyInput; |
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import com.jme3.input.controls.ActionListener; |
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import com.jme3.input.controls.AnalogListener; |
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import com.jme3.input.controls.KeyTrigger; |
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import com.jme3.light.DirectionalLight; |
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import com.jme3.material.Material; |
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import com.jme3.math.ColorRGBA; |
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import com.jme3.math.FastMath; |
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import com.jme3.math.Quaternion; |
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import com.jme3.math.Vector2f; |
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import com.jme3.math.Vector3f; |
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import com.jme3.post.FilterPostProcessor; |
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import com.jme3.post.filters.FXAAFilter; |
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import com.jme3.renderer.queue.RenderQueue.ShadowMode; |
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import com.jme3.scene.Geometry; |
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import com.jme3.scene.Node; |
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import com.jme3.scene.Spatial; |
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import com.jme3.texture.Texture.WrapMode; |
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import com.jme3.util.SkyFactory; |
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import com.jme3.util.TangentBinormalGenerator; |
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public class TestParallax extends SimpleApplication { |
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private Vector3f lightDir = new Vector3f(-1, -1, .5f).normalizeLocal(); |
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public static void main(String[] args) { |
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TestParallax app = new TestParallax(); |
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app.start(); |
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} |
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public void setupSkyBox() { |
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rootNode.attachChild(SkyFactory.createSky(assetManager, "Scenes/Beach/FullskiesSunset0068.dds", false)); |
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} |
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DirectionalLight dl; |
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public void setupLighting() { |
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dl = new DirectionalLight(); |
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dl.setDirection(lightDir); |
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dl.setColor(new ColorRGBA(.9f, .9f, .9f, 1)); |
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rootNode.addLight(dl); |
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} |
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Material mat; |
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public void setupFloor() { |
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mat = assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall2.j3m"); |
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mat.getTextureParam("DiffuseMap").getTextureValue().setWrap(WrapMode.Repeat); |
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mat.getTextureParam("NormalMap").getTextureValue().setWrap(WrapMode.Repeat); |
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mat.setFloat("Shininess", 0); |
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Node floorGeom = (Node) assetManager.loadAsset("Models/WaterTest/WaterTest.mesh.xml"); |
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Geometry g = ((Geometry) floorGeom.getChild(0)); |
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g.getMesh().scaleTextureCoordinates(new Vector2f(10, 10)); |
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TangentBinormalGenerator.generate(floorGeom); |
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floorGeom.setLocalTranslation(0, 22, 0); |
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floorGeom.setLocalScale(100); |
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floorGeom.setMaterial(mat); |
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rootNode.attachChild(floorGeom); |
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} |
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public void setupSignpost() { |
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Spatial signpost = assetManager.loadModel("Models/Sign Post/Sign Post.mesh.xml"); |
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Material mat = assetManager.loadMaterial("Models/Sign Post/Sign Post.j3m"); |
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TangentBinormalGenerator.generate(signpost); |
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signpost.setMaterial(mat); |
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signpost.rotate(0, FastMath.HALF_PI, 0); |
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signpost.setLocalTranslation(12, 23.5f, 30); |
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signpost.setLocalScale(4); |
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signpost.setShadowMode(ShadowMode.CastAndReceive); |
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rootNode.attachChild(signpost); |
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} |
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@Override |
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public void simpleInitApp() { |
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cam.setLocation(new Vector3f(-15.445636f, 30.162927f, 60.252777f)); |
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cam.setRotation(new Quaternion(0.05173137f, 0.92363626f, -0.13454558f, 0.35513034f)); |
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flyCam.setMoveSpeed(30); |
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setupLighting(); |
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setupSkyBox(); |
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setupFloor(); |
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setupSignpost(); |
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inputManager.addListener(new AnalogListener() { |
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public void onAnalog(String name, float value, float tpf) { |
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if ("heightUP".equals(name)) { |
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parallaxHeigh += 0.0001; |
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mat.setFloat("ParallaxHeight", parallaxHeigh); |
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} |
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if ("heightDown".equals(name)) { |
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parallaxHeigh -= 0.0001; |
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parallaxHeigh = Math.max(parallaxHeigh, 0); |
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mat.setFloat("ParallaxHeight", parallaxHeigh); |
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} |
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} |
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}, "heightUP", "heightDown"); |
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inputManager.addMapping("heightUP", new KeyTrigger(KeyInput.KEY_I)); |
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inputManager.addMapping("heightDown", new KeyTrigger(KeyInput.KEY_K)); |
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inputManager.addListener(new ActionListener() { |
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public void onAction(String name, boolean isPressed, float tpf) { |
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if (isPressed && "toggleSteep".equals(name)) { |
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steep = !steep; |
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mat.setBoolean("SteepParallax", steep); |
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} |
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} |
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}, "toggleSteep"); |
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inputManager.addMapping("toggleSteep", new KeyTrigger(KeyInput.KEY_SPACE)); |
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FilterPostProcessor fpp = new FilterPostProcessor(assetManager); |
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FXAAFilter fxaa = new FXAAFilter(); |
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fxaa.setReduceMul(0.08f); |
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fpp.addFilter(fxaa); |
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viewPort.addProcessor(fpp); |
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} |
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float parallaxHeigh = 0.05f; |
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float time = 0; |
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boolean steep = false; |
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@Override |
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public void simpleUpdate(float tpf) { |
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// time+=tpf;
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// lightDir.set(FastMath.sin(time), -1, FastMath.cos(time));
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// bsr.setDirection(lightDir);
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// dl.setDirection(lightDir);
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} |
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} |
Loading…
Reference in new issue