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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
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*
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*
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package com.jme3.util;
import com.jme3.asset.AssetManager;
import com.jme3.asset.TextureKey;
import com.jme3.bounding.BoundingSphere;
import com.jme3.material.Material;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Sphere;
import com.jme3.texture.Image;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture;
import com.jme3.texture.TextureCubeMap;
import java.nio.ByteBuffer;
/**
* SkyFactory
is used to create jME {@link Spatial}s that can
* be attached to the scene to display a sky image in the background.
*
* @author Kirill Vainer
*/
public class SkyFactory {
/**
* The type of map fed to the shader
*/
public enum EnvMapType {
/**
* The env map is a cube map see {@link TextureCubeMap} or 6 separate images that form a cube map
* The texture is either a {@link TextureCubeMap} or 6 {@link com.jme3.texture.Texture2D}.
* In the latter case, a TextureCubeMap is build from the 6 2d maps.
*/
CubeMap,
/**
* The env map is a Sphere map. The texture is a Texture2D with the pixels arranged for
* sphere
* mapping.
*/
SphereMap,
/**
* The env map is an Equirectangular map. A 2D textures with pixels
* arranged for equirectangular
* projection mapping..
*
*/
EquirectMap
}
/**
* A private constructor to inhibit instantiation of this class.
*/
private SkyFactory() {
}
/**
* Create a sky with radius=10 using the given cubemap or spheremap texture.
*
* For the sky to be visible, its radius must fall between the near and far
* planes of the camera's frustum.
*
* @param assetManager from which to load materials
* @param texture to use
* @param normalScale The normal scale is multiplied by the 3D normal to get
* a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
* transformation to the normal.
* @param sphereMap determines how the texture is used:
*
* - true: The texture is a Texture2D with the pixels arranged for
* sphere
* mapping.
* - false: The texture is either a TextureCubeMap or Texture2D. If it is
* a Texture2D then the image is taken from it and is inserted into a
* TextureCubeMap
*
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
* @deprecated use {@link SkyFactory#createSky(com.jme3.asset.AssetManager, com.jme3.texture.Texture,
* com.jme3.math.Vector3f, com.jme3.util.SkyFactory.EnvMapType)}
*/
@Deprecated
public static Spatial createSky(AssetManager assetManager, Texture texture,
Vector3f normalScale, boolean sphereMap) {
return createSky(assetManager, texture, normalScale, sphereMap, 10);
}
/**
* Create a sky with radius=10 using the given cubemap or spheremap texture.
*
* For the sky to be visible, its radius must fall between the near and far
* planes of the camera's frustum.
*
* @param assetManager from which to load materials
* @param texture to use
* @param normalScale The normal scale is multiplied by the 3D normal to get
* a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
* transformation to the normal.
* @param envMapType see {@link EnvMapType}
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static Spatial createSky(AssetManager assetManager, Texture texture,
Vector3f normalScale, EnvMapType envMapType) {
return createSky(assetManager, texture, normalScale, envMapType, 10);
}
/**
* Create a sky using the given cubemap or spheremap texture.
*
* @param assetManager from which to load materials
* @param texture to use
* @param normalScale The normal scale is multiplied by the 3D normal to get
* a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
* transformation to the normal.
* @param sphereMap determines how the texture is used:
*
* - true: The texture is a Texture2D with the pixels arranged for
* sphere
* mapping.
* - false: The texture is either a TextureCubeMap or Texture2D. If it is
* a Texture2D then the image is taken from it and is inserted into a
* TextureCubeMap
*
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
* its radius must fall between the near and far planes of the camera's
* frustum
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
* @deprecated use {@link #createSky(com.jme3.asset.AssetManager, com.jme3.texture.Texture,
* com.jme3.math.Vector3f, com.jme3.util.SkyFactory.EnvMapType, float)}
*/
@Deprecated
public static Spatial createSky(AssetManager assetManager, Texture texture,
Vector3f normalScale, boolean sphereMap, int sphereRadius) {
return createSky(assetManager, texture, normalScale,
sphereMap ? EnvMapType.SphereMap : EnvMapType.CubeMap, sphereRadius);
}
/**
* Create a sky using the given cubemap or spheremap texture.
*
* @param assetManager from which to load materials
* @param texture to use
* @param normalScale The normal scale is multiplied by the 3D normal to get
* a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
* transformation to the normal.
* @param envMapType see {@link EnvMapType}
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
* its radius must fall between the near and far planes of the camera's
* frustum
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static Spatial createSky(AssetManager assetManager, Texture texture,
Vector3f normalScale, EnvMapType envMapType, float sphereRadius) {
if (texture == null) {
throw new IllegalArgumentException("texture cannot be null");
}
final Sphere sphereMesh = new Sphere(10, 10, sphereRadius, false, true);
Geometry sky = new Geometry("Sky", sphereMesh);
sky.setQueueBucket(Bucket.Sky);
sky.setCullHint(Spatial.CullHint.Never);
sky.setModelBound(new BoundingSphere(Float.POSITIVE_INFINITY, Vector3f.ZERO));
Material skyMat;
switch (envMapType) {
case CubeMap:
// make sure it's a cubemap
if (!(texture instanceof TextureCubeMap)) {
Image img = texture.getImage();
texture = new TextureCubeMap();
texture.setImage(img);
}
skyMat = new Material(assetManager,
"Common/MatDefs/Misc/Sky.j3md");
break;
case SphereMap:
skyMat = new Material(assetManager,
"Common/MatDefs/Misc/SkyNonCube.j3md");
skyMat.setBoolean("SphereMap", true);
break;
case EquirectMap:
skyMat = new Material(assetManager,
"Common/MatDefs/Misc/SkyNonCube.j3md");
skyMat.setBoolean("EquirectMap", true);
break;
default:
throw new IllegalArgumentException("envMapType=" + envMapType);
}
skyMat.setVector3("NormalScale", normalScale);
texture.setMagFilter(Texture.MagFilter.Bilinear);
texture.setMinFilter(Texture.MinFilter.BilinearNoMipMaps);
texture.setAnisotropicFilter(0);
texture.setWrap(Texture.WrapMode.EdgeClamp);
skyMat.setTexture("Texture", texture);
sky.setMaterial(skyMat);
return sky;
}
/**
* Create a sky using the given cubemap or spheremap texture.
*
* @param assetManager from which to load materials
* @param texture to use
* @param sphereMap determines how the texture is used:
*
* - true: The texture is a Texture2D with the pixels arranged for
* sphere
* mapping.
* - false: The texture is either a TextureCubeMap or Texture2D. If it is
* a Texture2D then the image is taken from it and is inserted into a
* TextureCubeMap
*
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
* @deprecated use {@link SkyFactory#createSky(com.jme3.asset.AssetManager, com.jme3.texture.Texture,
* com.jme3.math.Vector3f, com.jme3.util.SkyFactory.EnvMapType)}
*/
@Deprecated
public static Spatial createSky(AssetManager assetManager, Texture texture, boolean sphereMap) {
return createSky(assetManager, texture, Vector3f.UNIT_XYZ,
sphereMap ? EnvMapType.SphereMap : EnvMapType.CubeMap);
}
/**
* Create a sky using the given cubemap or spheremap texture.
*
* @param assetManager from which to load materials
* @param textureName the path to the texture asset to use
* @param sphereMap determines how the texture is used:
*
* - true: The texture is a Texture2D with the pixels arranged for
* sphere
* mapping.
* - false: The texture is either a TextureCubeMap or Texture2D. If it is
* a Texture2D then the image is taken from it and is inserted into a
* TextureCubeMap
*
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
* @deprecated use {@link #createSky(com.jme3.asset.AssetManager, java.lang.String,
* com.jme3.util.SkyFactory.EnvMapType)}
*/
@Deprecated
public static Spatial createSky(AssetManager assetManager, String textureName, boolean sphereMap) {
return createSky(assetManager, textureName, sphereMap ? EnvMapType.SphereMap : EnvMapType.CubeMap);
}
/**
* Create a sky using the given cubemap or spheremap texture.
*
* @param assetManager from which to load materials
* @param texture to use
* @param envMapType see {@link EnvMapType}
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static Spatial createSky(AssetManager assetManager, Texture texture, EnvMapType envMapType) {
return createSky(assetManager, texture, Vector3f.UNIT_XYZ, envMapType);
}
/**
* Create a sky using the given cubemap or spheremap texture.
*
* @param assetManager from which to load materials
* @param textureName the path to the texture asset to use
* @param envMapType see {@link EnvMapType}
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static Spatial createSky(AssetManager assetManager, String textureName, EnvMapType envMapType) {
TextureKey key = new TextureKey(textureName, true);
key.setGenerateMips(false);
if (envMapType == EnvMapType.CubeMap) {
key.setTextureTypeHint(Texture.Type.CubeMap);
}
Texture tex = assetManager.loadTexture(key);
return createSky(assetManager, tex, envMapType);
}
private static void checkImage(Image image) {
// if (image.getDepth() != 1)
// throw new IllegalArgumentException("3D/Array images not allowed");
if (image.getWidth() != image.getHeight()) {
throw new IllegalArgumentException("Image width and height must be the same");
}
if (image.getMultiSamples() != 1) {
throw new IllegalArgumentException("Multisample textures not allowed");
}
}
private static void checkImagesForCubeMap(Image... images) {
if (images.length == 1) {
return;
}
Format fmt = images[0].getFormat();
int width = images[0].getWidth();
int height = images[0].getHeight();
ByteBuffer data = images[0].getData(0);
int size = data != null ? data.capacity() : 0;
checkImage(images[0]);
for (int i = 1; i < images.length; i++) {
Image image = images[i];
checkImage(images[i]);
if (image.getFormat() != fmt) {
throw new IllegalArgumentException("Images must have same format");
}
if (image.getWidth() != width || image.getHeight() != height) {
throw new IllegalArgumentException("Images must have same resolution");
}
ByteBuffer data2 = image.getData(0);
if (data2 != null) {
if (data2.capacity() != size) {
throw new IllegalArgumentException("Images must have same size");
}
}
}
}
/**
* Create a cube-mapped sky with radius=10 using six textures.
*
* For the sky to be visible, its radius must fall between the near and far
* planes of the camera's frustum.
*
* @param assetManager from which to load materials
* @param west texture for the western face of the cube
* @param east texture for the eastern face of the cube
* @param north texture for the northern face of the cube
* @param south texture for the southern face of the cube
* @param up texture for the top face of the cube
* @param down texture for the bottom face of the cube
* @param normalScale The normal scale is multiplied by the 3D normal to get
* a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
* transformation to the normal.
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static Spatial createSky(AssetManager assetManager, Texture west,
Texture east, Texture north, Texture south, Texture up,
Texture down, Vector3f normalScale) {
return createSky(assetManager, west, east, north, south, up, down,
normalScale, 10);
}
/**
* Create a cube-mapped sky using six textures.
*
* @param assetManager from which to load materials
* @param west texture for the western face of the cube
* @param east texture for the eastern face of the cube
* @param north texture for the northern face of the cube
* @param south texture for the southern face of the cube
* @param up texture for the top face of the cube
* @param down texture for the bottom face of the cube
* @param normalScale The normal scale is multiplied by the 3D normal to get
* a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and
* transformation to the normal.
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
* its radius must fall between the near and far planes of the camera's
* frustum
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static Spatial createSky(AssetManager assetManager, Texture west,
Texture east, Texture north, Texture south, Texture up,
Texture down, Vector3f normalScale, float sphereRadius) {
Image westImg = west.getImage();
Image eastImg = east.getImage();
Image northImg = north.getImage();
Image southImg = south.getImage();
Image upImg = up.getImage();
Image downImg = down.getImage();
checkImagesForCubeMap(westImg, eastImg, northImg, southImg, upImg, downImg);
Image cubeImage = new Image(westImg.getFormat(), westImg.getWidth(), westImg.getHeight(),
null, westImg.getColorSpace());
cubeImage.addData(westImg.getData(0));
cubeImage.addData(eastImg.getData(0));
cubeImage.addData(downImg.getData(0));
cubeImage.addData(upImg.getData(0));
cubeImage.addData(southImg.getData(0));
cubeImage.addData(northImg.getData(0));
TextureCubeMap cubeMap = new TextureCubeMap(cubeImage);
return createSky(assetManager, cubeMap, normalScale, EnvMapType.CubeMap, sphereRadius);
}
/**
* Create a cube-mapped sky using six textures.
*
* @param assetManager from which to load materials
* @param west texture for the western face of the cube
* @param east texture for the eastern face of the cube
* @param north texture for the northern face of the cube
* @param south texture for the southern face of the cube
* @param up texture for the top face of the cube
* @param down texture for the bottom face of the cube
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
public static Spatial createSky(AssetManager assetManager,
Texture west, Texture east, Texture north, Texture south, Texture up, Texture down) {
return createSky(assetManager, west, east, north, south, up, down, Vector3f.UNIT_XYZ);
}
}
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