| /* |
| * Copyright (c) 2009-2010 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.helloworld; |
| |
| import com.jme3.app.SimpleApplication; |
| import com.jme3.light.DirectionalLight; |
| import com.jme3.material.Material; |
| import com.jme3.material.RenderState.BlendMode; |
| import com.jme3.math.ColorRGBA; |
| import com.jme3.math.Vector3f; |
| import com.jme3.renderer.queue.RenderQueue.Bucket; |
| import com.jme3.scene.Geometry; |
| import com.jme3.scene.shape.Box; |
| import com.jme3.scene.shape.Sphere; |
| import com.jme3.texture.Texture; |
| import com.jme3.util.TangentBinormalGenerator; |
| |
| /** Sample 6 - how to give an object's surface a material and texture. |
| * How to make objects transparent, or let colors "leak" through partially |
| * transparent textures. How to make bumpy and shiny surfaces. */ |
| public class HelloMaterial extends SimpleApplication { |
| |
| public static void main(String[] args) { |
| HelloMaterial app = new HelloMaterial(); |
| app.start(); |
| } |
| |
| @Override |
| public void simpleInitApp() { |
| |
| /** A simple textured cube -- in good MIP map quality. */ |
| Box boxshape1 = new Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f); |
| Geometry cube = new Geometry("My Textured Box", boxshape1); |
| Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); |
| Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg"); |
| mat_stl.setTexture("ColorMap", tex_ml); |
| cube.setMaterial(mat_stl); |
| rootNode.attachChild(cube); |
| |
| /** A translucent/transparent texture, similar to a window frame. */ |
| Box boxshape3 = new Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f); |
| Geometry window_frame = new Geometry("window frame", boxshape3); |
| Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); |
| mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); |
| mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency |
| window_frame.setQueueBucket(Bucket.Transparent); |
| window_frame.setMaterial(mat_tt); |
| rootNode.attachChild(window_frame); |
| |
| /** A cube with its base color "leaking" through a partially transparent texture */ |
| Box boxshape4 = new Box(new Vector3f(3f,-1f,0f), 1f,1f,1f); |
| Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4); |
| Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); |
| mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); |
| mat_tl.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple |
| cube_leak.setMaterial(mat_tl); |
| rootNode.attachChild(cube_leak); |
| // cube_leak.setMaterial((Material) assetManager.loadAsset( "Materials/LeakThrough.j3m")); |
| |
| /** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */ |
| Sphere rock = new Sphere(32,32, 2f); |
| Geometry shiny_rock = new Geometry("Shiny rock", rock); |
| rock.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres |
| TangentBinormalGenerator.generate(rock); // for lighting effect |
| Material mat_lit = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); |
| mat_lit.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg")); |
| mat_lit.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png")); |
| mat_lit.setBoolean("UseMaterialColors",true); |
| mat_lit.setColor("Specular",ColorRGBA.White); |
| mat_lit.setColor("Diffuse",ColorRGBA.White); |
| mat_lit.setFloat("Shininess", 5f); // [0,128] |
| shiny_rock.setMaterial(mat_lit); |
| shiny_rock.setLocalTranslation(0,2,-2); // Move it a bit |
| shiny_rock.rotate(1.6f, 0, 0); // Rotate it a bit |
| rootNode.attachChild(shiny_rock); |
| |
| /** Must add a light to make the lit object visible! */ |
| DirectionalLight sun = new DirectionalLight(); |
| sun.setDirection(new Vector3f(1,0,-2).normalizeLocal()); |
| sun.setColor(ColorRGBA.White); |
| rootNode.addLight(sun); |
| |
| } |
| } |