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148 lines
5.7 KiB
148 lines
5.7 KiB
package jme3test.terrain;
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import com.jme3.app.SimpleApplication;
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import com.jme3.app.state.ScreenshotAppState;
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import com.jme3.bullet.control.CharacterControl;
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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.terrain.geomipmap.TerrainGrid;
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import com.jme3.terrain.geomipmap.TerrainGridLodControl;
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import com.jme3.terrain.geomipmap.TerrainLodControl;
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import com.jme3.terrain.geomipmap.grid.FractalTileLoader;
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import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
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import com.jme3.terrain.noise.ShaderUtils;
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import com.jme3.terrain.noise.basis.FilteredBasis;
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import com.jme3.terrain.noise.filter.IterativeFilter;
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import com.jme3.terrain.noise.filter.OptimizedErode;
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import com.jme3.terrain.noise.filter.PerturbFilter;
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import com.jme3.terrain.noise.filter.SmoothFilter;
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import com.jme3.terrain.noise.fractal.FractalSum;
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import com.jme3.terrain.noise.modulator.NoiseModulator;
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import com.jme3.texture.Texture;
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import com.jme3.texture.Texture.WrapMode;
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public class TerrainFractalGridTest extends SimpleApplication {
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private Material mat_terrain;
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private TerrainGrid terrain;
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private float grassScale = 64;
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private float dirtScale = 16;
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private float rockScale = 128;
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public static void main(final String[] args) {
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TerrainFractalGridTest app = new TerrainFractalGridTest();
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app.start();
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}
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private CharacterControl player3;
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private FractalSum base;
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private PerturbFilter perturb;
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private OptimizedErode therm;
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private SmoothFilter smooth;
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private IterativeFilter iterate;
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@Override
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public void simpleInitApp() {
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this.flyCam.setMoveSpeed(100f);
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ScreenshotAppState state = new ScreenshotAppState();
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this.stateManager.attach(state);
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// TERRAIN TEXTURE material
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this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md");
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// Parameters to material:
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// regionXColorMap: X = 1..4 the texture that should be appliad to state X
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// regionX: a Vector3f containing the following information:
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// regionX.x: the start height of the region
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// regionX.y: the end height of the region
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// regionX.z: the texture scale for the region
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// it might not be the most elegant way for storing these 3 values, but it packs the data nicely :)
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// slopeColorMap: the texture to be used for cliffs, and steep mountain sites
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// slopeTileFactor: the texture scale for slopes
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// terrainSize: the total size of the terrain (used for scaling the texture)
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// GRASS texture
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Texture grass = this.assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
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grass.setWrap(WrapMode.Repeat);
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this.mat_terrain.setTexture("region1ColorMap", grass);
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this.mat_terrain.setVector3("region1", new Vector3f(15, 200, this.grassScale));
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// DIRT texture
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Texture dirt = this.assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
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dirt.setWrap(WrapMode.Repeat);
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this.mat_terrain.setTexture("region2ColorMap", dirt);
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this.mat_terrain.setVector3("region2", new Vector3f(0, 20, this.dirtScale));
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// ROCK texture
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Texture rock = this.assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg");
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rock.setWrap(WrapMode.Repeat);
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this.mat_terrain.setTexture("region3ColorMap", rock);
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this.mat_terrain.setVector3("region3", new Vector3f(198, 260, this.rockScale));
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this.mat_terrain.setTexture("region4ColorMap", rock);
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this.mat_terrain.setVector3("region4", new Vector3f(198, 260, this.rockScale));
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this.mat_terrain.setTexture("slopeColorMap", rock);
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this.mat_terrain.setFloat("slopeTileFactor", 32);
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this.mat_terrain.setFloat("terrainSize", 513);
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this.base = new FractalSum();
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this.base.setRoughness(0.7f);
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this.base.setFrequency(1.0f);
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this.base.setAmplitude(1.0f);
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this.base.setLacunarity(2.12f);
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this.base.setOctaves(8);
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this.base.setScale(0.02125f);
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this.base.addModulator(new NoiseModulator() {
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@Override
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public float value(float... in) {
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return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1);
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}
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});
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FilteredBasis ground = new FilteredBasis(this.base);
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this.perturb = new PerturbFilter();
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this.perturb.setMagnitude(0.119f);
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this.therm = new OptimizedErode();
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this.therm.setRadius(5);
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this.therm.setTalus(0.011f);
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this.smooth = new SmoothFilter();
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this.smooth.setRadius(1);
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this.smooth.setEffect(0.7f);
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this.iterate = new IterativeFilter();
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this.iterate.addPreFilter(this.perturb);
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this.iterate.addPostFilter(this.smooth);
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this.iterate.setFilter(this.therm);
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this.iterate.setIterations(1);
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ground.addPreFilter(this.iterate);
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this.terrain = new TerrainGrid("terrain", 33, 129, new FractalTileLoader(ground, 256f));
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this.terrain.setMaterial(this.mat_terrain);
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this.terrain.setLocalTranslation(0, 0, 0);
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this.terrain.setLocalScale(2f, 1f, 2f);
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this.rootNode.attachChild(this.terrain);
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TerrainLodControl control = new TerrainGridLodControl(this.terrain, this.getCamera());
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control.setLodCalculator(new DistanceLodCalculator(33, 2.7f)); // patch size, and a multiplier
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this.terrain.addControl(control);
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this.getCamera().setLocation(new Vector3f(0, 300, 0));
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this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
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}
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@Override
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public void simpleUpdate(final float tpf) {
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}
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}
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