Fix rendering glitch in TestTransparentShadow (missing tangents for normal mapping)
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@ -50,6 +50,7 @@ import com.jme3.scene.shape.Sphere;
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import com.jme3.shadow.CompareMode;
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import com.jme3.shadow.DirectionalLightShadowRenderer;
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import com.jme3.shadow.EdgeFilteringMode;
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import com.jme3.util.TangentBinormalGenerator;
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public class TestTransparentShadow extends SimpleApplication {
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@ -59,7 +60,6 @@ public class TestTransparentShadow extends SimpleApplication {
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}
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public void simpleInitApp() {
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cam.setLocation(new Vector3f(5.700248f, 6.161693f, 5.1404157f));
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cam.setRotation(new Quaternion(-0.09441641f, 0.8993388f, -0.24089815f, -0.35248178f));
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@ -67,9 +67,9 @@ public class TestTransparentShadow extends SimpleApplication {
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Quad q = new Quad(20, 20);
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q.scaleTextureCoordinates(Vector2f.UNIT_XY.mult(10));
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TangentBinormalGenerator.generate(q);
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Geometry geom = new Geometry("floor", q);
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Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
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mat.setFloat("Shininess", 0);
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geom.setMaterial(mat);
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geom.rotate(-FastMath.HALF_PI, 0, 0);
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@ -77,12 +77,6 @@ public class TestTransparentShadow extends SimpleApplication {
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geom.setShadowMode(ShadowMode.CastAndReceive);
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rootNode.attachChild(geom);
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// create the geometry and attach it
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Spatial tree = assetManager.loadModel("Models/Tree/Tree.mesh.j3o");
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tree.setQueueBucket(Bucket.Transparent);
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tree.setShadowMode(ShadowMode.CastAndReceive);
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AmbientLight al = new AmbientLight();
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al.setColor(ColorRGBA.White.mult(0.7f));
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rootNode.addLight(al);
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@ -91,15 +85,19 @@ public class TestTransparentShadow extends SimpleApplication {
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dl1.setDirection(new Vector3f(0, -1, 0.5f).normalizeLocal());
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dl1.setColor(ColorRGBA.White.mult(1.5f));
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rootNode.addLight(dl1);
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// create the geometry and attach it
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Spatial tree = assetManager.loadModel("Models/Tree/Tree.mesh.j3o");
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tree.setQueueBucket(Bucket.Transparent);
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tree.setShadowMode(ShadowMode.CastAndReceive);
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rootNode.attachChild(tree);
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/** Uses Texture from jme3-test-data library! */
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// Uses Texture from jme3-test-data library!
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ParticleEmitter fire = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 30);
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Material mat_red = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
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mat_red.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/flame.png"));
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//mat_red.getAdditionalRenderState().setDepthTest(true);
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//mat_red.getAdditionalRenderState().setDepthWrite(true);
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fire.setShadowMode(ShadowMode.Cast);
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fire.setMaterial(mat_red);
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fire.setImagesX(2);
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fire.setImagesY(2); // 2x2 texture animation
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@ -112,22 +110,19 @@ public class TestTransparentShadow extends SimpleApplication {
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fire.setLowLife(0.5f);
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fire.setHighLife(1.5f);
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fire.getParticleInfluencer().setVelocityVariation(0.3f);
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fire.setLocalTranslation(1.0f, 0, 1.0f);
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fire.setLocalTranslation(5.0f, 0, 1.0f);
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fire.setLocalScale(0.3f);
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fire.setQueueBucket(Bucket.Translucent);
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// rootNode.attachChild(fire);
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rootNode.attachChild(fire);
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Material mat2 = assetManager.loadMaterial("Common/Materials/RedColor.j3m");
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Geometry ball = new Geometry("sphere", new Sphere(16, 16, 0.5f));
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ball.setMaterial(mat2);
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ball.setShadowMode(ShadowMode.CastAndReceive);
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rootNode.attachChild(ball);
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ball.setLocalTranslation(-1.0f, 1.5f, 1.0f);
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final DirectionalLightShadowRenderer dlsRenderer = new DirectionalLightShadowRenderer(assetManager, 1024, 1);
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dlsRenderer.setLight(dl1);
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dlsRenderer.setLambda(0.55f);
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@ -146,6 +141,5 @@ public class TestTransparentShadow extends SimpleApplication {
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}
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}
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}, "stabilize");
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}
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}
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