コード例 #1
0
 protected void applyTextures(Material mat) {
   mat.setTexture("water_reflection", reflectionTexture);
   mat.setTexture("water_refraction", refractionTexture);
   mat.setTexture("water_depthmap", depthTexture);
   mat.setTexture("water_normalmap", normalTexture);
   mat.setTexture("water_dudvmap", dudvTexture);
 }
コード例 #2
0
ファイル: Main.java プロジェクト: wirs/FugOfWar
  @Override
  public void simpleInitApp() {

    /** 1. Create terrain material and load four textures into it. */
    mat_terrain = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md");

    /** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
    mat_terrain.setTexture(
        "Alpha", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));

    /** 1.2) Add GRASS texture into the red layer (Tex1). */
    Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
    grass.setWrap(WrapMode.Repeat);
    mat_terrain.setTexture("Tex1", grass);
    mat_terrain.setFloat("Tex1Scale", 64f);

    /** 1.3) Add DIRT texture into the green layer (Tex2) */
    Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
    dirt.setWrap(WrapMode.Repeat);
    mat_terrain.setTexture("Tex2", dirt);
    mat_terrain.setFloat("Tex2Scale", 32f);

    /** 1.4) Add ROAD texture into the blue layer (Tex3) */
    Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
    rock.setWrap(WrapMode.Repeat);
    mat_terrain.setTexture("Tex3", rock);
    mat_terrain.setFloat("Tex3Scale", 128f);

    /** 2. Create the height map */
    AbstractHeightMap heightmap = null;
    Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
    heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
    heightmap.load();

    /**
     * 3. We have prepared material and heightmap. Now we create the actual terrain: 3.1) Create a
     * TerrainQuad and name it "my terrain". 3.2) A good value for terrain tiles is 64x64 -- so we
     * supply 64+1=65. 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513. 3.4)
     * As LOD step scale we supply Vector3f(1,1,1). 3.5) We supply the prepared heightmap itself.
     */
    int patchSize = 65;
    terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap());

    /** 4. We give the terrain its material, position & scale it, and attach it. */
    terrain.setMaterial(mat_terrain);
    terrain.setLocalTranslation(0, -100, 0);
    terrain.setLocalScale(2f, 1f, 2f);
    rootNode.attachChild(terrain);

    /** 5. The LOD (level of detail) depends on were the camera is: */
    TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
    terrain.addControl(control);

    inputManager.removeListener(flyCam);
    final RTSCam rtsCam = new RTSCam(cam, rootNode);
    rtsCam.registerWithInput(inputManager);
    rtsCam.setCenter(new Vector3f(0, 5f, 0));
  }
コード例 #3
0
ファイル: Terrain.java プロジェクト: wilbefast/open-war
  public Terrain(MonkeyWar war) {
    /** 1. Create terrain material and load four textures into it. */
    material = new Material(war.getAssetManager(), "Common/MatDefs/Terrain/Terrain.j3md");

    /** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
    material.setTexture(
        "Alpha", war.getAssetManager().loadTexture("Textures/Terrain/splat/alphamap.png"));

    /** 1.2) Add GRASS texture into the red layer (Tex1). */
    Texture grass = war.getAssetManager().loadTexture("Textures/Terrain/splat/grass.jpg");
    grass.setWrap(WrapMode.Repeat);
    material.setTexture("Tex1", grass);
    material.setFloat("Tex1Scale", 64f);

    /** 1.3) Add DIRT texture into the green layer (Tex2) */
    Texture dirt = war.getAssetManager().loadTexture("Textures/Terrain/splat/dirt.jpg");
    dirt.setWrap(WrapMode.Repeat);
    material.setTexture("Tex2", dirt);
    material.setFloat("Tex2Scale", 32f);

    /** 1.4) Add ROAD texture into the blue layer (Tex3) */
    Texture rock = war.getAssetManager().loadTexture("Textures/Terrain/splat/road.jpg");
    rock.setWrap(WrapMode.Repeat);
    material.setTexture("Tex3", rock);
    material.setFloat("Tex3Scale", 128f);

    /** 2. Create the height map */
    AbstractHeightMap heightmap = null;
    Texture heightMapImage =
        war.getAssetManager().loadTexture("Textures/Terrain/splat/mountains512.png");
    heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
    heightmap.load();

    /**
     * 3. We have prepared material and heightmap. Now we create the actual terrain: 3.1) Create a
     * TerrainQuad and name it "my terrain". 3.2) A good value for terrain tiles is 64x64 -- so we
     * supply 64+1=65. 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513. 3.4)
     * As LOD step scale we supply Vector3f(1,1,1). 3.5) We supply the prepared heightmap itself.
     */
    int patchSize = 65;
    quad = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap());

    /** 4. We give the terrain its material, position & scale it, and attach it. */
    quad.setMaterial(material);
    quad.setLocalScale(2f, 1f, 2f);
    Terrain.node.attachChild(quad);

    /** 5. The LOD (level of detail) depends on were the camera is: */
    TerrainLodControl lod = new TerrainLodControl(quad, war.getCamera());
    quad.addControl(lod);

    /** ATTACH THE TERRAIN CONTROL TO THE TERRAIN */
    quad.addControl(this);
  }
コード例 #4
0
  private void createTerrain() {
    // First, we load up our textures and the heightmap texture for the terrain

    // TERRAIN TEXTURE material
    matTerrain = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
    matTerrain.setBoolean("useTriPlanarMapping", false);
    matTerrain.setBoolean("WardIso", true);
    matTerrain.setFloat("Shininess", 0);

    // ALPHA map (for splat textures)
    matTerrain.setTexture(
        "AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));

    // GRASS texture
    Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
    grass.setWrap(WrapMode.Repeat);
    matTerrain.setTexture("DiffuseMap", grass);
    matTerrain.setFloat("DiffuseMap_0_scale", grassScale);

    // DIRT texture
    Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
    dirt.setWrap(WrapMode.Repeat);
    matTerrain.setTexture("DiffuseMap_1", dirt);
    matTerrain.setFloat("DiffuseMap_1_scale", dirtScale);

    // ROCK texture
    Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
    rock.setWrap(WrapMode.Repeat);
    matTerrain.setTexture("DiffuseMap_2", rock);
    matTerrain.setFloat("DiffuseMap_2_scale", rockScale);

    // HEIGHTMAP image (for the terrain heightmap)
    Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
    AbstractHeightMap heightmap = null;
    try {
      heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.5f);
      heightmap.load();
      heightmap.smooth(0.9f, 1);

    } catch (Exception e) {
      e.printStackTrace();
    }

    // CREATE THE TERRAIN
    terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
    TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
    control.setLodCalculator(new DistanceLodCalculator(65, 2.7f)); // patch size, and a multiplier
    terrain.addControl(control);
    terrain.setMaterial(matTerrain);
    terrain.setLocalTranslation(0, -100, 0);
    terrain.setLocalScale(2.5f, 0.5f, 2.5f);
    rootNode.attachChild(terrain);
  }
コード例 #5
0
 /** for internal use only */
 protected void setPostShadowParams() {
   setMaterialParameters(postshadowMat);
   for (int j = 0; j < nbShadowMaps; j++) {
     postshadowMat.setMatrix4("LightViewProjectionMatrix" + j, lightViewProjectionsMatrices[j]);
     postshadowMat.setTexture("ShadowMap" + j, shadowMaps[j]);
   }
 }
コード例 #6
0
ファイル: RenderDeviceJme.java プロジェクト: gormed/solarwars
  public void renderImage(
      RenderImage image, int x, int y, int width, int height, Color color, float imageScale) {

    RenderImageJme jmeImage = (RenderImageJme) image;

    textureColorMaterial.setColor("Color", convertColor(color, tempColor));
    textureColorMaterial.setTexture("ColorMap", jmeImage.getTexture());

    quad.clearBuffer(Type.TexCoord);
    quad.setBuffer(quadDefaultTC);

    float x0 = x + 0.5f * width * (1f - imageScale);
    float y0 = y + 0.5f * height * (1f - imageScale);

    tempMat.loadIdentity();
    tempMat.setTranslation(x0, getHeight() - y0, 0);
    tempMat.setScale(width * imageScale, height * imageScale, 0);

    rm.setWorldMatrix(tempMat);
    rm.setForcedRenderState(renderState);
    textureColorMaterial.render(quadGeom, rm);

    // System.out.format("renderImage1(%s, %d, %d, %d, %d, %s, %f)\n",
    // jmeImage.getTexture().getKey().toString(), x, y, width, height, color.toString(),
    // imageScale);
  }
コード例 #7
0
  private void init(AssetManager assetManager, int nbShadowMaps, int shadowMapSize) {
    this.postshadowMat = new Material(assetManager, "Common/MatDefs/Shadow/PostShadow.j3md");
    shadowFB = new FrameBuffer[nbShadowMaps];
    shadowMaps = new Texture2D[nbShadowMaps];
    dispPic = new Picture[nbShadowMaps];
    lightViewProjectionsMatrices = new Matrix4f[nbShadowMaps];

    // DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
    dummyTex = new Texture2D(shadowMapSize, shadowMapSize, Format.RGBA8);

    preshadowMat = new Material(assetManager, "Common/MatDefs/Shadow/PreShadow.j3md");
    postshadowMat.setFloat("ShadowMapSize", shadowMapSize);

    for (int i = 0; i < nbShadowMaps; i++) {
      lightViewProjectionsMatrices[i] = new Matrix4f();
      shadowFB[i] = new FrameBuffer(shadowMapSize, shadowMapSize, 1);
      shadowMaps[i] = new Texture2D(shadowMapSize, shadowMapSize, Format.Depth);

      shadowFB[i].setDepthTexture(shadowMaps[i]);

      // DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
      shadowFB[i].setColorTexture(dummyTex);

      postshadowMat.setTexture("ShadowMap" + i, shadowMaps[i]);

      // quads for debuging purpose
      dispPic[i] = new Picture("Picture" + i);
      dispPic[i].setTexture(assetManager, shadowMaps[i], false);
    }

    setShadowCompareMode(shadowCompareMode);
    setEdgeFilteringMode(edgeFilteringMode);
    setShadowIntensity(shadowIntensity);
  }
コード例 #8
0
ファイル: Main.java プロジェクト: ealarco1/SpaceEscape3D
  public void generateRandomAsteroid() {
    Material asteroidMaterial = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    asteroidMaterial.setTexture(
        "DiffuseMap", assetManager.loadTexture("Textures/Asteroid/Solid.png"));
    asteroidMaterial.setTexture(
        "NormalMap", assetManager.loadTexture("Textures/Asteroid/Normal.png"));

    Asteroid asteroid =
        new Asteroid("Asteroid", assetManager.loadModel("Models/Asteroid.j3o"), asteroidMaterial);

    asteroid.getModel().scale((float) Math.random() / 2);

    if (Math.random() * noComet < 0.05) {
      asteroid.getModel().scale((float) Math.random() / 2);
      asteroid.addTrail(
          new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md"),
          assetManager.loadTexture("Effects/Explosion/flame.png"));
      asteroid.setSpeed((int) (Math.random() * 4) + 10);
      noComet = 1;
    } else {
      asteroid.setSpeed((int) (Math.random() * 4) + 4);
      noComet -= 0.05;
    }

    rootNode.attachChild(asteroid);

    float theta = (float) (2 * FastMath.PI * Math.random());
    float phi = (float) (2 * FastMath.PI * Math.random());
    float r = 120;

    float x = r * FastMath.cos(theta) * FastMath.sin(phi);
    float y = r * FastMath.sin(theta) * FastMath.cos(phi);
    float z = r * FastMath.cos(phi);

    asteroid.setLocalTranslation(x, y, z);
    asteroid.setDirection(
        planets[2]
            .getGeom()
            .getWorldTranslation()
            .subtract(asteroid.getLocalTranslation())
            .normalize());
    asteroid.setRotation(
        new Vector3f((float) Math.random(), (float) Math.random(), (float) Math.random())
            .normalize());
    asteroid.registerPhysics(bap.getPhysicsSpace());
    asteroids.attachChild(asteroid);
  }
コード例 #9
0
 PAppletDisplayGeometry(
     String name, float width, float height, Material material, Texture texture) {
   super(name);
   Mesh box = new Box(Vector3f.ZERO, width / 2, height / 2, 0.01f);
   this.setMesh(box);
   material.setTexture("ColorMap", texture);
   this.setMaterial(material);
 }
コード例 #10
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  /**
   * iterate through the filter list and renders filters
   *
   * @param r
   * @param sceneFb
   */
  private void renderFilterChain(Renderer r, FrameBuffer sceneFb) {
    Texture2D tex = filterTexture;
    FrameBuffer buff = sceneFb;
    boolean msDepth = depthTexture != null && depthTexture.getImage().getMultiSamples() > 1;
    for (int i = 0; i < filters.size(); i++) {
      Filter filter = filters.get(i);
      if (filter.isEnabled()) {
        if (filter.getPostRenderPasses() != null) {
          for (Iterator<Filter.Pass> it1 = filter.getPostRenderPasses().iterator();
              it1.hasNext(); ) {
            Filter.Pass pass = it1.next();
            pass.beforeRender();
            if (pass.requiresSceneAsTexture()) {
              pass.getPassMaterial().setTexture("Texture", tex);
              if (tex.getImage().getMultiSamples() > 1) {
                pass.getPassMaterial().setInt("NumSamples", tex.getImage().getMultiSamples());
              } else {
                pass.getPassMaterial().clearParam("NumSamples");
              }
            }
            if (pass.requiresDepthAsTexture()) {
              pass.getPassMaterial().setTexture("DepthTexture", depthTexture);
              if (msDepth) {
                pass.getPassMaterial()
                    .setInt("NumSamplesDepth", depthTexture.getImage().getMultiSamples());
              } else {
                pass.getPassMaterial().clearParam("NumSamplesDepth");
              }
            }
            renderProcessing(r, pass.getRenderFrameBuffer(), pass.getPassMaterial());
          }
        }

        filter.postFrame(renderManager, viewPort, buff, sceneFb);

        Material mat = filter.getMaterial();
        if (msDepth && filter.isRequiresDepthTexture()) {
          mat.setInt("NumSamplesDepth", depthTexture.getImage().getMultiSamples());
        }

        if (filter.isRequiresSceneTexture()) {
          mat.setTexture("Texture", tex);
          if (tex.getImage().getMultiSamples() > 1) {
            mat.setInt("NumSamples", tex.getImage().getMultiSamples());
          } else {
            mat.clearParam("NumSamples");
          }
        }

        buff = outputBuffer;
        if (i != lastFilterIndex) {
          buff = filter.getRenderFrameBuffer();
          tex = filter.getRenderedTexture();
        }
        renderProcessing(r, buff, mat);
      }
    }
  }
コード例 #11
0
ファイル: SlitScanSimulation.java プロジェクト: tado/CC4p52
  private void setupEnvironments() {
    // カメラ設定
    cam.setFrustumPerspective(80f, 1f, 1f, 1000f);
    cam.setLocation(new Vector3f(0, 1.5f, 10));
    // cam.lookAt(new Vector3f(0, 1.6f, 0), Vector3f.UNIT_Y);
    flyCam.setDragToRotate(true);

    // ライティング
    DirectionalLight dl = new DirectionalLight();
    dl.setColor(ColorRGBA.White.mult(3.0f));
    dl.setDirection(Vector3f.UNIT_XYZ.negate());
    rootNode.addLight(dl);

    // マテリアル設定
    Material textureMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    textureMat.setTexture("ColorMap", assetManager.loadTexture("myAssets/Textures/woodFloor.jpg"));
    Material whitemat = assetManager.loadMaterial("Common/Materials/WhiteColor.j3m");

    // 床面
    Box floor = new Box(Vector3f.ZERO, 20.0f, 0.01f, 20.0f);
    Geometry floorGeom = new Geometry("Floor", floor);
    floorGeom.setMaterial(textureMat);
    floorGeom.setLocalTranslation(0, 0, 0);
    rootNode.attachChild(floorGeom);

    // 壁面
    wallGeom[0] = new Geometry("Wall1", new Box(Vector3f.ZERO, 20f, 4f, 0.1f));
    wallGeom[1] = new Geometry("Wall2", new Box(Vector3f.ZERO, 20f, 4f, 0.1f));
    wallGeom[2] = new Geometry("Wall3", new Box(Vector3f.ZERO, 20f, 4f, 0.1f));
    wallGeom[0].setMaterial(whitemat);
    wallGeom[1].setMaterial(whitemat);
    wallGeom[2].setMaterial(whitemat);
    wallGeom[0].setLocalTranslation(0, 4, -2);
    wallGeom[1].setLocalTranslation(-20, 4, 0);
    wallGeom[2].setLocalTranslation(20, 4, 0);
    wallGeom[1].rotate(0, (float) (Math.PI / 2f), 0);
    wallGeom[2].rotate(0, (float) (Math.PI / 2f), 0);
    rootNode.attachChild(wallGeom[0]);
    rootNode.attachChild(wallGeom[1]);
    rootNode.attachChild(wallGeom[2]);

    // 女性をランダムに追加
    for (int i = 0; i < girl.length; i++) {
      girl[i] = assetManager.loadModel("myAssets/Models/WalkingGirl/WalkingGirl.obj");
      girlPos[i] =
          new Vector3f((float) (Math.random() * 16.0f - 8f), 0, (float) (Math.random() * 8f));
      // 移動スピードをランダムに
      girlSpeed[i] = (float) (Math.random() * -0.02f) + 0.01f;
      if (girlSpeed[i] < 0) {
        girl[i].rotate(0, (float) (-Math.PI / 2.0f), 0);
      } else {
        girl[i].rotate(0, (float) (Math.PI / 2.0f), 0);
      }
      girl[i].setLocalTranslation(girlPos[i]);
      this.rootNode.attachChild(girl[i]);
    }
  }
コード例 #12
0
 /**
  * set the post shadow material for this renderer
  *
  * @param postShadowMat
  */
 protected final void setPostShadowMaterial(Material postShadowMat) {
   this.postshadowMat = postShadowMat;
   postshadowMat.setFloat("ShadowMapSize", shadowMapSize);
   for (int i = 0; i < nbShadowMaps; i++) {
     postshadowMat.setTexture("ShadowMap" + i, shadowMaps[i]);
   }
   setShadowCompareMode(shadowCompareMode);
   setEdgeFilteringMode(edgeFilteringMode);
   setShadowIntensity(shadowIntensity);
 }
コード例 #13
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  private void setupBox() {
    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(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
    Texture tex_ml = app.getAssetManager().loadTexture("Textures/test.png");
    mat_stl.setTexture("ColorMap", tex_ml);
    cube.setMaterial(mat_stl);

    app.getRootNode().attachChild(cube);
  }
コード例 #14
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  /** Initialize the materials used in this scene. */
  public void initMaterials() {
    wall_mat = new Material(assetManager, "Common/MatDefs/Misc/SimpleTextured.j3md");
    TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
    key.setGenerateMips(true);
    Texture tex = assetManager.loadTexture(key);
    wall_mat.setTexture("ColorMap", tex);

    stone_mat = new Material(assetManager, "Common/MatDefs/Misc/SimpleTextured.j3md");
    TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
    key2.setGenerateMips(true);
    Texture tex2 = assetManager.loadTexture(key2);
    stone_mat.setTexture("ColorMap", tex2);

    floor_mat = new Material(assetManager, "Common/MatDefs/Misc/SimpleTextured.j3md");
    TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.png");
    key3.setGenerateMips(true);
    Texture tex3 = assetManager.loadTexture(key3);
    tex3.setWrap(WrapMode.Repeat);
    floor_mat.setTexture("ColorMap", tex3);
  }
コード例 #15
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  public static void LoadObjectHelper() {
    highlightMat = new Material(Main.s_AssetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    Texture texture = Main.s_AssetManager.loadTexture("Models/tree.png");
    highlightMat.setTexture("ColorMap", texture);

    greenTrans = new Material(Main.s_AssetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    greenTrans.setColor("Color", new ColorRGBA(0, 1, 0, 0.3f));
    greenTrans.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
    redTrans = new Material(Main.s_AssetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    redTrans.setColor("Color", new ColorRGBA(1, 0, 0, 0.3f));
    redTrans.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
  }
コード例 #16
0
ファイル: HelloProjector.java プロジェクト: tado/CC4p52b6
  @Override
  public void simpleInitApp() {
    // sun
    DirectionalLight dl = new DirectionalLight();
    dl.setDirection(new Vector3f(-0.1f, -1f, -1).normalizeLocal());
    dl.setColor(ColorRGBA.Orange);
    rootNode.addLight(dl);
    // ambient light
    AmbientLight al = new AmbientLight();
    al.setColor(new ColorRGBA(0.1f, 0.1f, 0.1f, 1.0f));
    rootNode.addLight(al);

    // floor
    Material textureMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    textureMat.setTexture("ColorMap", assetManager.loadTexture("myAssets/Textures/woodFloor.jpg"));
    Box floor = new Box(Vector3f.ZERO, 20.0f, 0.01f, 20.0f);
    Geometry floorGeom = new Geometry("Floor", floor);
    floorGeom.setMaterial(textureMat);
    rootNode.attachChild(floorGeom);

    // object
    Spatial tree = assetManager.loadModel("Models/Tree/Tree.mesh.j3o");
    tree.setQueueBucket(Bucket.Transparent);
    rootNode.attachChild(tree);

    // projector
    PApplet applet = new ColorBarsPApplet();
    PAppletProjectorNode projectorNode =
        new PAppletProjectorNode("projector0", assetManager, applet, 200, 200, true);
    rootNode.attachChild(projectorNode);
    rootNode.attachChild(
        projectorNode
            .getFrustmMdel()); // if you don't want to see frustum, please don't attach it to
    // rootNode.
    // projector should be added to TextureProjectorRenderer, and TextureProjectorRenderer should be
    // added to ViewPort.
    TextureProjectorRenderer ptr = new TextureProjectorRenderer(assetManager);
    ptr.getTextureProjectors().add(projectorNode.getProjector());
    viewPort.addProcessor(ptr);

    // projector is a kind of Shadow, and following processes are necessary for Shadow Rendering.
    floorGeom.setShadowMode(ShadowMode.Receive);
    tree.setShadowMode(ShadowMode.CastAndReceive); // tree makes and receives shadow

    projectorNode.setLocalTranslation(new Vector3f(0, 10, 0)); // move the projector,
    projectorNode.lookAt(
        new Vector3f(0, 0, 0), Vector3f.UNIT_X); // and make it to look at where you want.

    // cam
    cam.setLocation(Vector3f.UNIT_XYZ.mult(10.0f)); // camera moves to 10, 10, 10
    cam.lookAt(Vector3f.ZERO, Vector3f.UNIT_Y); // and looks at 0,0,0.
  }
コード例 #17
0
ファイル: BlockTex.java プロジェクト: warriordog/Boxle-Game
 public void setAllTex(Texture tex) {
   frontTex = backTex = leftTex = rightTex = topTex = bottomTex = tex;
   frontMat.setTexture(textureFieldName, frontTex);
   backMat.setTexture(textureFieldName, backTex);
   leftMat.setTexture(textureFieldName, leftTex);
   rightMat.setTexture(textureFieldName, rightTex);
   topMat.setTexture(textureFieldName, topTex);
   bottomMat.setTexture(textureFieldName, bottomTex);
 }
コード例 #18
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  protected void createMaterial() {
    Material material;

    if (alpha < 1f && transparent) {
      diffuse.a = alpha;
    }

    if (shadeless) {
      material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
      material.setColor("Color", diffuse.clone());
      material.setTexture("ColorMap", diffuseMap);
      // TODO: Add handling for alpha map?
    } else {
      material = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
      material.setBoolean("UseMaterialColors", true);
      material.setColor("Ambient", ambient.clone());
      material.setColor("Diffuse", diffuse.clone());
      material.setColor("Specular", specular.clone());
      material.setFloat("Shininess", shininess); // prevents "premature culling" bug

      if (diffuseMap != null) material.setTexture("DiffuseMap", diffuseMap);
      if (specularMap != null) material.setTexture("SpecularMap", specularMap);
      if (normalMap != null) material.setTexture("NormalMap", normalMap);
      if (alphaMap != null) material.setTexture("AlphaMap", alphaMap);
    }

    if (transparent) {
      material.setTransparent(true);
      material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
      material.getAdditionalRenderState().setAlphaTest(true);
      material.getAdditionalRenderState().setAlphaFallOff(0.01f);
    }

    material.setName(matName);
    matList.put(matName, material);
  }
コード例 #19
0
  private void setMatParams() {

    GeometryList l = viewPort.getQueue().getShadowQueueContent(ShadowMode.Receive);

    // iteration throught all the geometries of the list to gather the materials

    matCache.clear();
    for (int i = 0; i < l.size(); i++) {
      Material mat = l.get(i).getMaterial();
      // checking if the material has the post technique and adding it to the material cache
      if (mat.getMaterialDef().getTechniqueDef(postTechniqueName) != null) {
        if (!matCache.contains(mat)) {
          matCache.add(mat);
        }
      } else {
        needsfallBackMaterial = true;
      }
    }

    // iterating through the mat cache and setting the parameters
    for (Material mat : matCache) {

      mat.setFloat("ShadowMapSize", shadowMapSize);

      for (int j = 0; j < nbShadowMaps; j++) {
        mat.setMatrix4("LightViewProjectionMatrix" + j, lightViewProjectionsMatrices[j]);
      }
      for (int j = 0; j < nbShadowMaps; j++) {
        mat.setTexture("ShadowMap" + j, shadowMaps[j]);
      }
      mat.setBoolean("HardwareShadows", shadowCompareMode == CompareMode.Hardware);
      mat.setInt("FilterMode", edgeFilteringMode.getMaterialParamValue());
      mat.setFloat("PCFEdge", edgesThickness);
      mat.setFloat("ShadowIntensity", shadowIntensity);

      setMaterialParameters(mat);
    }

    // At least one material of the receiving geoms does not support the post shadow techniques
    // so we fall back to the forced material solution (transparent shadows won't be supported for
    // these objects)
    if (needsfallBackMaterial) {
      setPostShadowParams();
    }
  }
コード例 #20
0
ファイル: HelloAssets.java プロジェクト: abcde13/JMonktest
  @Override
  public void simpleInitApp() {

    Spatial gameLevel = assetManager.loadModel("Scenes/town/main.j3o");
    gameLevel.setLocalTranslation(0, -5.2f, 0);
    gameLevel.setLocalScale(2);
    rootNode.attachChild(gameLevel);

    Spatial teapot = assetManager.loadModel("Models/Teapot/Teapot.obj");
    Material mat_default = new Material(assetManager, "Common/MatDefs/Misc/ShowNormals.j3md");
    teapot.setMaterial(mat_default);
    rootNode.attachChild(teapot);

    // Create a wall with a simple texture from test data
    Box box = new Box(Vector3f.ZERO, 2.5f, 2.5f, 2.5f);
    Spatial wall = new Geometry("Box", box);
    Material mat_brick = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    mat_brick.setTexture(
        "ColorMap", assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall.jpg"));
    wall.setMaterial(mat_brick);
    wall.setLocalTranslation(2.0f, -2.5f, 0.0f);
    rootNode.attachChild(wall);

    // Display a line of text with a default font
    guiNode.detachAllChildren();
    guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
    BitmapText helloText = new BitmapText(guiFont, false);
    helloText.setSize(guiFont.getCharSet().getRenderedSize());
    helloText.setText("Hello World");
    helloText.setLocalTranslation(300, helloText.getLineHeight(), 0);
    guiNode.attachChild(helloText);

    // Load a model from test_data (OgreXML+material+texture)
    Spatial ninja = assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
    ninja.scale(0.05f, 0.05f, 0.05f);
    ninja.rotate(0.0f, -3.0f, 0.0f);
    ninja.setLocalTranslation(0.0f, -5.0f, -2.0f);
    rootNode.attachChild(ninja);
    // You must add a light to make the model visible
    DirectionalLight sun = new DirectionalLight();
    sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f));
    rootNode.addLight(sun);
  }
コード例 #21
0
 public void makeToonish(Spatial spatial) {
   if (spatial instanceof Node) {
     Node n = (Node) spatial;
     for (Spatial child : n.getChildren()) makeToonish(child);
   } else if (spatial instanceof Geometry) {
     Geometry g = (Geometry) spatial;
     Material m = g.getMaterial();
     if (m.getMaterialDef().getName().equals("Phong Lighting")) {
       Texture t = assetManager.loadTexture("Textures/ColorRamp/toon.png");
       //                t.setMinFilter(Texture.MinFilter.NearestNoMipMaps);
       //                t.setMagFilter(Texture.MagFilter.Nearest);
       m.setTexture("ColorRamp", t);
       m.setBoolean("UseMaterialColors", true);
       m.setColor("Specular", ColorRGBA.Black);
       m.setColor("Diffuse", ColorRGBA.White);
       m.setBoolean("VertexLighting", true);
     }
   }
 }
コード例 #22
0
  /**
   * Creates a BasicShadowRenderer
   *
   * @param manager the asset manager
   * @param size the size of the shadow map (the map is square)
   */
  public BasicShadowRenderer(AssetManager manager, int size) {
    shadowFB = new FrameBuffer(size, size, 1);
    shadowMap = new Texture2D(size, size, Format.Depth);
    shadowFB.setDepthTexture(shadowMap);
    shadowCam = new Camera(size, size);

    // DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
    dummyTex = new Texture2D(size, size, Format.RGBA8);
    shadowFB.setColorTexture(dummyTex);

    preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
    postshadowMat = new Material(manager, "Common/MatDefs/Shadow/BasicPostShadow.j3md");
    postshadowMat.setTexture("ShadowMap", shadowMap);

    dispPic.setTexture(manager, shadowMap, false);

    for (int i = 0; i < points.length; i++) {
      points[i] = new Vector3f();
    }
  }
コード例 #23
0
  private void initSparks() {
    sparksEmitter = new ParticleEmitter("Spark", ParticleMesh.Type.Triangle, 20);
    Material sparkMat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
    sparkMat.setTexture("Texture", assetManager.loadTexture("Effects/spark.png"));
    sparksEmitter.setMaterial(sparkMat);
    sparksEmitter.setImagesX(1);
    sparksEmitter.setImagesY(1);
    explosionNode.attachChild(sparksEmitter);

    sparksEmitter.setStartColor(new ColorRGBA(1f, 0.8f, 0.36f, 1.0f)); // orange
    sparksEmitter.setEndColor(new ColorRGBA(1f, 0.8f, 0.36f, .5f));
    sparksEmitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 25, 0));
    sparksEmitter.getParticleInfluencer().setVelocityVariation(1);
    sparksEmitter.setFacingVelocity(true);
    sparksEmitter.setGravity(0, 15, 0);
    sparksEmitter.setStartSize(5f);
    sparksEmitter.setEndSize(5f);
    sparksEmitter.setLowLife(.9f);
    sparksEmitter.setHighLife(1.1f);
    sparksEmitter.setParticlesPerSec(0);
    sparksEmitter.setLocalTranslation(pos);
  }
コード例 #24
0
  @Override
  public void simpleInitApp() {
    Box b = new Box(Vector3f.ZERO, 1, 1, 1);
    Geometry geom = new Geometry("Box", b);
    Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    mat.setTexture("ColorMap", assetManager.loadTexture("Textures/contenedorMadera.jpg"));
    geom.setMaterial(mat);
    rootNode.attachChild(geom);

    NiftyJmeDisplay niftyDisplay =
        new NiftyJmeDisplay(assetManager, inputManager, audioRenderer, guiViewPort);
    nifty = niftyDisplay.getNifty();
    nifty.fromXml("Interface/Nifty/Probando-NiftyGUI.xml", "start", this);

    // attach the nifty display to the gui view port as a processor
    guiViewPort.addProcessor(niftyDisplay);

    // disable the fly cam
    //        flyCam.setEnabled(false);
    //        flyCam.setDragToRotate(true);
    inputManager.setCursorVisible(true);
  }
コード例 #25
0
  private void initEmbers() {
    embersEmitter = new ParticleEmitter("embers", ParticleMesh.Type.Triangle, 50);
    Material embersMat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
    embersMat.setTexture("Texture", assetManager.loadTexture("Effects/embers.png"));
    embersEmitter.setMaterial(embersMat);
    embersEmitter.setImagesX(1);
    embersEmitter.setImagesY(1);
    explosionNode.attachChild(embersEmitter);

    embersEmitter.setStartColor(new ColorRGBA(1f, 0.29f, 0.34f, 1.0f));
    embersEmitter.setEndColor(new ColorRGBA(0, 0, 0, 0.5f));
    embersEmitter.setStartSize(12f);
    embersEmitter.setEndSize(18f);
    embersEmitter.setGravity(0, -.5f, 0);
    embersEmitter.setLowLife(1.8f);
    embersEmitter.setHighLife(5f);
    embersEmitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 3, 0));
    embersEmitter.getParticleInfluencer().setVelocityVariation(.5f);
    embersEmitter.setShape(new EmitterSphereShape(Vector3f.ZERO, 2f));
    embersEmitter.setParticlesPerSec(0);
    embersEmitter.setLocalTranslation(pos);
  }
コード例 #26
0
ファイル: MaterialManager.java プロジェクト: sean-tll/OpenRTS
  public static Material getLightingTexture(String texturePath) {
    // We first check if the requested texture exist in the material map
    if (texturesMap.containsKey(texturePath)) {
      return texturesMap.get(texturePath);
    }

    // At this point, we know that the texture doesn't exist.
    // We must create a new material, add it to the map and return it.
    Material res = new Material(am, "Common/MatDefs/Light/Lighting.j3md");
    Texture t = am.loadTexture(texturePath);
    t.setWrap(WrapMode.Repeat);
    t.setAnisotropicFilter(8);
    res.setTexture("DiffuseMap", t);

    res.setFloat("Shininess", 10f); // [0,128]

    // test for envmap
    // TextureCubeMap envmap = new
    // TextureCubeMap(assetManager.loadTexture("Textures/cubemap_reflec.dds").getImage());
    // res.setTexture("EnvMap", envmap);
    // res.setVector3("FresnelParams", new Vector3f(0.05f, 0.18f, 0.11f));
    // res.setVector3("FresnelParams", new Vector3f(0.05f, 0.05f, 0.05f));

    // normal map loading
    // String normalPath = texturePath.replaceAll(".jpg", "norm.jpg");;
    // try {
    // Texture normalMap = assetManager.loadTexture(normalPath);
    // normalMap.setWrap(WrapMode.Repeat);
    // normalMap.setAnisotropicFilter(8);
    // res.setTexture("NormalMap", normalMap);
    // }catch (Exception e) {
    // LogUtil.logger.info("No normal map found for "+texturePath);
    // }

    texturesMap.put(texturePath, res);

    return res;
  }
コード例 #27
0
  private void initSmoke() {
    smokeEmitter = new ParticleEmitter("Smoke emitter", ParticleMesh.Type.Triangle, 20);
    Material smokeMat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
    smokeMat.setTexture("Texture", assetManager.loadTexture("Effects/smoketrail.png"));
    smokeEmitter.setMaterial(smokeMat);
    smokeEmitter.setImagesX(1);
    smokeEmitter.setImagesY(3);
    smokeEmitter.setSelectRandomImage(true);
    explosionNode.attachChild(smokeEmitter);

    smokeEmitter.setStartColor(new ColorRGBA(0.5f, 0.5f, 0.5f, 1f));
    smokeEmitter.setEndColor(new ColorRGBA(.1f, 0.1f, 0.1f, .5f));
    smokeEmitter.setLowLife(4f);
    smokeEmitter.setHighLife(4f);
    smokeEmitter.setGravity(0, 2, 0);
    smokeEmitter.setFacingVelocity(true);
    smokeEmitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 6f, 0));
    smokeEmitter.getParticleInfluencer().setVelocityVariation(1);
    smokeEmitter.setStartSize(5f);
    smokeEmitter.setEndSize(30f);
    smokeEmitter.setParticlesPerSec(0);
    smokeEmitter.setLocalTranslation(pos);
  }
コード例 #28
0
  private void initShockwave() {
    shockwaveEmitter = new ParticleEmitter("Shockwave", ParticleMesh.Type.Triangle, 2);
    shockwaveEmitter.setLocalTranslation(0, 15, 0);
    Material shockwaveMat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
    shockwaveMat.setTexture("Texture", assetManager.loadTexture("Effects/shockwave.png"));
    shockwaveEmitter.setImagesX(1);
    shockwaveEmitter.setImagesY(1);
    shockwaveEmitter.setMaterial(shockwaveMat);
    explosionEffect.attachChild(shockwaveEmitter);

    shockwaveEmitter.setFaceNormal(Vector3f.UNIT_Y);
    shockwaveEmitter.setStartColor(new ColorRGBA(.68f, 0.77f, 0.61f, 1f));
    shockwaveEmitter.setEndColor(new ColorRGBA(.68f, 0.77f, 0.61f, 0f));
    shockwaveEmitter.setStartSize(5f);
    shockwaveEmitter.setEndSize(20f);
    shockwaveEmitter.setGravity(0, 0, 0);
    shockwaveEmitter.setLowLife(1f);
    shockwaveEmitter.setHighLife(1f);
    shockwaveEmitter.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 0, 0));
    shockwaveEmitter.getParticleInfluencer().setVelocityVariation(0f);
    shockwaveEmitter.setParticlesPerSec(0);
    shockwaveEmitter.setLocalTranslation(pos);
  }
コード例 #29
0
ファイル: Main.java プロジェクト: ealarco1/SpaceEscape3D
  public void generateExplosion(Vector3f position) {
    ParticleEmitter explosion = new ParticleEmitter("Explosion", ParticleMesh.Type.Triangle, 10);
    Material mat_red = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
    mat_red.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/flame.png"));
    explosion.setMaterial(mat_red);
    explosion.setImagesX(2);
    explosion.setImagesY(2); // 2x2 texture animation
    explosion.setEndColor(new ColorRGBA(1f, 0f, 0f, 1f)); // red
    explosion.setStartColor(new ColorRGBA(1f, 1f, 0f, 0.5f)); // yellow
    explosion.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 0, 0));
    explosion.setGravity(0, 0, 0);
    explosion.setStartSize(2);
    explosion.setEndSize(4);
    explosion.setLowLife(1);
    explosion.setHighLife(2);
    explosion.setParticlesPerSec(0);
    explosion.getParticleInfluencer().setVelocityVariation(4);
    explosion.setLocalTranslation(position);
    explosions.attachChild(explosion);
    explosion.emitAllParticles();

    explosionAudio.playInstance();
  }
コード例 #30
0
ファイル: Main.java プロジェクト: ealarco1/SpaceEscape3D
 public void generateDebris(Vector3f position) {
   ParticleEmitter explosion = new ParticleEmitter("Debris", ParticleMesh.Type.Triangle, 6);
   Material mat_red = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
   mat_red.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/Debris.png"));
   explosion.setMaterial(mat_red);
   explosion.setImagesX(3);
   explosion.setImagesY(3);
   explosion.setRotateSpeed(4);
   explosion.setSelectRandomImage(true);
   explosion.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 0.4f, 0));
   explosion.setStartSize(1);
   explosion.setEndSize(1);
   explosion.setStartColor(ColorRGBA.Gray);
   explosion.setEndColor(ColorRGBA.Gray);
   explosion.setGravity(0, 0, 0);
   explosion.setLowLife(6);
   explosion.setHighLife(8);
   explosion.setParticlesPerSec(0);
   explosion.getParticleInfluencer().setVelocityVariation(10);
   explosion.setLocalTranslation(position);
   explosions.attachChild(explosion);
   explosion.emitAllParticles();
 }