Scott Barta | 59b2e68 | 2012-03-01 12:35:35 -0800 | [diff] [blame] | 1 | /* |
| 2 | * Copyright (c) 2009-2010 jMonkeyEngine |
| 3 | * All rights reserved. |
| 4 | * |
| 5 | * Redistribution and use in source and binary forms, with or without |
| 6 | * modification, are permitted provided that the following conditions are |
| 7 | * met: |
| 8 | * |
| 9 | * * Redistributions of source code must retain the above copyright |
| 10 | * notice, this list of conditions and the following disclaimer. |
| 11 | * |
| 12 | * * Redistributions in binary form must reproduce the above copyright |
| 13 | * notice, this list of conditions and the following disclaimer in the |
| 14 | * documentation and/or other materials provided with the distribution. |
| 15 | * |
| 16 | * * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
| 17 | * may be used to endorse or promote products derived from this software |
| 18 | * without specific prior written permission. |
| 19 | * |
| 20 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 21 | * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
| 22 | * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 23 | * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| 24 | * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 25 | * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 26 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 27 | * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
| 28 | * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
| 29 | * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
| 30 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 31 | */ |
| 32 | |
| 33 | package jme3test.helloworld; |
| 34 | |
| 35 | import com.jme3.app.SimpleApplication; |
| 36 | import com.jme3.light.DirectionalLight; |
| 37 | import com.jme3.material.Material; |
| 38 | import com.jme3.material.RenderState.BlendMode; |
| 39 | import com.jme3.math.ColorRGBA; |
| 40 | import com.jme3.math.Vector3f; |
| 41 | import com.jme3.renderer.queue.RenderQueue.Bucket; |
| 42 | import com.jme3.scene.Geometry; |
| 43 | import com.jme3.scene.shape.Box; |
| 44 | import com.jme3.scene.shape.Sphere; |
| 45 | import com.jme3.texture.Texture; |
| 46 | import com.jme3.util.TangentBinormalGenerator; |
| 47 | |
| 48 | /** Sample 6 - how to give an object's surface a material and texture. |
| 49 | * How to make objects transparent, or let colors "leak" through partially |
| 50 | * transparent textures. How to make bumpy and shiny surfaces. */ |
| 51 | public class HelloMaterial extends SimpleApplication { |
| 52 | |
| 53 | public static void main(String[] args) { |
| 54 | HelloMaterial app = new HelloMaterial(); |
| 55 | app.start(); |
| 56 | } |
| 57 | |
| 58 | @Override |
| 59 | public void simpleInitApp() { |
| 60 | |
| 61 | /** A simple textured cube -- in good MIP map quality. */ |
| 62 | Box boxshape1 = new Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f); |
| 63 | Geometry cube = new Geometry("My Textured Box", boxshape1); |
| 64 | Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); |
| 65 | Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg"); |
| 66 | mat_stl.setTexture("ColorMap", tex_ml); |
| 67 | cube.setMaterial(mat_stl); |
| 68 | rootNode.attachChild(cube); |
| 69 | |
| 70 | /** A translucent/transparent texture, similar to a window frame. */ |
| 71 | Box boxshape3 = new Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f); |
| 72 | Geometry window_frame = new Geometry("window frame", boxshape3); |
| 73 | Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); |
| 74 | mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); |
| 75 | mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency |
| 76 | window_frame.setQueueBucket(Bucket.Transparent); |
| 77 | window_frame.setMaterial(mat_tt); |
| 78 | rootNode.attachChild(window_frame); |
| 79 | |
| 80 | /** A cube with its base color "leaking" through a partially transparent texture */ |
| 81 | Box boxshape4 = new Box(new Vector3f(3f,-1f,0f), 1f,1f,1f); |
| 82 | Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4); |
Scott Barta | a6b4465 | 2012-03-09 13:52:20 -0800 | [diff] [blame] | 83 | Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); |
Scott Barta | 59b2e68 | 2012-03-01 12:35:35 -0800 | [diff] [blame] | 84 | mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); |
| 85 | mat_tl.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple |
| 86 | cube_leak.setMaterial(mat_tl); |
| 87 | rootNode.attachChild(cube_leak); |
| 88 | // cube_leak.setMaterial((Material) assetManager.loadAsset( "Materials/LeakThrough.j3m")); |
| 89 | |
| 90 | /** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */ |
| 91 | Sphere rock = new Sphere(32,32, 2f); |
| 92 | Geometry shiny_rock = new Geometry("Shiny rock", rock); |
| 93 | rock.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres |
| 94 | TangentBinormalGenerator.generate(rock); // for lighting effect |
| 95 | Material mat_lit = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); |
| 96 | mat_lit.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg")); |
| 97 | mat_lit.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png")); |
| 98 | mat_lit.setBoolean("UseMaterialColors",true); |
| 99 | mat_lit.setColor("Specular",ColorRGBA.White); |
| 100 | mat_lit.setColor("Diffuse",ColorRGBA.White); |
| 101 | mat_lit.setFloat("Shininess", 5f); // [0,128] |
| 102 | shiny_rock.setMaterial(mat_lit); |
| 103 | shiny_rock.setLocalTranslation(0,2,-2); // Move it a bit |
| 104 | shiny_rock.rotate(1.6f, 0, 0); // Rotate it a bit |
| 105 | rootNode.attachChild(shiny_rock); |
Scott Barta | a6b4465 | 2012-03-09 13:52:20 -0800 | [diff] [blame] | 106 | |
Scott Barta | 59b2e68 | 2012-03-01 12:35:35 -0800 | [diff] [blame] | 107 | /** Must add a light to make the lit object visible! */ |
| 108 | DirectionalLight sun = new DirectionalLight(); |
| 109 | sun.setDirection(new Vector3f(1,0,-2).normalizeLocal()); |
| 110 | sun.setColor(ColorRGBA.White); |
| 111 | rootNode.addLight(sun); |
| 112 | |
| 113 | } |
| 114 | } |