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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 
     33 package jme3test.helloworld;
     34 
     35 import com.jme3.app.SimpleApplication;
     36 import com.jme3.light.DirectionalLight;
     37 import com.jme3.material.Material;
     38 import com.jme3.material.RenderState.BlendMode;
     39 import com.jme3.math.ColorRGBA;
     40 import com.jme3.math.Vector3f;
     41 import com.jme3.renderer.queue.RenderQueue.Bucket;
     42 import com.jme3.scene.Geometry;
     43 import com.jme3.scene.shape.Box;
     44 import com.jme3.scene.shape.Sphere;
     45 import com.jme3.texture.Texture;
     46 import 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.  */
     51 public 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);
     83     Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
     84     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);
    106 
    107     /** 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 }
    115