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      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 package jme3test.terrain;
     33 
     34 import com.jme3.app.SimpleApplication;
     35 import com.jme3.bounding.BoundingBox;
     36 import com.jme3.font.BitmapText;
     37 import com.jme3.input.KeyInput;
     38 import com.jme3.input.controls.ActionListener;
     39 import com.jme3.input.controls.KeyTrigger;
     40 import com.jme3.light.DirectionalLight;
     41 import com.jme3.light.PointLight;
     42 import com.jme3.material.Material;
     43 import com.jme3.math.ColorRGBA;
     44 import com.jme3.math.Vector3f;
     45 import com.jme3.scene.Geometry;
     46 import com.jme3.scene.Spatial;
     47 import com.jme3.terrain.geomipmap.TerrainLodControl;
     48 import com.jme3.terrain.geomipmap.TerrainQuad;
     49 import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
     50 import com.jme3.terrain.heightmap.AbstractHeightMap;
     51 import com.jme3.terrain.heightmap.ImageBasedHeightMap;
     52 import com.jme3.texture.Texture;
     53 import com.jme3.texture.Texture.WrapMode;
     54 import com.jme3.util.SkyFactory;
     55 import com.jme3.scene.Node;
     56 import com.jme3.scene.debug.Arrow;
     57 
     58 /**
     59  * Uses the terrain's lighting texture with normal maps and lights.
     60  *
     61  * @author bowens
     62  */
     63 public class TerrainTestAdvanced extends SimpleApplication {
     64 
     65     private TerrainQuad terrain;
     66     Material matTerrain;
     67     Material matWire;
     68     boolean wireframe = false;
     69     boolean triPlanar = false;
     70     boolean wardiso = false;
     71     boolean minnaert = false;
     72     protected BitmapText hintText;
     73     PointLight pl;
     74     Geometry lightMdl;
     75     private float grassScale = 64;
     76     private float dirtScale = 16;
     77     private float rockScale = 128;
     78 
     79     public static void main(String[] args) {
     80         TerrainTestAdvanced app = new TerrainTestAdvanced();
     81         app.start();
     82     }
     83 
     84     @Override
     85     public void initialize() {
     86         super.initialize();
     87 
     88         loadHintText();
     89     }
     90 
     91     @Override
     92     public void simpleInitApp() {
     93         setupKeys();
     94 
     95         // First, we load up our textures and the heightmap texture for the terrain
     96 
     97         // TERRAIN TEXTURE material
     98         matTerrain = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
     99         matTerrain.setBoolean("useTriPlanarMapping", false);
    100         matTerrain.setFloat("Shininess", 0.0f);
    101 
    102         // ALPHA map (for splat textures)
    103         matTerrain.setTexture("AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alpha1.png"));
    104         matTerrain.setTexture("AlphaMap_1", assetManager.loadTexture("Textures/Terrain/splat/alpha2.png"));
    105 
    106         // HEIGHTMAP image (for the terrain heightmap)
    107         Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
    108 
    109         // GRASS texture
    110         Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
    111         grass.setWrap(WrapMode.Repeat);
    112         //matTerrain.setTexture("DiffuseMap_1", grass);
    113         //matTerrain.setFloat("DiffuseMap_1_scale", grassScale);
    114 
    115         // DIRT texture
    116         Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
    117         dirt.setWrap(WrapMode.Repeat);
    118         matTerrain.setTexture("DiffuseMap", dirt);
    119         matTerrain.setFloat("DiffuseMap_0_scale", dirtScale);
    120 
    121         // ROCK texture
    122         Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
    123         rock.setWrap(WrapMode.Repeat);
    124         //matTerrain.setTexture("DiffuseMap_2", rock);
    125         //matTerrain.setFloat("DiffuseMap_2_scale", rockScale);
    126 
    127         // BRICK texture
    128         Texture brick = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall.jpg");
    129         brick.setWrap(WrapMode.Repeat);
    130         //matTerrain.setTexture("DiffuseMap_3", brick);
    131         //matTerrain.setFloat("DiffuseMap_3_scale", rockScale);
    132 
    133         // RIVER ROCK texture
    134         Texture riverRock = assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg");
    135         riverRock.setWrap(WrapMode.Repeat);
    136         //matTerrain.setTexture("DiffuseMap_4", riverRock);
    137         //matTerrain.setFloat("DiffuseMap_4_scale", rockScale);
    138 
    139 
    140         Texture normalMap0 = assetManager.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
    141         normalMap0.setWrap(WrapMode.Repeat);
    142         Texture normalMap1 = assetManager.loadTexture("Textures/Terrain/splat/dirt_normal.png");
    143         normalMap1.setWrap(WrapMode.Repeat);
    144         Texture normalMap2 = assetManager.loadTexture("Textures/Terrain/splat/road_normal.png");
    145         normalMap2.setWrap(WrapMode.Repeat);
    146         matTerrain.setTexture("NormalMap", normalMap0);
    147         //matTerrain.setTexture("NormalMap_1", normalMap2);
    148         //matTerrain.setTexture("NormalMap_2", normalMap2);
    149         //matTerrain.setTexture("NormalMap_4", normalMap2);
    150 
    151         // WIREFRAME material
    152         matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    153         matWire.getAdditionalRenderState().setWireframe(true);
    154         matWire.setColor("Color", ColorRGBA.Green);
    155 
    156         //createSky();
    157 
    158         // CREATE HEIGHTMAP
    159         AbstractHeightMap heightmap = null;
    160         try {
    161             heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.5f);
    162             heightmap.load();
    163             heightmap.smooth(0.9f, 1);
    164 
    165         } catch (Exception e) {
    166             e.printStackTrace();
    167         }
    168 
    169         /*
    170          * Here we create the actual terrain. The tiles will be 65x65, and the total size of the
    171          * terrain will be 513x513. It uses the heightmap we created to generate the height values.
    172          */
    173         /**
    174          * Optimal terrain patch size is 65 (64x64).
    175          * The total size is up to you. At 1025 it ran fine for me (200+FPS), however at
    176          * size=2049, it got really slow. But that is a jump from 2 million to 8 million triangles...
    177          */
    178         terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());//, new LodPerspectiveCalculatorFactory(getCamera(), 4)); // add this in to see it use entropy for LOD calculations
    179         TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
    180         control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier
    181         terrain.addControl(control);
    182         terrain.setMaterial(matTerrain);
    183         terrain.setModelBound(new BoundingBox());
    184         terrain.updateModelBound();
    185         terrain.setLocalTranslation(0, -100, 0);
    186         terrain.setLocalScale(1f, 1f, 1f);
    187         rootNode.attachChild(terrain);
    188 
    189         Material debugMat = assetManager.loadMaterial("Common/Materials/VertexColor.j3m");
    190         //terrain.generateDebugTangents(debugMat);
    191 
    192         DirectionalLight light = new DirectionalLight();
    193         light.setDirection((new Vector3f(-0.5f, -0.5f, -0.5f)).normalize());
    194         rootNode.addLight(light);
    195 
    196         cam.setLocation(new Vector3f(0, 10, -10));
    197         cam.lookAtDirection(new Vector3f(0, -1.5f, -1).normalizeLocal(), Vector3f.UNIT_Y);
    198         flyCam.setMoveSpeed(400);
    199 
    200         rootNode.attachChild(createAxisMarker(20));
    201     }
    202 
    203     public void loadHintText() {
    204         hintText = new BitmapText(guiFont, false);
    205         hintText.setSize(guiFont.getCharSet().getRenderedSize());
    206         hintText.setLocalTranslation(0, getCamera().getHeight(), 0);
    207         hintText.setText("Hit T to switch to wireframe,  P to switch to tri-planar texturing");
    208         guiNode.attachChild(hintText);
    209     }
    210 
    211     private void setupKeys() {
    212         flyCam.setMoveSpeed(50);
    213         inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
    214         inputManager.addListener(actionListener, "wireframe");
    215         inputManager.addMapping("triPlanar", new KeyTrigger(KeyInput.KEY_P));
    216         inputManager.addListener(actionListener, "triPlanar");
    217         inputManager.addMapping("WardIso", new KeyTrigger(KeyInput.KEY_9));
    218         inputManager.addListener(actionListener, "WardIso");
    219         inputManager.addMapping("Minnaert", new KeyTrigger(KeyInput.KEY_0));
    220         inputManager.addListener(actionListener, "Minnaert");
    221     }
    222     private ActionListener actionListener = new ActionListener() {
    223 
    224         public void onAction(String name, boolean pressed, float tpf) {
    225             if (name.equals("wireframe") && !pressed) {
    226                 wireframe = !wireframe;
    227                 if (!wireframe) {
    228                     terrain.setMaterial(matWire);
    229                 } else {
    230                     terrain.setMaterial(matTerrain);
    231                 }
    232             } else if (name.equals("triPlanar") && !pressed) {
    233                 triPlanar = !triPlanar;
    234                 if (triPlanar) {
    235                     matTerrain.setBoolean("useTriPlanarMapping", true);
    236                     // planar textures don't use the mesh's texture coordinates but real world coordinates,
    237                     // so we need to convert these texture coordinate scales into real world scales so it looks
    238                     // the same when we switch to/from tr-planar mode
    239                     matTerrain.setFloat("DiffuseMap_0_scale", 1f / (float) (512f / grassScale));
    240                     matTerrain.setFloat("DiffuseMap_1_scale", 1f / (float) (512f / dirtScale));
    241                     matTerrain.setFloat("DiffuseMap_2_scale", 1f / (float) (512f / rockScale));
    242                     matTerrain.setFloat("DiffuseMap_3_scale", 1f / (float) (512f / rockScale));
    243                     matTerrain.setFloat("DiffuseMap_4_scale", 1f / (float) (512f / rockScale));
    244                 } else {
    245                     matTerrain.setBoolean("useTriPlanarMapping", false);
    246                     matTerrain.setFloat("DiffuseMap_0_scale", grassScale);
    247                     matTerrain.setFloat("DiffuseMap_1_scale", dirtScale);
    248                     matTerrain.setFloat("DiffuseMap_2_scale", rockScale);
    249                     matTerrain.setFloat("DiffuseMap_3_scale", rockScale);
    250                     matTerrain.setFloat("DiffuseMap_4_scale", rockScale);
    251                 }
    252             }
    253         }
    254     };
    255 
    256     private void createSky() {
    257         Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_west.jpg");
    258         Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_east.jpg");
    259         Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_north.jpg");
    260         Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_south.jpg");
    261         Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_up.jpg");
    262         Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_down.jpg");
    263 
    264         Spatial sky = SkyFactory.createSky(assetManager, west, east, north, south, up, down);
    265         rootNode.attachChild(sky);
    266     }
    267 
    268     protected Node createAxisMarker(float arrowSize) {
    269 
    270         Material redMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    271         redMat.getAdditionalRenderState().setWireframe(true);
    272         redMat.setColor("Color", ColorRGBA.Red);
    273 
    274         Material greenMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    275         greenMat.getAdditionalRenderState().setWireframe(true);
    276         greenMat.setColor("Color", ColorRGBA.Green);
    277 
    278         Material blueMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    279         blueMat.getAdditionalRenderState().setWireframe(true);
    280         blueMat.setColor("Color", ColorRGBA.Blue);
    281 
    282         Node axis = new Node();
    283 
    284         // create arrows
    285         Geometry arrowX = new Geometry("arrowX", new Arrow(new Vector3f(arrowSize, 0, 0)));
    286         arrowX.setMaterial(redMat);
    287         Geometry arrowY = new Geometry("arrowY", new Arrow(new Vector3f(0, arrowSize, 0)));
    288         arrowY.setMaterial(greenMat);
    289         Geometry arrowZ = new Geometry("arrowZ", new Arrow(new Vector3f(0, 0, arrowSize)));
    290         arrowZ.setMaterial(blueMat);
    291         axis.attachChild(arrowX);
    292         axis.attachChild(arrowY);
    293         axis.attachChild(arrowZ);
    294 
    295         //axis.setModelBound(new BoundingBox());
    296         return axis;
    297     }
    298 }
    299