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Scott Barta59b2e682012-03-01 12:35:35 -08001/*
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
33package jme3test.helloworld;
34
35import com.jme3.app.SimpleApplication;
36import com.jme3.light.DirectionalLight;
37import com.jme3.material.Material;
38import com.jme3.material.RenderState.BlendMode;
39import com.jme3.math.ColorRGBA;
40import com.jme3.math.Vector3f;
41import com.jme3.renderer.queue.RenderQueue.Bucket;
42import com.jme3.scene.Geometry;
43import com.jme3.scene.shape.Box;
44import com.jme3.scene.shape.Sphere;
45import com.jme3.texture.Texture;
46import 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. */
51public 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 Bartaa6b44652012-03-09 13:52:20 -080083 Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
Scott Barta59b2e682012-03-01 12:35:35 -080084 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 Bartaa6b44652012-03-09 13:52:20 -0800106
Scott Barta59b2e682012-03-01 12:35:35 -0800107 /** 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}