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/**
 * Copyright 2015-2016 Knowm Inc. (http://knowm.org) and contributors.
 * Copyright 2012-2015 MANC LLC (http://alexnugentconsulting.com/) and contributors.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
package org.knowm.proprioceptron.jme.hello;

import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.texture.Texture;
import com.jme3.util.TangentBinormalGenerator;

/**
 * Sample 6 - how to give an object's surface a material and texture. How to make objects transparent, or let colors "leak" through partially transparent textures. How to make bumpy and shiny surfaces.
 */

public class HelloMaterial extends SimpleApplication {

  public static void main(String[] args) {

    HelloMaterial app = new HelloMaterial();
    app.start();
  }

  @Override
  public void simpleInitApp() {

    /** A simple textured cube -- in good MIP map quality. */
    Box boxshape1 = new Box(new Vector3f(-3f, 1.1f, 0f), 1f, 1f, 1f);
    Geometry cube = new Geometry("My Textured Box", boxshape1);
    Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
    mat_stl.setTexture("ColorMap", tex_ml);
    cube.setMaterial(mat_stl);
    rootNode.attachChild(cube);

    /** A translucent/transparent texture, similar to a window frame. */
    Box boxshape3 = new Box(new Vector3f(0f, 0f, 0f), 1f, 1f, 0.01f);
    Geometry window_frame = new Geometry("window frame", boxshape3);
    Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
    mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
    window_frame.setMaterial(mat_tt);

    /** Objects with transparency need to be in the render bucket for transparent objects: */
    window_frame.setQueueBucket(Bucket.Transparent);
    rootNode.attachChild(window_frame);

    /** A cube with base color "leaking" through a partially transparent texture */
    Box boxshape4 = new Box(new Vector3f(3f, -1f, 0f), 1f, 1f, 1f);
    Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4);
    Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
    mat_tl.setColor("Color", new ColorRGBA(1f, 0f, 1f, 1f)); // purple
    cube_leak.setMaterial(mat_tl);
    rootNode.attachChild(cube_leak);

    /** A bumpy rock with a shiny light effect */
    Sphere rock = new Sphere(32, 32, 2f);
    Geometry shiny_rock = new Geometry("Shiny rock", rock);
    rock.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
    TangentBinormalGenerator.generate(rock); // for lighting effect
    Material mat_lit = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    mat_lit.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
    mat_lit.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
    mat_lit.setBoolean("UseMaterialColors", true);
    mat_lit.setColor("Specular", ColorRGBA.White);
    mat_lit.setColor("Diffuse", ColorRGBA.White);
    mat_lit.setFloat("Shininess", 5f); // [1,128]
    shiny_rock.setMaterial(mat_lit);
    shiny_rock.setLocalTranslation(0, 2, -2); // Move it a bit
    shiny_rock.rotate(1.6f, 0, 0); // Rotate it a bit
    rootNode.attachChild(shiny_rock);

    /** Must add a light to make the lit object visible! */
    DirectionalLight sun = new DirectionalLight();
    sun.setDirection(new Vector3f(1, 0, -2).normalizeLocal());
    sun.setColor(ColorRGBA.White);
    rootNode.addLight(sun);
  }
}




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