A complete 3D game development suite written purely in Java.
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jmonkeyengine/jme3-examples/src/main/java/jme3test/texture/TestTexture3D.java

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/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package jme3test.texture;
import com.jme3.app.SimpleApplication;
import com.jme3.bounding.BoundingBox;
import com.jme3.light.PointLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.scene.shape.Sphere;
import com.jme3.texture.Image;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture3D;
import com.jme3.texture.image.ColorSpace;
import com.jme3.util.BufferUtils;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.ArrayList;
public class TestTexture3D extends SimpleApplication {
public static void main(String[] args) {
TestTexture3D app = new TestTexture3D();
app.start();
}
@Override
public void simpleInitApp() {
//mouseInput.setCursorVisible(true);
flyCam.setMoveSpeed(10);
//creating a sphere
Sphere sphere = new Sphere(32, 32, 1);
//getting the boundingbox
sphere.updateBound();
BoundingBox bb = (BoundingBox) sphere.getBound();
Vector3f min = bb.getMin(null);
float[] ext = new float[]{bb.getXExtent() * 2, bb.getYExtent() * 2, bb.getZExtent() * 2};
//we need to change the UV coordinates (the sphere is assumet to be inside the 3D image box)
sphere.clearBuffer(Type.TexCoord);
VertexBuffer vb = sphere.getBuffer(Type.Position);
FloatBuffer fb = (FloatBuffer) vb.getData();
float[] uvCoordinates = BufferUtils.getFloatArray(fb);
//now transform the coordinates so that they are in the range of <0; 1>
for (int i = 0; i < uvCoordinates.length; i += 3) {
uvCoordinates[i] = (uvCoordinates[i] - min.x) / ext[0];
uvCoordinates[i + 1] = (uvCoordinates[i + 1] - min.y) / ext[1];
uvCoordinates[i + 2] = (uvCoordinates[i + 2] - min.z) / ext[2];
}
//apply new texture coordinates
VertexBuffer uvCoordsBuffer = new VertexBuffer(Type.TexCoord);
uvCoordsBuffer.setupData(Usage.Static, 3, com.jme3.scene.VertexBuffer.Format.Float,
BufferUtils.createFloatBuffer(uvCoordinates));
sphere.setBuffer(uvCoordsBuffer);
//create geometry, and apply material and our 3D texture
Geometry g = new Geometry("sphere", sphere);
Material material = new Material(assetManager, "jme3test/texture/tex3D.j3md");
try {
Texture texture = this.getTexture();
material.setTexture("Texture", texture);
} catch (IOException e) {
e.printStackTrace();
}
g.setMaterial(material);
rootNode.attachChild(g);
//add some light so that it is visible
PointLight light = new PointLight();
light.setColor(ColorRGBA.White);
light.setPosition(new Vector3f(5, 5, 5));
light.setRadius(20);
rootNode.addLight(light);
light = new PointLight();
light.setColor(ColorRGBA.White);
light.setPosition(new Vector3f(-5, -5, -5));
light.setRadius(20);
rootNode.addLight(light);
}
/**
* This method creates a RGB8 texture with the sizes of 10x10x10 pixels.
*/
private Texture getTexture() throws IOException {
ArrayList<ByteBuffer> data = new ArrayList<ByteBuffer>(1);
ByteBuffer bb = BufferUtils.createByteBuffer(10 * 10 * 10 * 3);//all data must be inside one buffer
for (int i = 0; i < 10; ++i) {
for (int j = 0; j < 10 * 10; ++j) {
bb.put((byte) (255f*i/10f));
bb.put((byte) (255f*i/10f));
bb.put((byte) (255f));
}
}
bb.rewind();
data.add(bb);
return new Texture3D(new Image(Format.RGB8, 10, 10, 10, data, null, ColorSpace.Linear));
}
}