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346 lines
15 KiB
346 lines
15 KiB
/*
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* Copyright (c) 2009-2020 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.terrain;
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import com.jme3.app.SimpleApplication;
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import com.jme3.asset.TextureKey;
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import com.jme3.bounding.BoundingBox;
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import com.jme3.font.BitmapText;
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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.light.PointLight;
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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.Vector3f;
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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.debug.Arrow;
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import com.jme3.terrain.geomipmap.TerrainLodControl;
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import com.jme3.terrain.geomipmap.TerrainQuad;
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import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
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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.util.SkyFactory;
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/**
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* Uses the terrain's lighting texture with normal maps and lights.
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*
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* @author bowens
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*/
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public class TerrainTestAdvanced extends SimpleApplication {
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private TerrainQuad terrain;
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Material matTerrain;
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Material matWire;
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boolean wireframe = false;
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boolean triPlanar = false;
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boolean wardiso = false;
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boolean minnaert = false;
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protected BitmapText hintText;
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PointLight pl;
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Geometry lightMdl;
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private float dirtScale = 16;
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private float darkRockScale = 32;
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private float pinkRockScale = 32;
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private float riverRockScale = 80;
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private float grassScale = 32;
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private float brickScale = 128;
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private float roadScale = 200;
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public static void main(String[] args) {
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TerrainTestAdvanced app = new TerrainTestAdvanced();
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app.start();
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}
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@Override
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public void initialize() {
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super.initialize();
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loadHintText();
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}
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@Override
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public void simpleInitApp() {
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setupKeys();
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// First, we load up our textures and the heightmap texture for the terrain
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// TERRAIN TEXTURE material
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matTerrain = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
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matTerrain.setBoolean("useTriPlanarMapping", false);
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matTerrain.setFloat("Shininess", 0.0f);
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// ALPHA map (for splat textures)
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matTerrain.setTexture("AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alpha1.png"));
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matTerrain.setTexture("AlphaMap_1", assetManager.loadTexture("Textures/Terrain/splat/alpha2.png"));
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// this material also supports 'AlphaMap_2', so you can get up to 12 diffuse textures
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// HEIGHTMAP image (for the terrain heightmap)
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TextureKey hmKey = new TextureKey("Textures/Terrain/splat/mountains512.png", false);
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Texture heightMapImage = assetManager.loadTexture(hmKey);
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// DIRT texture, Diffuse textures 0 to 3 use the first AlphaMap
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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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matTerrain.setTexture("DiffuseMap", dirt);
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matTerrain.setFloat("DiffuseMap_0_scale", dirtScale);
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// DARK ROCK texture
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Texture darkRock = assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg");
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darkRock.setWrap(WrapMode.Repeat);
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matTerrain.setTexture("DiffuseMap_1", darkRock);
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matTerrain.setFloat("DiffuseMap_1_scale", darkRockScale);
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// PINK ROCK texture
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Texture pinkRock = assetManager.loadTexture("Textures/Terrain/Rock/Rock.PNG");
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pinkRock.setWrap(WrapMode.Repeat);
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matTerrain.setTexture("DiffuseMap_2", pinkRock);
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matTerrain.setFloat("DiffuseMap_2_scale", pinkRockScale);
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// RIVER ROCK texture, this texture will use the next alphaMap: AlphaMap_1
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Texture riverRock = assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg");
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riverRock.setWrap(WrapMode.Repeat);
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matTerrain.setTexture("DiffuseMap_3", riverRock);
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matTerrain.setFloat("DiffuseMap_3_scale", riverRockScale);
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// GRASS texture
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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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matTerrain.setTexture("DiffuseMap_4", grass);
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matTerrain.setFloat("DiffuseMap_4_scale", grassScale);
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// BRICK texture
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Texture brick = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall.jpg");
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brick.setWrap(WrapMode.Repeat);
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matTerrain.setTexture("DiffuseMap_5", brick);
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matTerrain.setFloat("DiffuseMap_5_scale", brickScale);
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// ROAD texture
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Texture road = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
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road.setWrap(WrapMode.Repeat);
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matTerrain.setTexture("DiffuseMap_6", road);
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matTerrain.setFloat("DiffuseMap_6_scale", roadScale);
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// diffuse textures 0 to 3 use AlphaMap
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// diffuse textures 4 to 7 use AlphaMap_1
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// diffuse textures 8 to 11 use AlphaMap_2
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// NORMAL MAPS
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Texture normalMapDirt = assetManager.loadTexture("Textures/Terrain/splat/dirt_normal.png");
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normalMapDirt.setWrap(WrapMode.Repeat);
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Texture normalMapPinkRock = assetManager.loadTexture("Textures/Terrain/Rock/Rock_normal.png");
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normalMapPinkRock.setWrap(WrapMode.Repeat);
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Texture normalMapGrass = assetManager.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
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normalMapGrass.setWrap(WrapMode.Repeat);
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Texture normalMapRoad = assetManager.loadTexture("Textures/Terrain/splat/road_normal.png");
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normalMapRoad.setWrap(WrapMode.Repeat);
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matTerrain.setTexture("NormalMap", normalMapDirt);
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matTerrain.setTexture("NormalMap_1", normalMapPinkRock);
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matTerrain.setTexture("NormalMap_2", normalMapPinkRock);
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matTerrain.setTexture("NormalMap_4", normalMapGrass);
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matTerrain.setTexture("NormalMap_6", normalMapRoad);
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// WIREFRAME material (used to debug the terrain, only useful for this test case)
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matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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matWire.getAdditionalRenderState().setWireframe(true);
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matWire.setColor("Color", ColorRGBA.Green);
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createSky();
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// CREATE HEIGHTMAP
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AbstractHeightMap heightmap = null;
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try {
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heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.3f);
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heightmap.load();
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heightmap.smooth(0.9f, 1);
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} catch (Exception e) {
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e.printStackTrace();
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}
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/*
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* Here we create the actual terrain. The tiles will be 65x65, and the total size of the
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* terrain will be 513x513. It uses the heightmap we created to generate the height values.
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*/
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/**
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* Optimal terrain patch size is 65 (64x64).
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* The total size is up to you. At 1025 it ran fine for me (200+FPS), however at
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* size=2049 it got really slow. But that is a jump from 2 million to 8 million triangles...
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*/
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terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());//, new LodPerspectiveCalculatorFactory(getCamera(), 4)); // add this in to see it use entropy for LOD calculations
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TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
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control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier
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terrain.addControl(control);
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terrain.setMaterial(matTerrain);
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terrain.setModelBound(new BoundingBox());
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terrain.updateModelBound();
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terrain.setLocalTranslation(0, -100, 0);
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terrain.setLocalScale(1f, 1f, 1f);
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rootNode.attachChild(terrain);
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//Material debugMat = assetManager.loadMaterial("Common/Materials/VertexColor.j3m");
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//terrain.generateDebugTangents(debugMat);
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DirectionalLight light = new DirectionalLight();
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light.setDirection((new Vector3f(-0.1f, -0.1f, -0.1f)).normalize());
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rootNode.addLight(light);
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cam.setLocation(new Vector3f(0, 10, -10));
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cam.lookAtDirection(new Vector3f(0, -1.5f, -1).normalizeLocal(), Vector3f.UNIT_Y);
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flyCam.setMoveSpeed(400);
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rootNode.attachChild(createAxisMarker(20));
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}
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public void loadHintText() {
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hintText = new BitmapText(guiFont, false);
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hintText.setSize(guiFont.getCharSet().getRenderedSize());
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hintText.setLocalTranslation(0, getCamera().getHeight(), 0);
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hintText.setText("Hit T to switch to wireframe, P to switch to tri-planar texturing");
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guiNode.attachChild(hintText);
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}
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private void setupKeys() {
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flyCam.setMoveSpeed(50);
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inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
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inputManager.addListener(actionListener, "wireframe");
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inputManager.addMapping("triPlanar", new KeyTrigger(KeyInput.KEY_P));
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inputManager.addListener(actionListener, "triPlanar");
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inputManager.addMapping("WardIso", new KeyTrigger(KeyInput.KEY_9));
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inputManager.addListener(actionListener, "WardIso");
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inputManager.addMapping("DetachControl", new KeyTrigger(KeyInput.KEY_0));
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inputManager.addListener(actionListener, "DetachControl");
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}
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private ActionListener actionListener = new ActionListener() {
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@Override
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public void onAction(String name, boolean pressed, float tpf) {
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if (name.equals("wireframe") && !pressed) {
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wireframe = !wireframe;
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if (!wireframe) {
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terrain.setMaterial(matWire);
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} else {
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terrain.setMaterial(matTerrain);
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}
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} else if (name.equals("triPlanar") && !pressed) {
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triPlanar = !triPlanar;
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if (triPlanar) {
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matTerrain.setBoolean("useTriPlanarMapping", true);
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// planar textures don't use the mesh's texture coordinates but real world coordinates,
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// so we need to convert these texture coordinate scales into real world scales so it looks
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// the same when we switch to/from tr-planar mode (1024f is the alphamap size)
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matTerrain.setFloat("DiffuseMap_0_scale", 1f / (1024f / dirtScale));
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matTerrain.setFloat("DiffuseMap_1_scale", 1f / (1024f / darkRockScale));
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matTerrain.setFloat("DiffuseMap_2_scale", 1f / (1024f / pinkRockScale));
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matTerrain.setFloat("DiffuseMap_3_scale", 1f / (1024f / riverRockScale));
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matTerrain.setFloat("DiffuseMap_4_scale", 1f / (1024f / grassScale));
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matTerrain.setFloat("DiffuseMap_5_scale", 1f / (1024f / brickScale));
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matTerrain.setFloat("DiffuseMap_6_scale", 1f / (1024f / roadScale));
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} else {
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matTerrain.setBoolean("useTriPlanarMapping", false);
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matTerrain.setFloat("DiffuseMap_0_scale", dirtScale);
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matTerrain.setFloat("DiffuseMap_1_scale", darkRockScale);
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matTerrain.setFloat("DiffuseMap_2_scale", pinkRockScale);
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matTerrain.setFloat("DiffuseMap_3_scale", riverRockScale);
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matTerrain.setFloat("DiffuseMap_4_scale", grassScale);
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matTerrain.setFloat("DiffuseMap_5_scale", brickScale);
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matTerrain.setFloat("DiffuseMap_6_scale", roadScale);
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}
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} if (name.equals("DetachControl") && !pressed) {
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TerrainLodControl control = terrain.getControl(TerrainLodControl.class);
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if (control != null)
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control.detachAndCleanUpControl();
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else {
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control = new TerrainLodControl(terrain, cam);
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terrain.addControl(control);
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}
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}
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}
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};
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private void createSky() {
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Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_west.jpg");
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Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_east.jpg");
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Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_north.jpg");
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Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_south.jpg");
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Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_up.jpg");
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Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_down.jpg");
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Spatial sky = SkyFactory.createSky(assetManager, west, east, north, south, up, down);
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rootNode.attachChild(sky);
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}
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protected Node createAxisMarker(float arrowSize) {
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Material redMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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redMat.getAdditionalRenderState().setWireframe(true);
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redMat.setColor("Color", ColorRGBA.Red);
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Material greenMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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greenMat.getAdditionalRenderState().setWireframe(true);
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greenMat.setColor("Color", ColorRGBA.Green);
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Material blueMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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blueMat.getAdditionalRenderState().setWireframe(true);
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blueMat.setColor("Color", ColorRGBA.Blue);
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Node axis = new Node();
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// create arrows
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Geometry arrowX = new Geometry("arrowX", new Arrow(new Vector3f(arrowSize, 0, 0)));
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arrowX.setMaterial(redMat);
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Geometry arrowY = new Geometry("arrowY", new Arrow(new Vector3f(0, arrowSize, 0)));
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arrowY.setMaterial(greenMat);
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Geometry arrowZ = new Geometry("arrowZ", new Arrow(new Vector3f(0, 0, arrowSize)));
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arrowZ.setMaterial(blueMat);
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axis.attachChild(arrowX);
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axis.attachChild(arrowY);
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axis.attachChild(arrowZ);
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//axis.setModelBound(new BoundingBox());
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return axis;
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}
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}
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