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104 lines
4.9 KiB
104 lines
4.9 KiB
/*
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* Copyright (c) 2009-2012 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.helloworld;
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import com.jme3.app.SimpleApplication;
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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.Vector3f;
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import com.jme3.renderer.queue.RenderQueue.Bucket;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.shape.Box;
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import com.jme3.scene.shape.Sphere;
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import com.jme3.texture.Texture;
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import com.jme3.util.TangentBinormalGenerator;
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/** Sample 6 - how to give an object's surface a material and texture.
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* How to make objects transparent. How to make bumpy and shiny surfaces. */
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public class HelloMaterial extends SimpleApplication {
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public static void main(String[] args) {
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HelloMaterial app = new HelloMaterial();
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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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/** A simple textured cube -- in good MIP map quality. */
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Box cube1Mesh = new Box( 1f,1f,1f);
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Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
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cube1Geo.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
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Material cube1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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Texture cube1Tex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
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cube1Mat.setTexture("ColorMap", cube1Tex);
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cube1Geo.setMaterial(cube1Mat);
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rootNode.attachChild(cube1Geo);
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/** A translucent/transparent texture, similar to a window frame. */
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Box cube2Mesh = new Box( 1f,1f,0.01f);
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Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
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Material cube2Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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cube2Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
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cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
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cube2Geo.setQueueBucket(Bucket.Transparent);
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cube2Geo.setMaterial(cube2Mat);
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rootNode.attachChild(cube2Geo);
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/** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */
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Sphere sphereMesh = new Sphere(32,32, 2f);
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Geometry sphereGeo = new Geometry("Shiny rock", sphereMesh);
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sphereMesh.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
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TangentBinormalGenerator.generate(sphereMesh); // for lighting effect
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Material sphereMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
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sphereMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
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sphereMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
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sphereMat.setBoolean("UseMaterialColors",true);
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sphereMat.setColor("Diffuse",ColorRGBA.White);
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sphereMat.setColor("Specular",ColorRGBA.White);
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sphereMat.setFloat("Shininess", 64f); // [0,128]
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sphereGeo.setMaterial(sphereMat);
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//sphereGeo.setMaterial((Material) assetManager.loadMaterial("Materials/MyCustomMaterial.j3m"));
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sphereGeo.setLocalTranslation(0,2,-2); // Move it a bit
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sphereGeo.rotate(1.6f, 0, 0); // Rotate it a bit
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rootNode.attachChild(sphereGeo);
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/** Must add a light to make the lit object visible! */
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DirectionalLight sun = new DirectionalLight();
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sun.setDirection(new Vector3f(1,0,-2).normalizeLocal());
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sun.setColor(ColorRGBA.White);
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rootNode.addLight(sun);
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}
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}
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