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.font.BitmapText; 36 import com.jme3.input.KeyInput; 37 import com.jme3.input.controls.ActionListener; 38 import com.jme3.input.controls.KeyTrigger; 39 import com.jme3.light.DirectionalLight; 40 import com.jme3.light.PointLight; 41 import com.jme3.material.Material; 42 import com.jme3.math.ColorRGBA; 43 import com.jme3.math.Vector3f; 44 import com.jme3.scene.Geometry; 45 import com.jme3.terrain.geomipmap.TerrainLodControl; 46 import com.jme3.terrain.geomipmap.TerrainQuad; 47 import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator; 48 import com.jme3.terrain.heightmap.AbstractHeightMap; 49 import com.jme3.terrain.heightmap.ImageBasedHeightMap; 50 import com.jme3.texture.Texture; 51 import com.jme3.texture.Texture.WrapMode; 52 import com.jme3.asset.TextureKey; 53 54 /** 55 * Demonstrates how to use terrain. 56 * The base terrain class it uses is TerrainQuad, which is a quad tree of actual 57 * meshes called TerainPatches. 58 * There are a couple options for the terrain in this test: 59 * The first is wireframe mode. Here you can see the underlying trianglestrip structure. 60 * You will notice some off lines; these are degenerate triangles and are part of the 61 * trianglestrip. They are only noticeable in wireframe mode. 62 * Second is Tri-Planar texture mode. Here the textures are rendered on all 3 axes and 63 * then blended together to reduce distortion and stretching. 64 * Third, which you have to modify the code to see, is Entropy LOD calculations. 65 * In the constructor for the TerrainQuad, un-comment the final parameter that is 66 * the LodPerspectiveCalculatorFactory. Then you will see the terrain flicker to start 67 * while it calculates the entropies. Once it is done, it will pick the best LOD value 68 * based on entropy. This method reduces "popping" of terrain greatly when LOD levels 69 * change. It is highly suggested you use it in your app. 70 * 71 * @author bowens 72 */ 73 public class TerrainTest extends SimpleApplication { 74 75 private TerrainQuad terrain; 76 Material matRock; 77 Material matWire; 78 boolean wireframe = false; 79 boolean triPlanar = false; 80 protected BitmapText hintText; 81 PointLight pl; 82 Geometry lightMdl; 83 private float grassScale = 64; 84 private float dirtScale = 16; 85 private float rockScale = 128; 86 87 public static void main(String[] args) { 88 TerrainTest app = new TerrainTest(); 89 app.start(); 90 } 91 92 @Override 93 public void initialize() { 94 super.initialize(); 95 96 loadHintText(); 97 } 98 99 @Override 100 public void simpleInitApp() { 101 setupKeys(); 102 103 // First, we load up our textures and the heightmap texture for the terrain 104 105 // TERRAIN TEXTURE material 106 matRock = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md"); 107 matRock.setBoolean("useTriPlanarMapping", false); 108 109 // ALPHA map (for splat textures) 110 matRock.setTexture("Alpha", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png")); 111 112 // HEIGHTMAP image (for the terrain heightmap) 113 Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png"); 114 115 // GRASS texture 116 Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg"); 117 grass.setWrap(WrapMode.Repeat); 118 matRock.setTexture("Tex1", grass); 119 matRock.setFloat("Tex1Scale", grassScale); 120 121 // DIRT texture 122 Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg"); 123 dirt.setWrap(WrapMode.Repeat); 124 matRock.setTexture("Tex2", dirt); 125 matRock.setFloat("Tex2Scale", dirtScale); 126 127 // ROCK texture 128 Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg"); 129 rock.setWrap(WrapMode.Repeat); 130 matRock.setTexture("Tex3", rock); 131 matRock.setFloat("Tex3Scale", rockScale); 132 133 // WIREFRAME material 134 matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); 135 matWire.getAdditionalRenderState().setWireframe(true); 136 matWire.setColor("Color", ColorRGBA.Green); 137 138 // CREATE HEIGHTMAP 139 AbstractHeightMap heightmap = null; 140 try { 141 //heightmap = new HillHeightMap(1025, 1000, 50, 100, (byte) 3); 142 143 heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 1f); 144 heightmap.load(); 145 146 } catch (Exception e) { 147 e.printStackTrace(); 148 } 149 150 /* 151 * Here we create the actual terrain. The tiles will be 65x65, and the total size of the 152 * terrain will be 513x513. It uses the heightmap we created to generate the height values. 153 */ 154 /** 155 * Optimal terrain patch size is 65 (64x64). 156 * The total size is up to you. At 1025 it ran fine for me (200+FPS), however at 157 * size=2049, it got really slow. But that is a jump from 2 million to 8 million triangles... 158 */ 159 terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap()); 160 TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); 161 control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier 162 terrain.addControl(control); 163 terrain.setMaterial(matRock); 164 terrain.setLocalTranslation(0, -100, 0); 165 terrain.setLocalScale(2f, 1f, 2f); 166 rootNode.attachChild(terrain); 167 168 DirectionalLight light = new DirectionalLight(); 169 light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize()); 170 rootNode.addLight(light); 171 172 cam.setLocation(new Vector3f(0, 10, -10)); 173 cam.lookAtDirection(new Vector3f(0, -1.5f, -1).normalizeLocal(), Vector3f.UNIT_Y); 174 } 175 176 public void loadHintText() { 177 hintText = new BitmapText(guiFont, false); 178 hintText.setSize(guiFont.getCharSet().getRenderedSize()); 179 hintText.setLocalTranslation(0, getCamera().getHeight(), 0); 180 hintText.setText("Hit T to switch to wireframe, P to switch to tri-planar texturing"); 181 guiNode.attachChild(hintText); 182 } 183 184 private void setupKeys() { 185 flyCam.setMoveSpeed(50); 186 inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T)); 187 inputManager.addListener(actionListener, "wireframe"); 188 inputManager.addMapping("triPlanar", new KeyTrigger(KeyInput.KEY_P)); 189 inputManager.addListener(actionListener, "triPlanar"); 190 } 191 private ActionListener actionListener = new ActionListener() { 192 193 public void onAction(String name, boolean pressed, float tpf) { 194 if (name.equals("wireframe") && !pressed) { 195 wireframe = !wireframe; 196 if (!wireframe) { 197 terrain.setMaterial(matWire); 198 } else { 199 terrain.setMaterial(matRock); 200 } 201 } else if (name.equals("triPlanar") && !pressed) { 202 triPlanar = !triPlanar; 203 if (triPlanar) { 204 matRock.setBoolean("useTriPlanarMapping", true); 205 // planar textures don't use the mesh's texture coordinates but real world coordinates, 206 // so we need to convert these texture coordinate scales into real world scales so it looks 207 // the same when we switch to/from tr-planar mode 208 matRock.setFloat("Tex1Scale", 1f / (float) (512f / grassScale)); 209 matRock.setFloat("Tex2Scale", 1f / (float) (512f / dirtScale)); 210 matRock.setFloat("Tex3Scale", 1f / (float) (512f / rockScale)); 211 } else { 212 matRock.setBoolean("useTriPlanarMapping", false); 213 matRock.setFloat("Tex1Scale", grassScale); 214 matRock.setFloat("Tex2Scale", dirtScale); 215 matRock.setFloat("Tex3Scale", rockScale); 216 } 217 } 218 } 219 }; 220 } 221