Merge pull request #1094 from jayfella/master
Add support for fog in materials.
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commit
a8f5ac0589
@ -6,6 +6,26 @@
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#import "Common/ShaderLib/Lighting.glsllib"
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#endif
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// fog - jayfella
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#ifdef USE_FOG
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#import "Common/ShaderLib/MaterialFog.glsllib"
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varying float fog_distance;
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uniform vec4 m_FogColor;
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#ifdef FOG_LINEAR
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uniform vec2 m_LinearFog;
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#endif
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#ifdef FOG_EXP
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uniform float m_ExpFog;
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#endif
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#ifdef FOG_EXPSQ
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uniform float m_ExpSqFog;
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#endif
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#endif // end fog
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varying vec2 texCoord;
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#ifdef SEPARATE_TEXCOORD
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varying vec2 texCoord2;
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@ -115,6 +135,7 @@ void main(){
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#endif
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// ***********************
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// Read from textures
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// ***********************
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@ -207,5 +228,22 @@ void main(){
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DiffuseSum.rgb * diffuseColor.rgb * vec3(light.x) +
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SpecularSum2.rgb * specularColor.rgb * vec3(light.y);
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#endif
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// add fog after the lighting because shadows will cause the fog to darken
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// which just results in the geometry looking like it's changed color
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#ifdef USE_FOG
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#ifdef FOG_LINEAR
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gl_FragColor = getFogLinear(gl_FragColor, m_FogColor, m_LinearFog.x, m_LinearFog.y, fog_distance);
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#endif
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#ifdef FOG_EXP
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gl_FragColor = getFogExp(gl_FragColor, m_FogColor, m_ExpFog, fog_distance);
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#endif
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#ifdef FOG_EXPSQ
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gl_FragColor = getFogExpSquare(gl_FragColor, m_FogColor, m_ExpSqFog, fog_distance);
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#endif
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#endif // end fog
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gl_FragColor.a = alpha;
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}
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@ -120,6 +120,14 @@ MaterialDef Phong Lighting {
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Boolean UseInstancing
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Boolean BackfaceShadows : false
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// fog - jayfella
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Boolean UseFog
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Color FogColor
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Vector2 LinearFog
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Float ExpFog
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Float ExpSqFog
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}
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Technique {
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@ -159,6 +167,12 @@ MaterialDef Phong Lighting {
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INSTANCING : UseInstancing
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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// fog - jayfella
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USE_FOG : UseFog
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FOG_LINEAR : LinearFog
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FOG_EXP : ExpFog
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FOG_EXPSQ : ExpSqFog
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}
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}
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@ -200,6 +214,12 @@ MaterialDef Phong Lighting {
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INSTANCING : UseInstancing
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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// fog - jayfella
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USE_FOG : UseFog
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FOG_LINEAR : LinearFog
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FOG_EXP : ExpFog
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FOG_EXPSQ : ExpSqFog
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}
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}
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@ -8,6 +8,11 @@
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#import "Common/ShaderLib/BlinnPhongLighting.glsllib"
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#endif
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// fog - jayfella
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#ifdef USE_FOG
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varying float fog_distance;
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uniform vec3 g_CameraPosition;
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#endif
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uniform vec4 m_Ambient;
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uniform vec4 m_Diffuse;
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@ -178,5 +183,9 @@ void main(){
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#ifdef USE_REFLECTION
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computeRef(modelSpacePos);
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#endif
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#endif
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#ifdef USE_FOG
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fog_distance = distance(g_CameraPosition, (g_WorldMatrix * modelSpacePos).xyz);
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#endif
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}
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@ -6,6 +6,26 @@
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#import "Common/ShaderLib/Lighting.glsllib"
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#endif
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// fog - jayfella
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#ifdef USE_FOG
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#import "Common/ShaderLib/MaterialFog.glsllib"
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varying float fog_distance;
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uniform vec4 m_FogColor;
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#ifdef FOG_LINEAR
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uniform vec2 m_LinearFog;
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#endif
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#ifdef FOG_EXP
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uniform float m_ExpFog;
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#endif
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#ifdef FOG_EXPSQ
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uniform float m_ExpSqFog;
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#endif
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#endif // end fog
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varying vec2 texCoord;
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#ifdef SEPARATE_TEXCOORD
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varying vec2 texCoord2;
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@ -226,5 +246,20 @@ void main(){
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}
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#endif
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// add fog after the lighting because shadows will cause the fog to darken
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// which just results in the geometry looking like it's changed color
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#ifdef USE_FOG
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#ifdef FOG_LINEAR
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gl_FragColor = getFogLinear(gl_FragColor, m_FogColor, m_LinearFog.x, m_LinearFog.y, fog_distance);
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#endif
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#ifdef FOG_EXP
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gl_FragColor = getFogExp(gl_FragColor, m_FogColor, m_ExpFog, fog_distance);
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#endif
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#ifdef FOG_EXPSQ
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gl_FragColor = getFogExpSquare(gl_FragColor, m_FogColor, m_ExpSqFog, fog_distance);
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#endif
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#endif // end fog
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gl_FragColor.a = alpha;
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}
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@ -8,6 +8,11 @@
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#import "Common/ShaderLib/BlinnPhongLighting.glsllib"
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#endif
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// fog - jayfella
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#ifdef USE_FOG
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varying float fog_distance;
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uniform vec3 g_CameraPosition;
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#endif
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uniform vec4 m_Ambient;
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uniform vec4 m_Diffuse;
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@ -187,5 +192,9 @@ void main(){
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#ifdef USE_REFLECTION
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computeRef(modelSpacePos);
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#endif
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#endif
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#ifdef USE_FOG
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fog_distance = distance(g_CameraPosition, (g_WorldMatrix * modelSpacePos).xyz);
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#endif
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}
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@ -0,0 +1,25 @@
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vec4 getFogLinear(in vec4 diffuseColor, in vec4 fogColor, in float start, in float end, in float distance) {
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float fogFactor = (end - distance) / (end - start);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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return mix(fogColor, diffuseColor, fogFactor);
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}
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vec4 getFogExp(in vec4 diffuseColor, in vec4 fogColor, in float fogDensity, in float distance) {
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float fogFactor = 1.0 / exp(distance * fogDensity);
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fogFactor = clamp( fogFactor, 0.0, 1.0 );
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return mix(fogColor, diffuseColor, fogFactor);
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}
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vec4 getFogExpSquare(in vec4 diffuseColor, in vec4 fogColor, in float fogDensity, in float distance) {
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float fogFactor = 1.0 / exp( (distance * fogDensity) * (distance * fogDensity));
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fogFactor = clamp( fogFactor, 0.0, 1.0 );
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vec4 finalColor = mix(fogColor, diffuseColor, fogFactor);
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return finalColor;
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}
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@ -0,0 +1,79 @@
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package jme3test.light;
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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.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.Materials;
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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.Vector2f;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.shape.Sphere;
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public class TestLightingFog extends SimpleApplication implements ActionListener {
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private Material material;
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private Vector2f linear = new Vector2f(25, 120);
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private float exp = 0.015f;
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private float expsq = 0.02f;
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public static void main(String[] args) {
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TestLightingFog testLightingFog = new TestLightingFog();
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testLightingFog.start();
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}
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@Override
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public void simpleInitApp() {
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ColorRGBA skyColor = new ColorRGBA(0.5f, 0.6f, 0.7f, 0.0f);
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flyCam.setMoveSpeed(20);
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viewPort.setBackgroundColor(skyColor.mult(0.9f));
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DirectionalLight directionalLight = new DirectionalLight(new Vector3f(-1, -1, -1).normalizeLocal());
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rootNode.addLight(directionalLight);
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material = new Material(assetManager, Materials.LIGHTING);
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material.setBoolean("UseFog", true);
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material.setColor("FogColor", skyColor);
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material.setVector2("LinearFog", linear);
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int distance = -3;
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for (int i = 0; i < 100; i++) {
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Geometry geometry = new Geometry("Sphere", new Sphere(32, 32, 2));
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geometry.setMaterial(material);
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geometry.setLocalTranslation((FastMath.nextRandomFloat() - 0.5f) * 45, 0, i * distance);
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rootNode.attachChild(geometry);
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}
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inputManager.addMapping("Linear", new KeyTrigger(KeyInput.KEY_1));
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inputManager.addMapping("Exponential", new KeyTrigger(KeyInput.KEY_2));
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inputManager.addMapping("ExponentialSquared", new KeyTrigger(KeyInput.KEY_3));
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inputManager.addListener(this, "Linear", "Exponential", "ExponentialSquared");
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}
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@Override
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public void onAction(String name, boolean isPressed, float tpf) {
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if (name.equals("Linear") && !isPressed) {
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material.setVector2("LinearFog", linear);
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material.clearParam("ExpFog");
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material.clearParam("ExpSqFog");
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}
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else if (name.equals("Exponential") && !isPressed) {
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material.clearParam("LinearFog");
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material.setFloat("ExpFog", exp);
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material.clearParam("ExpSqFog");
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}
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else if (name.equals("ExponentialSquared") && !isPressed) {
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material.clearParam("LinearFog");
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material.clearParam("ExpFog");
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material.setFloat("ExpSqFog", expsq);
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}
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}
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}
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