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Example 16 with DirectionalLight

use of com.jme3.light.DirectionalLight in project jmonkeyengine by jMonkeyEngine.

the class TestEnvironmentMapping method simpleInitApp.

@Override
public void simpleInitApp() {
    final Node buggy = (Node) assetManager.loadModel("Models/Buggy/Buggy.j3o");
    TextureKey key = new TextureKey("Textures/Sky/Bright/BrightSky.dds", true);
    key.setGenerateMips(true);
    key.setTextureTypeHint(Texture.Type.CubeMap);
    final Texture tex = assetManager.loadTexture(key);
    for (Spatial geom : buggy.getChildren()) {
        if (geom instanceof Geometry) {
            Material m = ((Geometry) geom).getMaterial();
            m.setTexture("EnvMap", tex);
            m.setVector3("FresnelParams", new Vector3f(0.05f, 0.18f, 0.11f));
        }
    }
    flyCam.setEnabled(false);
    ChaseCamera chaseCam = new ChaseCamera(cam, inputManager);
    chaseCam.setLookAtOffset(new Vector3f(0, 0.5f, -1.0f));
    buggy.addControl(chaseCam);
    rootNode.attachChild(buggy);
    rootNode.attachChild(SkyFactory.createSky(assetManager, tex, false));
    FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
    BloomFilter bf = new BloomFilter(BloomFilter.GlowMode.Objects);
    bf.setBloomIntensity(2.3f);
    bf.setExposurePower(0.6f);
    fpp.addFilter(bf);
    DirectionalLight l = new DirectionalLight();
    l.setDirection(new Vector3f(0, -1, -1));
    rootNode.addLight(l);
    viewPort.addProcessor(fpp);
}
Also used : Geometry(com.jme3.scene.Geometry) TextureKey(com.jme3.asset.TextureKey) Spatial(com.jme3.scene.Spatial) Node(com.jme3.scene.Node) Vector3f(com.jme3.math.Vector3f) DirectionalLight(com.jme3.light.DirectionalLight) ChaseCamera(com.jme3.input.ChaseCamera) Material(com.jme3.material.Material) FilterPostProcessor(com.jme3.post.FilterPostProcessor) Texture(com.jme3.texture.Texture) BloomFilter(com.jme3.post.filters.BloomFilter)

Example 17 with DirectionalLight

use of com.jme3.light.DirectionalLight in project jmonkeyengine by jMonkeyEngine.

the class TestLightNode method simpleInitApp.

@Override
public void simpleInitApp() {
    Torus torus = new Torus(10, 6, 1, 3);
    //        Torus torus = new Torus(50, 30, 1, 3);
    Geometry g = new Geometry("Torus Geom", torus);
    g.rotate(-FastMath.HALF_PI, 0, 0);
    g.center();
    //        g.move(0, 1, 0);
    Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    mat.setFloat("Shininess", 32f);
    mat.setBoolean("UseMaterialColors", true);
    mat.setColor("Ambient", ColorRGBA.Black);
    mat.setColor("Diffuse", ColorRGBA.White);
    mat.setColor("Specular", ColorRGBA.White);
    //        mat.setBoolean("VertexLighting", true);
    //        mat.setBoolean("LowQuality", true);
    g.setMaterial(mat);
    rootNode.attachChild(g);
    Geometry lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
    lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
    movingNode = new Node("lightParentNode");
    movingNode.attachChild(lightMdl);
    rootNode.attachChild(movingNode);
    PointLight pl = new PointLight();
    pl.setColor(ColorRGBA.Green);
    pl.setRadius(4f);
    rootNode.addLight(pl);
    LightNode lightNode = new LightNode("pointLight", pl);
    movingNode.attachChild(lightNode);
    DirectionalLight dl = new DirectionalLight();
    dl.setColor(ColorRGBA.Red);
    dl.setDirection(new Vector3f(0, 1, 0));
    rootNode.addLight(dl);
}
Also used : Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) LightNode(com.jme3.scene.LightNode) Torus(com.jme3.scene.shape.Torus) Node(com.jme3.scene.Node) LightNode(com.jme3.scene.LightNode) DirectionalLight(com.jme3.light.DirectionalLight) Vector3f(com.jme3.math.Vector3f) Material(com.jme3.material.Material) PointLight(com.jme3.light.PointLight)

Example 18 with DirectionalLight

use of com.jme3.light.DirectionalLight in project jmonkeyengine by jMonkeyEngine.

the class TestShadowBug method simpleInitApp.

@Override
public void simpleInitApp() {
    flyCam.setMoveSpeed(100f);
    rootNode.attachChild(makeFloor());
    Node characters = new Node("Characters");
    characters.setShadowMode(ShadowMode.Cast);
    rootNode.attachChild(characters);
    Spatial golem = assetManager.loadModel("Models/Oto/Oto.mesh.xml");
    golem.scale(0.5f);
    golem.setLocalTranslation(200.0f, -6f, 200f);
    golem.setShadowMode(ShadowMode.CastAndReceive);
    characters.attachChild(golem);
    DirectionalLight sun = new DirectionalLight();
    sun.setDirection(new Vector3f(-1f, -1f, 1f));
    sun.setColor(ColorRGBA.White.mult(1.3f));
    rootNode.addLight(sun);
    characters.addLight(sun);
    SpotLight spot = new SpotLight();
    // distance
    spot.setSpotRange(13f);
    // inner light cone (central beam)
    spot.setSpotInnerAngle(15f * FastMath.DEG_TO_RAD);
    // outer light cone (edge of the light)
    spot.setSpotOuterAngle(20f * FastMath.DEG_TO_RAD);
    // light color
    spot.setColor(ColorRGBA.White.mult(1.3f));
    spot.setPosition(new Vector3f(192.0f, -1f, 192f));
    spot.setDirection(new Vector3f(1, -0.5f, 1));
    rootNode.addLight(spot);
    PointLight lamp_light = new PointLight();
    lamp_light.setColor(ColorRGBA.Yellow);
    lamp_light.setRadius(20f);
    lamp_light.setPosition(new Vector3f(210.0f, 0f, 210f));
    rootNode.addLight(lamp_light);
    SpotLightShadowRenderer slsr = new SpotLightShadowRenderer(assetManager, 512);
    slsr.setLight(spot);
    slsr.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
    slsr.setShadowIntensity(0.6f);
    slsr.setFlushQueues(false);
    viewPort.addProcessor(slsr);
    PointLightShadowRenderer plsr = new PointLightShadowRenderer(assetManager, 512);
    plsr.setLight(lamp_light);
    plsr.setShadowIntensity(0.6f);
    plsr.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
    plsr.setFlushQueues(false);
    viewPort.addProcessor(plsr);
    viewPort.getCamera().setLocation(new Vector3f(192.0f, 10f, 192f));
    float[] angles = new float[] { 3.14f / 2, 3.14f / 2, 0 };
    viewPort.getCamera().setRotation(new Quaternion(angles));
}
Also used : Spatial(com.jme3.scene.Spatial) Quaternion(com.jme3.math.Quaternion) Node(com.jme3.scene.Node) DirectionalLight(com.jme3.light.DirectionalLight) Vector3f(com.jme3.math.Vector3f) PointLightShadowRenderer(com.jme3.shadow.PointLightShadowRenderer) PointLight(com.jme3.light.PointLight) SpotLightShadowRenderer(com.jme3.shadow.SpotLightShadowRenderer) SpotLight(com.jme3.light.SpotLight)

Example 19 with DirectionalLight

use of com.jme3.light.DirectionalLight 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));
}
Also used : Quaternion(com.jme3.math.Quaternion) KeyTrigger(com.jme3.input.controls.KeyTrigger) Box(com.jme3.scene.shape.Box) Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) ActionListener(com.jme3.input.controls.ActionListener) Vector2f(com.jme3.math.Vector2f) Vector3f(com.jme3.math.Vector3f) DirectionalLight(com.jme3.light.DirectionalLight) DirectionalLightShadowRenderer(com.jme3.shadow.DirectionalLightShadowRenderer) AmbientLight(com.jme3.light.AmbientLight)

Example 20 with DirectionalLight

use of com.jme3.light.DirectionalLight in project jmonkeyengine by jMonkeyEngine.

the class TestSimpleLighting method simpleInitApp.

@Override
public void simpleInitApp() {
    Geometry teapot = (Geometry) assetManager.loadModel("Models/Teapot/Teapot.obj");
    TangentBinormalGenerator.generate(teapot.getMesh(), true);
    teapot.setLocalScale(2f);
    Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    //        mat.selectTechnique("GBuf");
    mat.setFloat("Shininess", 25);
    mat.setBoolean("UseMaterialColors", true);
    cam.setLocation(new Vector3f(0.015041917f, 0.4572918f, 5.2874837f));
    cam.setRotation(new Quaternion(-1.8875003E-4f, 0.99882424f, 0.04832061f, 0.0039016632f));
    //        mat.setTexture("ColorRamp", assetManager.loadTexture("Textures/ColorRamp/cloudy.png"));
    //
    //        mat.setBoolean("VTangent", true);
    //        mat.setBoolean("Minnaert", true);
    //        mat.setBoolean("WardIso", true);
    //        mat.setBoolean("VertexLighting", true);
    //        mat.setBoolean("LowQuality", true);
    //        mat.setBoolean("HighQuality", true);
    mat.setColor("Ambient", ColorRGBA.Black);
    mat.setColor("Diffuse", ColorRGBA.Gray);
    mat.setColor("Specular", ColorRGBA.Gray);
    teapot.setMaterial(mat);
    rootNode.attachChild(teapot);
    lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
    lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
    lightMdl.getMesh().setStatic();
    rootNode.attachChild(lightMdl);
    pl = new PointLight();
    pl.setColor(ColorRGBA.White);
    pl.setRadius(4f);
    rootNode.addLight(pl);
    DirectionalLight dl = new DirectionalLight();
    dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
    dl.setColor(ColorRGBA.Green);
    rootNode.addLight(dl);
    MaterialDebugAppState debug = new MaterialDebugAppState();
    debug.registerBinding("Common/ShaderLib/BlinnPhongLighting.glsllib", teapot);
    stateManager.attach(debug);
    setPauseOnLostFocus(false);
    flyCam.setDragToRotate(true);
}
Also used : Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) Quaternion(com.jme3.math.Quaternion) MaterialDebugAppState(com.jme3.util.MaterialDebugAppState) Vector3f(com.jme3.math.Vector3f) DirectionalLight(com.jme3.light.DirectionalLight) Material(com.jme3.material.Material) PointLight(com.jme3.light.PointLight)

Aggregations

DirectionalLight (com.jme3.light.DirectionalLight)109 Vector3f (com.jme3.math.Vector3f)90 Geometry (com.jme3.scene.Geometry)55 Material (com.jme3.material.Material)48 Spatial (com.jme3.scene.Spatial)42 ColorRGBA (com.jme3.math.ColorRGBA)36 Node (com.jme3.scene.Node)32 Quaternion (com.jme3.math.Quaternion)30 Box (com.jme3.scene.shape.Box)27 AmbientLight (com.jme3.light.AmbientLight)26 FilterPostProcessor (com.jme3.post.FilterPostProcessor)26 Sphere (com.jme3.scene.shape.Sphere)26 PointLight (com.jme3.light.PointLight)24 KeyTrigger (com.jme3.input.controls.KeyTrigger)23 ActionListener (com.jme3.input.controls.ActionListener)14 SpotLight (com.jme3.light.SpotLight)14 Texture (com.jme3.texture.Texture)12 AnimControl (com.jme3.animation.AnimControl)9 BulletAppState (com.jme3.bullet.BulletAppState)8 Quad (com.jme3.scene.shape.Quad)8