Node createDebugGeometry() { Line l = new Line(from.getPlanet().getPosition(), to.getPlanet().getPosition()); line = new Geometry("Line #" + from.getPlanet().getID() + " to #" + to.getPlanet().getID(), l); Material material = new Material( SolarWarsApplication.getInstance().getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); Player p = from.getPlanet().getOwner(); ColorRGBA c; if (p == null) { c = ColorRGBA.White.clone(); c.a = 0.5f; material.setColor("Color", c); } else { c = p.getColor(); c.a = 0.5f; material.setColor("Color", c); } material.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha); line.setMaterial(material); createLabel(); Node lineNode = new Node(line.getName() + "_Node"); lineNode.attachChild(line); lineNode.attachChild(label); // Vector3f pos = to.getPlanet().getPosition(). // subtract(from.getPlanet().getPosition()); // lineNode.setLocalTranslation(pos.mult(0.5f)); return lineNode; }
private Material getMaterial(ColorRGBA color) { Material mat = new Material(main.getAssetManager(), "Common/MatDefs/Light/Lighting.j3md"); mat.setColor("Diffuse", color); ColorRGBA clone = color.clone(); clone.multLocal(0.8f); clone.a = 1f; mat.setColor("Ambient", clone); mat.setBoolean("UseMaterialColors", true); return mat; }
private ColorRGBA getAmbientColor(LightList lightList) { ambientLightColor.set(0, 0, 0, 1); for (int j = 0; j < lightList.size(); j++) { Light l = lightList.get(j); if (l instanceof AmbientLight) { ambientLightColor.addLocal(l.getColor()); } } ambientLightColor.a = 1.0f; return ambientLightColor; }
Range(int start, String colorStr) { this.start = start; this.color = new ColorRGBA(); if (colorStr.length() >= 6) { color.set( Integer.parseInt(colorStr.subSequence(0, 2).toString(), 16) / 255f, Integer.parseInt(colorStr.subSequence(2, 4).toString(), 16) / 255f, Integer.parseInt(colorStr.subSequence(4, 6).toString(), 16) / 255f, 1); if (colorStr.length() == 8) { color.a = Integer.parseInt(colorStr.subSequence(6, 8).toString(), 16) / 255f; } } else { color.set( Integer.parseInt(Character.toString(colorStr.charAt(0)), 16) / 15f, Integer.parseInt(Character.toString(colorStr.charAt(1)), 16) / 15f, Integer.parseInt(Character.toString(colorStr.charAt(2)), 16) / 15f, 1); if (colorStr.length() == 4) { color.a = Integer.parseInt(Character.toString(colorStr.charAt(3)), 16) / 15f; } } }
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); }
protected void renderMultipassLighting(Shader shader, Geometry g, RenderManager rm) { Renderer r = rm.getRenderer(); LightList lightList = g.getWorldLightList(); Uniform lightDir = shader.getUniform("g_LightDirection"); Uniform lightColor = shader.getUniform("g_LightColor"); Uniform lightPos = shader.getUniform("g_LightPosition"); Uniform ambientColor = shader.getUniform("g_AmbientLightColor"); boolean isFirstLight = true; boolean isSecondLight = false; for (int i = 0; i < lightList.size(); i++) { Light l = lightList.get(i); if (l instanceof AmbientLight) { continue; } if (isFirstLight) { // set ambient color for first light only ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList)); isFirstLight = false; isSecondLight = true; } else if (isSecondLight) { ambientColor.setValue(VarType.Vector4, ColorRGBA.Black); // apply additive blending for 2nd and future lights r.applyRenderState(additiveLight); isSecondLight = false; } TempVars vars = TempVars.get(); Quaternion tmpLightDirection = vars.quat1; Quaternion tmpLightPosition = vars.quat2; ColorRGBA tmpLightColor = vars.color; Vector4f tmpVec = vars.vect4f; ColorRGBA color = l.getColor(); tmpLightColor.set(color); tmpLightColor.a = l.getType().getId(); lightColor.setValue(VarType.Vector4, tmpLightColor); switch (l.getType()) { case Directional: DirectionalLight dl = (DirectionalLight) l; Vector3f dir = dl.getDirection(); tmpLightPosition.set(dir.getX(), dir.getY(), dir.getZ(), -1); lightPos.setValue(VarType.Vector4, tmpLightPosition); tmpLightDirection.set(0, 0, 0, 0); lightDir.setValue(VarType.Vector4, tmpLightDirection); break; case Point: PointLight pl = (PointLight) l; Vector3f pos = pl.getPosition(); float invRadius = pl.getInvRadius(); tmpLightPosition.set(pos.getX(), pos.getY(), pos.getZ(), invRadius); lightPos.setValue(VarType.Vector4, tmpLightPosition); tmpLightDirection.set(0, 0, 0, 0); lightDir.setValue(VarType.Vector4, tmpLightDirection); break; case Spot: SpotLight sl = (SpotLight) l; Vector3f pos2 = sl.getPosition(); Vector3f dir2 = sl.getDirection(); float invRange = sl.getInvSpotRange(); float spotAngleCos = sl.getPackedAngleCos(); tmpLightPosition.set(pos2.getX(), pos2.getY(), pos2.getZ(), invRange); lightPos.setValue(VarType.Vector4, tmpLightPosition); // We transform the spot directoin in view space here to save 5 varying later in the // lighting shader // one vec4 less and a vec4 that becomes a vec3 // the downside is that spotAngleCos decoding happen now in the frag shader. tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0); rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec); tmpLightDirection.set(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos); lightDir.setValue(VarType.Vector4, tmpLightDirection); break; default: throw new UnsupportedOperationException("Unknown type of light: " + l.getType()); } vars.release(); r.setShader(shader); r.renderMesh(g.getMesh(), g.getLodLevel(), 1); } if (isFirstLight && lightList.size() > 0) { // There are only ambient lights in the scene. Render // a dummy "normal light" so we can see the ambient ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList)); lightColor.setValue(VarType.Vector4, ColorRGBA.BlackNoAlpha); lightPos.setValue(VarType.Vector4, nullDirLight); r.setShader(shader); r.renderMesh(g.getMesh(), g.getLodLevel(), 1); } }