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131 lines
5.5 KiB
131 lines
5.5 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.texture;
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import com.jme3.app.SimpleApplication;
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import com.jme3.bounding.BoundingBox;
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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.VertexBuffer;
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import com.jme3.scene.VertexBuffer.Type;
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import com.jme3.scene.VertexBuffer.Usage;
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import com.jme3.scene.shape.Sphere;
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import com.jme3.texture.Image;
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import com.jme3.texture.Image.Format;
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import com.jme3.texture.Texture;
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import com.jme3.texture.Texture3D;
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import com.jme3.texture.image.ColorSpace;
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import com.jme3.util.BufferUtils;
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import java.io.IOException;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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public class TestTexture3D extends SimpleApplication {
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public static void main(String[] args) {
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TestTexture3D app = new TestTexture3D();
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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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//mouseInput.setCursorVisible(true);
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flyCam.setMoveSpeed(10);
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//creating a sphere
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Sphere sphere = new Sphere(32, 32, 1);
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//getting the boundingbox
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sphere.updateBound();
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BoundingBox bb = (BoundingBox) sphere.getBound();
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Vector3f min = bb.getMin(null);
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float[] ext = new float[]{bb.getXExtent() * 2, bb.getYExtent() * 2, bb.getZExtent() * 2};
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//we need to change the UV coordinates (the sphere is assumet to be inside the 3D image box)
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sphere.clearBuffer(Type.TexCoord);
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VertexBuffer vb = sphere.getBuffer(Type.Position);
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FloatBuffer fb = (FloatBuffer) vb.getData();
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float[] uvCoordinates = BufferUtils.getFloatArray(fb);
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//now transform the coordinates so that they are in the range of <0; 1>
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for (int i = 0; i < uvCoordinates.length; i += 3) {
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uvCoordinates[i] = (uvCoordinates[i] - min.x) / ext[0];
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uvCoordinates[i + 1] = (uvCoordinates[i + 1] - min.y) / ext[1];
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uvCoordinates[i + 2] = (uvCoordinates[i + 2] - min.z) / ext[2];
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}
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//apply new texture coordinates
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VertexBuffer uvCoordsBuffer = new VertexBuffer(Type.TexCoord);
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uvCoordsBuffer.setupData(Usage.Static, 3, com.jme3.scene.VertexBuffer.Format.Float,
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BufferUtils.createFloatBuffer(uvCoordinates));
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sphere.setBuffer(uvCoordsBuffer);
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//create geometry, and apply material and our 3D texture
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Geometry g = new Geometry("sphere", sphere);
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Material material = new Material(assetManager, "jme3test/texture/tex3D.j3md");
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try {
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Texture texture = this.getTexture();
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material.setTexture("Texture", texture);
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} catch (IOException e) {
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e.printStackTrace();
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}
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g.setMaterial(material);
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rootNode.attachChild(g);
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//add some light so that it is visible
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PointLight light = new PointLight();
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light.setColor(ColorRGBA.White);
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light.setPosition(new Vector3f(5, 5, 5));
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light.setRadius(20);
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rootNode.addLight(light);
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light = new PointLight();
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light.setColor(ColorRGBA.White);
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light.setPosition(new Vector3f(-5, -5, -5));
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light.setRadius(20);
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rootNode.addLight(light);
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}
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/**
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* This method creates a RGB8 texture with the sizes of 10x10x10 pixels.
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*/
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private Texture getTexture() throws IOException {
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ArrayList<ByteBuffer> data = new ArrayList<ByteBuffer>(1);
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ByteBuffer bb = BufferUtils.createByteBuffer(10 * 10 * 10 * 3);//all data must be inside one buffer
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for (int i = 0; i < 10; ++i) {
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for (int j = 0; j < 10 * 10; ++j) {
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bb.put((byte) (255f*i/10f));
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bb.put((byte) (255f*i/10f));
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bb.put((byte) (255f));
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}
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}
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bb.rewind();
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data.add(bb);
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return new Texture3D(new Image(Format.RGB8, 10, 10, 10, data, null, ColorSpace.Linear));
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}
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} |