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@ -51,16 +51,46 @@ import com.jme3.scene.Spatial; |
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import com.jme3.scene.shape.Quad; |
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import com.jme3.texture.FrameBuffer; |
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import com.jme3.texture.Image.Format; |
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import com.jme3.texture.Texture.MagFilter; |
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import com.jme3.texture.Texture.MinFilter; |
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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.ui.Picture; |
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import com.jme3.util.TempVars; |
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/** |
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* |
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* @author normenhansen |
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* Simple Water renders a simple plane that use reflection and refraction to look like water. |
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* It's pretty basic, but much faster than the WaterFilter |
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* It's useful if you aim low specs hardware and still want a good looking water. |
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* Usage is : |
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* <code> |
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* SimpleWaterProcessor waterProcessor = new SimpleWaterProcessor(assetManager); |
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* //setting the scene to use for reflection
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* waterProcessor.setReflectionScene(mainScene); |
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* //setting the light position
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* waterProcessor.setLightPosition(lightPos); |
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* |
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* //setting the water plane
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* Vector3f waterLocation=new Vector3f(0,-20,0); |
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* waterProcessor.setPlane(new Plane(Vector3f.UNIT_Y, waterLocation.dot(Vector3f.UNIT_Y))); |
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* //setting the water color
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* waterProcessor.setWaterColor(ColorRGBA.Brown); |
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* |
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* //creating a quad to render water to
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* Quad quad = new Quad(400,400); |
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* |
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* //the texture coordinates define the general size of the waves
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* quad.scaleTextureCoordinates(new Vector2f(6f,6f)); |
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* |
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* //creating a geom to attach the water material
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* Geometry water=new Geometry("water", quad); |
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* water.setLocalTranslation(-200, -20, 250); |
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* water.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X)); |
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* //finally setting the material
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* water.setMaterial(waterProcessor.getMaterial()); |
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* |
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* //attaching the water to the root node
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* rootNode.attachChild(water); |
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* </code> |
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* @author Normen Hansen & Rémy Bouquet |
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*/ |
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public class SimpleWaterProcessor implements SceneProcessor { |
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@ -100,6 +130,10 @@ public class SimpleWaterProcessor implements SceneProcessor { |
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private Vector3f vect2 = new Vector3f(); |
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private Vector3f vect3 = new Vector3f(); |
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/** |
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* Creates a SimpleWaterProcessor |
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* @param manager the asset manager |
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*/ |
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public SimpleWaterProcessor(AssetManager manager) { |
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this.manager = manager; |
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material = new Material(manager, "Common/MatDefs/Water/SimpleWater.j3md"); |
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@ -312,10 +346,18 @@ public class SimpleWaterProcessor implements SceneProcessor { |
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reflectionScene = spat; |
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} |
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/** |
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* returns the width of the reflection and refraction textures |
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* @return |
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*/ |
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public int getRenderWidth() { |
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return renderWidth; |
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} |
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/** |
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* returns the height of the reflection and refraction textures |
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* @return |
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*/ |
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public int getRenderHeight() { |
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return renderHeight; |
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} |
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@ -331,6 +373,10 @@ public class SimpleWaterProcessor implements SceneProcessor { |
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renderHeight = height; |
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} |
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/** |
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* returns the water plane |
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* @return |
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*/ |
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public Plane getPlane() { |
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return plane; |
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} |
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@ -390,14 +436,26 @@ public class SimpleWaterProcessor implements SceneProcessor { |
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material.setFloat("waterDepth", depth); |
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} |
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/** |
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* return the water depth |
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* @return |
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*/ |
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public float getWaterDepth() { |
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return waterDepth; |
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} |
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/** |
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* returns water transparency |
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* @return |
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*/ |
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public float getWaterTransparency() { |
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return waterTransparency; |
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} |
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/** |
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* sets the water transparency default os 0.1f |
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* @param waterTransparency |
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*/ |
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public void setWaterTransparency(float waterTransparency) { |
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this.waterTransparency = Math.max(0, waterTransparency); |
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material.setFloat("waterTransparency", waterTransparency / 10); |
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@ -434,10 +492,18 @@ public class SimpleWaterProcessor implements SceneProcessor { |
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material.setColor("texScale", new ColorRGBA(value, value, value, value)); |
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} |
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/** |
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* retruns true if the waterprocessor is in debug mode |
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* @return |
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*/ |
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public boolean isDebug() { |
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return debug; |
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} |
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/** |
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* set to true to display reflection and refraction textures in the GUI for debug purpose |
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* @param debug |
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*/ |
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public void setDebug(boolean debug) { |
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this.debug = debug; |
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} |
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