use of com.jme3.light.AmbientLight in project jmonkeyengine by jMonkeyEngine.
the class TestShadowsPerf method simpleInitApp.
@Override
public void simpleInitApp() {
Logger.getLogger("com.jme3").setLevel(Level.SEVERE);
flyCam.setMoveSpeed(50);
flyCam.setEnabled(false);
viewPort.setBackgroundColor(ColorRGBA.DarkGray);
cam.setLocation(new Vector3f(-53.952988f, 27.15874f, -32.875023f));
cam.setRotation(new Quaternion(0.1564309f, 0.6910534f, -0.15713608f, 0.6879555f));
// cam.setLocation(new Vector3f(53.64627f, 130.56f, -11.247704f));
// cam.setRotation(new Quaternion(-6.5737107E-4f, 0.76819664f, -0.64021313f, -7.886125E-4f));
////
cam.setFrustumFar(500);
mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
Box b = new Box(800, 1, 700);
b.scaleTextureCoordinates(new Vector2f(50, 50));
Geometry ground = new Geometry("ground", b);
ground.setMaterial(mat);
rootNode.attachChild(ground);
ground.setShadowMode(ShadowMode.Receive);
Sphere sphMesh = new Sphere(32, 32, 1);
sphMesh.setTextureMode(Sphere.TextureMode.Projected);
sphMesh.updateGeometry(32, 32, 1, false, false);
TangentBinormalGenerator.generate(sphMesh);
sphere = new Geometry("Rock Ball", sphMesh);
sphere.setLocalTranslation(0, 5, 0);
sphere.setMaterial(mat);
sphere.setShadowMode(ShadowMode.CastAndReceive);
rootNode.attachChild(sphere);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(0, -1, 0).normalizeLocal());
dl.setColor(ColorRGBA.White);
rootNode.addLight(dl);
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(0.7f));
rootNode.addLight(al);
//rootNode.setShadowMode(ShadowMode.CastAndReceive);
createballs();
final DirectionalLightShadowRenderer pssmRenderer = new DirectionalLightShadowRenderer(assetManager, 1024, 4);
viewPort.addProcessor(pssmRenderer);
//
// final PssmShadowFilter pssmRenderer = new PssmShadowFilter(assetManager, 1024, 4);
// FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
// fpp.addFilter(pssmRenderer);
// viewPort.addProcessor(fpp);
pssmRenderer.setLight(dl);
pssmRenderer.setLambda(0.55f);
pssmRenderer.setShadowIntensity(0.55f);
pssmRenderer.setShadowCompareMode(com.jme3.shadow.CompareMode.Software);
pssmRenderer.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
//pssmRenderer.displayDebug();
inputManager.addListener(new ActionListener() {
public void onAction(String name, boolean isPressed, float tpf) {
if (name.equals("display") && isPressed) {
//pssmRenderer.debugFrustrums();
System.out.println("tetetetet");
}
if (name.equals("add") && isPressed) {
createballs();
}
}
}, "display", "add");
inputManager.addMapping("display", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addMapping("add", new KeyTrigger(KeyInput.KEY_RETURN));
}
use of com.jme3.light.AmbientLight in project jmonkeyengine by jMonkeyEngine.
the class TestSpotLightTerrain method simpleInitApp.
@Override
public void simpleInitApp() {
makeTerrain();
flyCam.setMoveSpeed(50);
sl = new SpotLight();
sl.setSpotRange(100);
sl.setSpotOuterAngle(20 * FastMath.DEG_TO_RAD);
sl.setSpotInnerAngle(15 * FastMath.DEG_TO_RAD);
sl.setDirection(new Vector3f(-0.39820394f, -0.73094344f, 0.55421597f));
sl.setPosition(new Vector3f(-64.61567f, -87.615425f, -202.41328f));
rootNode.addLight(sl);
AmbientLight ambLight = new AmbientLight();
ambLight.setColor(ColorRGBA.Black);
rootNode.addLight(ambLight);
cam.setLocation(new Vector3f(-41.219646f, 0.8363f, -171.67267f));
cam.setRotation(new Quaternion(-0.04562731f, 0.89917684f, -0.09668826f, -0.4243236f));
sl.setDirection(cam.getDirection());
sl.setPosition(cam.getLocation());
}
use of com.jme3.light.AmbientLight in project jmonkeyengine by jMonkeyEngine.
the class TestPointLightShadows method simpleInitApp.
@Override
public void simpleInitApp() {
flyCam.setMoveSpeed(10);
cam.setLocation(new Vector3f(0.040581334f, 1.7745866f, 6.155161f));
cam.setRotation(new Quaternion(4.3868728E-5f, 0.9999293f, -0.011230096f, 0.0039059948f));
al = new AmbientLight(ColorRGBA.White.mult(0.02f));
rootNode.addLight(al);
Node scene = (Node) assetManager.loadModel("Models/Test/CornellBox.j3o");
scene.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
rootNode.attachChild(scene);
rootNode.getChild("Cube").setShadowMode(RenderQueue.ShadowMode.Receive);
lightNode = (Node) rootNode.getChild("Lamp");
Geometry lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
//Geometry lightMdl = new Geometry("Light", new Box(.1f,.1f,.1f));
lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
lightMdl.setShadowMode(RenderQueue.ShadowMode.Off);
lightNode.attachChild(lightMdl);
//lightMdl.setLocalTranslation(lightNode.getLocalTranslation());
Geometry box = new Geometry("box", new Box(0.2f, 0.2f, 0.2f));
//Geometry lightMdl = new Geometry("Light", new Box(.1f,.1f,.1f));
box.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
box.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
rootNode.attachChild(box);
box.setLocalTranslation(-1f, 0.5f, -2);
plsr = new PointLightShadowRenderer(assetManager, SHADOWMAP_SIZE);
plsr.setLight((PointLight) scene.getLocalLightList().get(0));
plsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
plsr.setShadowZExtend(15);
plsr.setShadowZFadeLength(5);
plsr.setShadowIntensity(0.9f);
// plsr.setFlushQueues(false);
//plsr.displayFrustum();
plsr.displayDebug();
viewPort.addProcessor(plsr);
plsf = new PointLightShadowFilter(assetManager, SHADOWMAP_SIZE);
plsf.setLight((PointLight) scene.getLocalLightList().get(0));
plsf.setShadowZExtend(15);
plsf.setShadowZFadeLength(5);
plsf.setShadowIntensity(0.8f);
plsf.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
plsf.setEnabled(false);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
fpp.addFilter(plsf);
viewPort.addProcessor(fpp);
inputManager.addListener(this, "ShadowUp", "ShadowDown");
ShadowTestUIManager uiMan = new ShadowTestUIManager(assetManager, plsr, plsf, guiNode, inputManager, viewPort);
}
use of com.jme3.light.AmbientLight in project jmonkeyengine by jMonkeyEngine.
the class MultiPassLightingLogic method render.
@Override
public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) {
Renderer r = renderManager.getRenderer();
Uniform lightDir = shader.getUniform("g_LightDirection");
Uniform lightColor = shader.getUniform("g_LightColor");
Uniform lightPos = shader.getUniform("g_LightPosition");
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
boolean isFirstLight = true;
boolean isSecondLight = false;
getAmbientColor(lights, false, ambientLightColor);
for (int i = 0; i < lights.size(); i++) {
Light l = lights.get(i);
if (l instanceof AmbientLight) {
continue;
}
if (isFirstLight) {
// set ambient color for first light only
ambientColor.setValue(VarType.Vector4, ambientLightColor);
isFirstLight = false;
isSecondLight = true;
} else if (isSecondLight) {
ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
// apply additive blending for 2nd and future lights
r.applyRenderState(ADDITIVE_LIGHT);
isSecondLight = false;
}
TempVars vars = TempVars.get();
Quaternion tmpLightDirection = vars.quat1;
Quaternion tmpLightPosition = vars.quat2;
ColorRGBA tmpLightColor = vars.color;
Vector4f tmpVec = vars.vect4f1;
ColorRGBA color = l.getColor();
tmpLightColor.set(color);
tmpLightColor.a = l.getType().getId();
lightColor.setValue(VarType.Vector4, tmpLightColor);
switch(l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
//FIXME : there is an inconstency here due to backward
//compatibility of the lighting shader.
//The directional light direction is passed in the
//LightPosition uniform. The lighting shader needs to be
//reworked though in order to fix this.
tmpLightPosition.set(dir.getX(), dir.getY(), dir.getZ(), -1);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
tmpLightDirection.set(0, 0, 0, 0);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getInvRadius();
tmpLightPosition.set(pos.getX(), pos.getY(), pos.getZ(), invRadius);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
tmpLightDirection.set(0, 0, 0, 0);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
case Spot:
SpotLight sl = (SpotLight) l;
Vector3f pos2 = sl.getPosition();
Vector3f dir2 = sl.getDirection();
float invRange = sl.getInvSpotRange();
float spotAngleCos = sl.getPackedAngleCos();
tmpLightPosition.set(pos2.getX(), pos2.getY(), pos2.getZ(), invRange);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
//We transform the spot direction in view space here to save 5 varying later in the lighting shader
//one vec4 less and a vec4 that becomes a vec3
//the downside is that spotAngleCos decoding happens now in the frag shader.
tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0);
renderManager.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
tmpLightDirection.set(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
case Probe:
break;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
vars.release();
r.setShader(shader);
renderMeshFromGeometry(r, geometry);
}
if (isFirstLight) {
// Either there are no lights at all, or only ambient lights.
// Render a dummy "normal light" so we can see the ambient color.
ambientColor.setValue(VarType.Vector4, getAmbientColor(lights, false, ambientLightColor));
lightColor.setValue(VarType.Vector4, ColorRGBA.BlackNoAlpha);
lightPos.setValue(VarType.Vector4, NULL_DIR_LIGHT);
r.setShader(shader);
renderMeshFromGeometry(r, geometry);
}
}
use of com.jme3.light.AmbientLight in project jmonkeyengine by jMonkeyEngine.
the class TestQ3 method simpleInitApp.
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
flyCam.setMoveSpeed(100);
setupKeys();
this.cam.setFrustumFar(2000);
DirectionalLight dl = new DirectionalLight();
dl.setColor(ColorRGBA.White.clone().multLocal(2));
dl.setDirection(new Vector3f(-1, -1, -1).normalize());
rootNode.addLight(dl);
AmbientLight am = new AmbientLight();
am.setColor(ColorRGBA.White.mult(2));
rootNode.addLight(am);
// load the level from zip or http zip
if (useHttp) {
assetManager.registerLocator("http://jmonkeyengine.googlecode.com/files/quake3level.zip", HttpZipLocator.class);
} else {
assetManager.registerLocator("quake3level.zip", ZipLocator.class);
}
// create the geometry and attach it
MaterialList matList = (MaterialList) assetManager.loadAsset("Scene.material");
OgreMeshKey key = new OgreMeshKey("main.meshxml", matList);
gameLevel = (Node) assetManager.loadAsset(key);
gameLevel.setLocalScale(0.1f);
// add a physics control, it will generate a MeshCollisionShape based on the gameLevel
gameLevel.addControl(new RigidBodyControl(0));
player = new PhysicsCharacter(new SphereCollisionShape(5), .01f);
player.setJumpSpeed(20);
player.setFallSpeed(30);
player.setGravity(30);
player.setPhysicsLocation(new Vector3f(60, 10, -60));
rootNode.attachChild(gameLevel);
getPhysicsSpace().addAll(gameLevel);
getPhysicsSpace().add(player);
}
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