WaterFilter can now be constrained to an area in the scene based on a center and a radius. This allows to have several water areas in the same scene with different sets of parameters
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9551 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This commit is contained in:
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@ -36,6 +36,10 @@ uniform float m_SunScale;
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uniform float m_WaveScale;
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uniform float m_UnderWaterFogDistance;
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uniform float m_CausticsIntensity;
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#ifdef ENABLE_AREA
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uniform vec3 m_Center;
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uniform float m_Radius;
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#endif
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vec2 scale = vec2(m_WaveScale, m_WaveScale);
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float refractionScale = m_WaveScale;
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@ -231,15 +235,29 @@ void main(){
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vec3 color = color2;
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vec3 position = getPosition(sceneDepth,texCoord);
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float level = m_WaterHeight;
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// If we are underwater let's go to under water function
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if(level >= m_CameraPosition.y){
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#ifdef ENABLE_AREA
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vec3 dist = m_CameraPosition-m_Center;
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if(dot(dist,dist) >m_Radius){
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gl_FragColor = vec4(color2, 1.0);
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return;
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}
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#endif
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gl_FragColor = underWater();
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return ;
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}
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#ifdef ENABLE_AREA
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vec3 dist = position-m_Center;
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if(dot(dist,dist) >m_Radius){
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gl_FragColor = vec4(color2, 1.0);
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return;
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}
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#endif
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//#ifndef ENABLE_RIPPLES
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// This optimization won't work on NVIDIA cards if ripples are enabled
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if(position.y > level + m_MaxAmplitude + isAtFarPlane * 100.0){
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@ -45,6 +45,9 @@ MaterialDef Advanced Water {
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Boolean UseCaustics
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Boolean UseRefraction
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Float Radius
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Vector3 Center
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}
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Technique {
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@ -64,6 +67,8 @@ MaterialDef Advanced Water {
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ENABLE_FOAM : UseFoam
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ENABLE_CAUSTICS : UseCaustics
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ENABLE_REFRACTION : UseRefraction
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ENABLE_AREA : Center
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}
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}
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@ -81,7 +86,7 @@ MaterialDef Advanced Water {
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ENABLE_FOAM : UseFoam
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ENABLE_CAUSTICS : UseCaustics
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ENABLE_REFRACTION : UseRefraction
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ENABLE_AREA : Center
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}
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}
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}
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@ -41,6 +41,11 @@ uniform float m_WaveScale;
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uniform float m_UnderWaterFogDistance;
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uniform float m_CausticsIntensity;
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#ifdef ENABLE_AREA
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uniform vec3 m_Center;
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uniform float m_Radius;
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#endif
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vec2 scale = vec2(m_WaveScale, m_WaveScale);
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float refractionScale = m_WaveScale;
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@ -228,7 +233,12 @@ vec4 underWater(int sampleNum){
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vec4 main_multiSample(int sampleNum){
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// If we are underwater let's call the underwater function
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if(m_WaterHeight >= m_CameraPosition.y){
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#ifdef ENABLE_AREA
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vec2 dist = m_CameraPosition.xz-m_Center.xz;
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if(dot(dist,dist) >m_Radius){
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return fetchTextureSample(m_Texture, texCoord, sampleNum);
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}
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#endif
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return underWater(sampleNum);
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}
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@ -238,6 +248,13 @@ vec4 main_multiSample(int sampleNum){
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vec3 color = color2;
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vec3 position = getPosition(sceneDepth, texCoord);
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#ifdef ENABLE_AREA
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vec2 dist = position.xz-m_Center.xz;
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if(dot(dist,dist) >m_Radius){
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return vec4(color2, 1.0);
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}
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#endif
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float level = m_WaterHeight;
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float isAtFarPlane = step(0.99998, sceneDepth);
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@ -115,6 +115,9 @@ public class WaterFilter extends Filter {
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private float underWaterFogDistance = 120;
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private boolean useCaustics = true;
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private float causticsIntensity = 0.5f;
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//positional attributes
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private Vector3f center;
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private float radius;
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/**
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* Create a Water Filter
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@ -294,6 +297,10 @@ public class WaterFilter extends Filter {
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material.setFloat("FoamIntensity", foamIntensity);
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material.setFloat("UnderWaterFogDistance", underWaterFogDistance);
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material.setFloat("CausticsIntensity", causticsIntensity);
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if (center != null) {
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material.setVector3("Center", center);
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material.setFloat("Radius", radius * radius);
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}
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}
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@ -1047,4 +1054,39 @@ public class WaterFilter extends Filter {
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material.setFloat("CausticsIntensity", causticsIntensity);
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}
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}
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public Vector3f getCenter() {
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return center;
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}
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/**
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* Set the center of the effect.
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* By default the water will extent to the entire scene.
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* By setting a center and a radius you can restrain it to a portion of the scene.
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* @param center the center of the effect
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*/
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public void setCenter(Vector3f center) {
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this.center = center;
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if (material != null) {
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material.setVector3("Center", center);
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}
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}
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public float getRadius() {
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return radius;
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}
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/**
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* Set the radius of the effect.
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* By default the water will extent to the entire scene.
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* By setting a center and a radius you can restrain it to a portion of the scene.
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* @param radius the radius of the effect
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*/
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public void setRadius(float radius) {
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this.radius = radius;
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if (material != null) {
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material.setFloat("Radius", radius * radius);
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}
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}
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}
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197
engine/src/test/jme3test/water/TestMultiPostWater.java
Normal file
197
engine/src/test/jme3test/water/TestMultiPostWater.java
Normal file
@ -0,0 +1,197 @@
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package jme3test.water;
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import com.jme3.app.SimpleApplication;
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import com.jme3.audio.AudioNode;
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import com.jme3.audio.LowPassFilter;
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import com.jme3.effect.ParticleEmitter;
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import com.jme3.effect.ParticleMesh;
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import com.jme3.input.controls.ActionListener;
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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.material.RenderState.BlendMode;
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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.Vector3f;
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import com.jme3.post.FilterPostProcessor;
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import com.jme3.post.filters.BloomFilter;
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import com.jme3.post.filters.DepthOfFieldFilter;
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import com.jme3.post.filters.LightScatteringFilter;
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import com.jme3.renderer.Camera;
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import com.jme3.renderer.queue.RenderQueue.Bucket;
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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.scene.shape.Box;
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import com.jme3.system.AppSettings;
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import com.jme3.terrain.geomipmap.TerrainQuad;
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import com.jme3.terrain.heightmap.AbstractHeightMap;
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import com.jme3.terrain.heightmap.ImageBasedHeightMap;
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import com.jme3.texture.Texture;
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import com.jme3.texture.Texture.WrapMode;
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import com.jme3.texture.Texture2D;
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import com.jme3.util.SkyFactory;
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import com.jme3.water.WaterFilter;
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import java.util.ArrayList;
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import java.util.List;
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/**
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* test
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* @author normenhansen
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*/
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public class TestMultiPostWater extends SimpleApplication {
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private Vector3f lightDir = new Vector3f(-4.9236743f, -1.27054665f, 5.896916f);
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private WaterFilter water;
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TerrainQuad terrain;
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Material matRock;
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AudioNode waves;
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LowPassFilter underWaterAudioFilter = new LowPassFilter(0.5f, 0.1f);
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LowPassFilter underWaterReverbFilter = new LowPassFilter(0.5f, 0.1f);
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LowPassFilter aboveWaterAudioFilter = new LowPassFilter(1, 1);
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public static void main(String[] args) {
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TestMultiPostWater app = new TestMultiPostWater();
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app.setSettings(new AppSettings(true));
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app.start();
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}
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@Override
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public void simpleInitApp() {
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// setDisplayFps(false);
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// setDisplayStatView(false);
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Node mainScene = new Node("Main Scene");
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rootNode.attachChild(mainScene);
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createTerrain(mainScene);
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DirectionalLight sun = new DirectionalLight();
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sun.setDirection(lightDir);
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sun.setColor(ColorRGBA.White.clone().multLocal(1.7f));
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mainScene.addLight(sun);
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flyCam.setMoveSpeed(100);
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//cam.setLocation(new Vector3f(-700, 100, 300));
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//cam.setRotation(new Quaternion().fromAngleAxis(0.5f, Vector3f.UNIT_Z));
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cam.setLocation(new Vector3f(-327.21957f, 61.6459f, 126.884346f));
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cam.setRotation(new Quaternion().fromAngles(new float[]{FastMath.PI * 0.06f, FastMath.PI * 0.65f, 0}));
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Spatial sky = SkyFactory.createSky(assetManager, "Scenes/Beach/FullskiesSunset0068.dds", false);
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sky.setLocalScale(350);
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mainScene.attachChild(sky);
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cam.setFrustumFar(4000);
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FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
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water = new WaterFilter(rootNode, lightDir);
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water.setCenter(new Vector3f(9.628218f, -15.830074f, 199.23595f));
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water.setRadius(260);
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water.setWaveScale(0.003f);
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water.setMaxAmplitude(2f);
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water.setFoamExistence(new Vector3f(1f, 4, 0.5f));
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water.setFoamTexture((Texture2D) assetManager.loadTexture("Common/MatDefs/Water/Textures/foam2.jpg"));
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water.setRefractionStrength(0.2f);
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water.setWaterHeight(0.8f);
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fpp.addFilter(water);
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WaterFilter water2 = new WaterFilter(rootNode, lightDir);
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water2.setCenter(new Vector3f(-280.46027f, -24.971727f, -271.71976f));
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water2.setRadius(260);
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water2.setWaterHeight(0.8f);
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water2.setUseFoam(false);
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water2.setUseRipples(false);
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water2.setDeepWaterColor(ColorRGBA.Brown);
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water2.setWaterColor(ColorRGBA.Brown.mult(2.0f));
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water2.setWaterTransparency(0.2f);
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water2.setMaxAmplitude(0.3f);
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water2.setWaveScale(0.008f);
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water2.setSpeed(0.7f);
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water2.setShoreHardness(1.0f);
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water2.setRefractionConstant(0.2f);
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water2.setShininess(0.3f);
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water2.setSunScale(1.0f);
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water2.setColorExtinction(new Vector3f(10.0f, 20.0f, 30.0f));
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fpp.addFilter(water2);
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WaterFilter water3 = new WaterFilter(rootNode, lightDir);
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water3.setCenter(new Vector3f(319.6663f, -18.367947f, -236.67674f));
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water3.setRadius(260);
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water3.setWaterHeight(0.8f);
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water3.setWaveScale(0.003f);
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water3.setMaxAmplitude(2f);
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water3.setFoamExistence(new Vector3f(1f, 4, 0.5f));
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water3.setFoamTexture((Texture2D) assetManager.loadTexture("Common/MatDefs/Water/Textures/foam2.jpg"));
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water3.setRefractionStrength(0.2f);
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water3.setWaterHeight(0.8f);
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water3.setDeepWaterColor(ColorRGBA.Red);
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water3.setWaterColor(ColorRGBA.Red.mult(2.0f));
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water3.setLightColor(ColorRGBA.Red);
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fpp.addFilter(water3);
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viewPort.addProcessor(fpp);
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}
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private void createTerrain(Node rootNode) {
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matRock = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
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matRock.setBoolean("useTriPlanarMapping", false);
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matRock.setBoolean("WardIso", true);
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matRock.setTexture("AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
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Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/test.png");
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Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
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grass.setWrap(WrapMode.Repeat);
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matRock.setTexture("DiffuseMap", grass);
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matRock.setFloat("DiffuseMap_0_scale", 64);
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Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
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dirt.setWrap(WrapMode.Repeat);
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matRock.setTexture("DiffuseMap_1", dirt);
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matRock.setFloat("DiffuseMap_1_scale", 16);
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Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
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rock.setWrap(WrapMode.Repeat);
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matRock.setTexture("DiffuseMap_2", rock);
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matRock.setFloat("DiffuseMap_2_scale", 128);
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Texture normalMap0 = assetManager.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
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normalMap0.setWrap(WrapMode.Repeat);
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Texture normalMap1 = assetManager.loadTexture("Textures/Terrain/splat/dirt_normal.png");
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normalMap1.setWrap(WrapMode.Repeat);
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Texture normalMap2 = assetManager.loadTexture("Textures/Terrain/splat/road_normal.png");
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normalMap2.setWrap(WrapMode.Repeat);
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matRock.setTexture("NormalMap", normalMap0);
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matRock.setTexture("NormalMap_1", normalMap2);
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matRock.setTexture("NormalMap_2", normalMap2);
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AbstractHeightMap heightmap = null;
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try {
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heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.25f);
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heightmap.load();
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} catch (Exception e) {
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e.printStackTrace();
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}
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terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
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List<Camera> cameras = new ArrayList<Camera>();
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cameras.add(getCamera());
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terrain.setMaterial(matRock);
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terrain.setLocalScale(new Vector3f(5, 5, 5));
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terrain.setLocalTranslation(new Vector3f(0, -30, 0));
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terrain.setLocked(false); // unlock it so we can edit the height
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terrain.setShadowMode(ShadowMode.Receive);
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rootNode.attachChild(terrain);
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}
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@Override
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public void simpleUpdate(float tpf) {
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}
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}
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