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Example 26 with DirectionalLight

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

the class StaticPassLightingLogic method makeCurrent.

@Override
public Shader makeCurrent(AssetManager assetManager, RenderManager renderManager, EnumSet<Caps> rendererCaps, LightList lights, DefineList defines) {
    // TODO: if it ever changes that render isn't called
    // right away with the same geometry after makeCurrent, it would be
    // a problem.
    // Do a radix sort.
    tempDirLights.clear();
    tempPointLights.clear();
    tempSpotLights.clear();
    for (Light light : lights) {
        switch(light.getType()) {
            case Directional:
                tempDirLights.add((DirectionalLight) light);
                break;
            case Point:
                tempPointLights.add((PointLight) light);
                break;
            case Spot:
                tempSpotLights.add((SpotLight) light);
                break;
        }
    }
    defines.set(numDirLightsDefineId, tempDirLights.size());
    defines.set(numPointLightsDefineId, tempPointLights.size());
    defines.set(numSpotLightsDefineId, tempSpotLights.size());
    return techniqueDef.getShader(assetManager, rendererCaps, defines);
}
Also used : DirectionalLight(com.jme3.light.DirectionalLight) SpotLight(com.jme3.light.SpotLight) Light(com.jme3.light.Light) PointLight(com.jme3.light.PointLight)

Example 27 with DirectionalLight

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

the class StaticPassLightingLogic method updateLightListUniforms.

private void updateLightListUniforms(Matrix4f viewMatrix, Shader shader, LightList lights) {
    Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
    ambientColor.setValue(VarType.Vector4, getAmbientColor(lights, true, ambientLightColor));
    Uniform lightData = shader.getUniform("g_LightData");
    int totalSize = tempDirLights.size() * 2 + tempPointLights.size() * 2 + tempSpotLights.size() * 3;
    lightData.setVector4Length(totalSize);
    int index = 0;
    for (DirectionalLight light : tempDirLights) {
        ColorRGBA color = light.getColor();
        tempDirection.set(light.getDirection());
        transformDirection(viewMatrix, tempDirection);
        lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++);
        lightData.setVector4InArray(tempDirection.x, tempDirection.y, tempDirection.z, 1f, index++);
    }
    for (PointLight light : tempPointLights) {
        ColorRGBA color = light.getColor();
        tempPosition.set(light.getPosition());
        float invRadius = light.getInvRadius();
        transformPosition(viewMatrix, tempPosition);
        lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++);
        lightData.setVector4InArray(tempPosition.x, tempPosition.y, tempPosition.z, invRadius, index++);
    }
    for (SpotLight light : tempSpotLights) {
        ColorRGBA color = light.getColor();
        Vector3f pos = light.getPosition();
        Vector3f dir = light.getDirection();
        tempPosition.set(light.getPosition());
        tempDirection.set(light.getDirection());
        transformPosition(viewMatrix, tempPosition);
        transformDirection(viewMatrix, tempDirection);
        float invRange = light.getInvSpotRange();
        float spotAngleCos = light.getPackedAngleCos();
        lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++);
        lightData.setVector4InArray(tempPosition.x, tempPosition.y, tempPosition.z, invRange, index++);
        lightData.setVector4InArray(tempDirection.x, tempDirection.y, tempDirection.z, spotAngleCos, index++);
    }
}
Also used : ColorRGBA(com.jme3.math.ColorRGBA) DirectionalLight(com.jme3.light.DirectionalLight) Vector3f(com.jme3.math.Vector3f) Uniform(com.jme3.shader.Uniform) PointLight(com.jme3.light.PointLight) SpotLight(com.jme3.light.SpotLight)

Example 28 with DirectionalLight

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

the class LightControl method spatialTolight.

private void spatialTolight(Light light) {
    if (light instanceof PointLight) {
        ((PointLight) light).setPosition(spatial.getWorldTranslation());
    }
    TempVars vars = TempVars.get();
    if (light instanceof DirectionalLight) {
        ((DirectionalLight) light).setDirection(vars.vect1.set(spatial.getWorldTranslation()).multLocal(-1.0f));
    }
    if (light instanceof SpotLight) {
        ((SpotLight) light).setPosition(spatial.getWorldTranslation());
        ((SpotLight) light).setDirection(spatial.getWorldRotation().multLocal(vars.vect1.set(Vector3f.UNIT_Y).multLocal(-1)));
    }
    vars.release();
}
Also used : DirectionalLight(com.jme3.light.DirectionalLight) TempVars(com.jme3.util.TempVars) PointLight(com.jme3.light.PointLight) SpotLight(com.jme3.light.SpotLight)

Example 29 with DirectionalLight

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

the class RollingTheMonkey method simpleInitApp.

@Override
public void simpleInitApp() {
    flyCam.setEnabled(false);
    cam.setLocation(new Vector3f(0.0f, 12.0f, 21.0f));
    viewPort.setBackgroundColor(new ColorRGBA(0.2118f, 0.0824f, 0.6549f, 1.0f));
    // init physics
    BulletAppState bulletState = new BulletAppState();
    stateManager.attach(bulletState);
    space = bulletState.getPhysicsSpace();
    space.addCollisionListener(this);
    // create light
    DirectionalLight sun = new DirectionalLight();
    sun.setDirection((new Vector3f(-0.7f, -0.3f, -0.5f)).normalizeLocal());
    System.out.println("Here We Go: " + sun.getDirection());
    sun.setColor(ColorRGBA.White);
    rootNode.addLight(sun);
    // create materials
    Material materialRed = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    materialRed.setBoolean("UseMaterialColors", true);
    materialRed.setBoolean("HardwareShadows", true);
    materialRed.setColor("Diffuse", new ColorRGBA(0.9451f, 0.0078f, 0.0314f, 1.0f));
    materialRed.setColor("Specular", ColorRGBA.White);
    materialRed.setFloat("Shininess", 64.0f);
    Material materialGreen = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    materialGreen.setBoolean("UseMaterialColors", true);
    materialGreen.setBoolean("HardwareShadows", true);
    materialGreen.setColor("Diffuse", new ColorRGBA(0.0431f, 0.7725f, 0.0078f, 1.0f));
    materialGreen.setColor("Specular", ColorRGBA.White);
    materialGreen.setFloat("Shininess", 64.0f);
    Material logoMaterial = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    logoMaterial.setBoolean("UseMaterialColors", true);
    logoMaterial.setBoolean("HardwareShadows", true);
    logoMaterial.setTexture("DiffuseMap", assetManager.loadTexture("com/jme3/app/Monkey.png"));
    logoMaterial.setColor("Diffuse", ColorRGBA.White);
    logoMaterial.setColor("Specular", ColorRGBA.White);
    logoMaterial.setFloat("Shininess", 32.0f);
    Material materialYellow = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    materialYellow.setBoolean("UseMaterialColors", true);
    materialYellow.setBoolean("HardwareShadows", true);
    materialYellow.setColor("Diffuse", new ColorRGBA(0.9529f, 0.7843f, 0.0078f, 1.0f));
    materialYellow.setColor("Specular", ColorRGBA.White);
    materialYellow.setFloat("Shininess", 64.0f);
    // create level spatial
    // TODO: create your own level mesh
    Node level = new Node("level");
    level.setShadowMode(ShadowMode.CastAndReceive);
    Geometry floor = new Geometry("floor", new Box(22.0f, 0.5f, 22.0f));
    floor.setShadowMode(ShadowMode.Receive);
    floor.setLocalTranslation(0.0f, -0.5f, 0.0f);
    floor.setMaterial(materialGreen);
    Geometry wallNorth = new Geometry("wallNorth", new Box(22.0f, 2.0f, 0.5f));
    wallNorth.setLocalTranslation(0.0f, 2.0f, 21.5f);
    wallNorth.setMaterial(materialRed);
    Geometry wallSouth = new Geometry("wallSouth", new Box(22.0f, 2.0f, 0.5f));
    wallSouth.setLocalTranslation(0.0f, 2.0f, -21.5f);
    wallSouth.setMaterial(materialRed);
    Geometry wallEast = new Geometry("wallEast", new Box(0.5f, 2.0f, 21.0f));
    wallEast.setLocalTranslation(-21.5f, 2.0f, 0.0f);
    wallEast.setMaterial(materialRed);
    Geometry wallWest = new Geometry("wallWest", new Box(0.5f, 2.0f, 21.0f));
    wallWest.setLocalTranslation(21.5f, 2.0f, 0.0f);
    wallWest.setMaterial(materialRed);
    level.attachChild(floor);
    level.attachChild(wallNorth);
    level.attachChild(wallSouth);
    level.attachChild(wallEast);
    level.attachChild(wallWest);
    // The easy way: level.addControl(new RigidBodyControl(0));
    // create level Shape
    CompoundCollisionShape levelShape = new CompoundCollisionShape();
    BoxCollisionShape floorShape = new BoxCollisionShape(new Vector3f(22.0f, 0.5f, 22.0f));
    BoxCollisionShape wallNorthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f));
    BoxCollisionShape wallSouthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f));
    BoxCollisionShape wallEastShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f));
    BoxCollisionShape wallWestShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f));
    levelShape.addChildShape(floorShape, new Vector3f(0.0f, -0.5f, 0.0f));
    levelShape.addChildShape(wallNorthShape, new Vector3f(0.0f, 2.0f, -21.5f));
    levelShape.addChildShape(wallSouthShape, new Vector3f(0.0f, 2.0f, 21.5f));
    levelShape.addChildShape(wallEastShape, new Vector3f(-21.5f, 2.0f, 0.0f));
    levelShape.addChildShape(wallEastShape, new Vector3f(21.5f, 2.0f, 0.0f));
    level.addControl(new RigidBodyControl(levelShape, 0));
    rootNode.attachChild(level);
    space.addAll(level);
    // create Pickups
    // TODO: create your own pickUp mesh
    //       create single mesh for all pickups
    // HINT: think particles.
    pickUps = new Node("pickups");
    Quaternion rotation = new Quaternion();
    Vector3f translation = new Vector3f(0.0f, PICKUP_SIZE * 1.5f, -PICKUP_RADIUS);
    int index = 0;
    float ammount = FastMath.TWO_PI / PICKUP_COUNT;
    for (float angle = 0; angle < FastMath.TWO_PI; angle += ammount) {
        Geometry pickUp = new Geometry("pickUp" + (index++), new Box(PICKUP_SIZE, PICKUP_SIZE, PICKUP_SIZE));
        pickUp.setShadowMode(ShadowMode.CastAndReceive);
        pickUp.setMaterial(materialYellow);
        pickUp.setLocalRotation(rotation.fromAngles(FastMath.rand.nextFloat() * FastMath.TWO_PI, FastMath.rand.nextFloat() * FastMath.TWO_PI, FastMath.rand.nextFloat() * FastMath.TWO_PI));
        rotation.fromAngles(0.0f, angle, 0.0f);
        rotation.mult(translation, pickUp.getLocalTranslation());
        pickUps.attachChild(pickUp);
        pickUp.addControl(new GhostControl(new SphereCollisionShape(PICKUP_SIZE)));
        space.addAll(pickUp);
    //space.addCollisionListener(pickUpControl);
    }
    rootNode.attachChild(pickUps);
    // Create player
    // TODO: create your own player mesh
    Geometry playerGeometry = new Geometry("player", new Sphere(16, 32, PLAYER_RADIUS));
    playerGeometry.setShadowMode(ShadowMode.CastAndReceive);
    playerGeometry.setLocalTranslation(PLAYER_START.clone());
    playerGeometry.setMaterial(logoMaterial);
    // Store control for applying forces
    // TODO: create your own player control
    player = new RigidBodyControl(new SphereCollisionShape(PLAYER_RADIUS), PLAYER_MASS);
    player.setRestitution(PLAYER_REST);
    playerGeometry.addControl(player);
    rootNode.attachChild(playerGeometry);
    space.addAll(playerGeometry);
    inputManager.addMapping(INPUT_MAPPING_FORWARD, new KeyTrigger(KeyInput.KEY_UP), new KeyTrigger(KeyInput.KEY_W));
    inputManager.addMapping(INPUT_MAPPING_BACKWARD, new KeyTrigger(KeyInput.KEY_DOWN), new KeyTrigger(KeyInput.KEY_S));
    inputManager.addMapping(INPUT_MAPPING_LEFT, new KeyTrigger(KeyInput.KEY_LEFT), new KeyTrigger(KeyInput.KEY_A));
    inputManager.addMapping(INPUT_MAPPING_RIGHT, new KeyTrigger(KeyInput.KEY_RIGHT), new KeyTrigger(KeyInput.KEY_D));
    inputManager.addMapping(INPUT_MAPPING_RESET, new KeyTrigger(KeyInput.KEY_R));
    inputManager.addListener(this, INPUT_MAPPING_FORWARD, INPUT_MAPPING_BACKWARD, INPUT_MAPPING_LEFT, INPUT_MAPPING_RIGHT, INPUT_MAPPING_RESET);
    // init UI
    infoText = new BitmapText(guiFont, false);
    infoText.setText(INFO_MESSAGE);
    guiNode.attachChild(infoText);
    scoreText = new BitmapText(guiFont, false);
    scoreText.setText("Score: 0");
    guiNode.attachChild(scoreText);
    messageText = new BitmapText(guiFont, false);
    messageText.setText(MESSAGE);
    messageText.setLocalScale(0.0f);
    guiNode.attachChild(messageText);
    infoText.setLocalTranslation(0.0f, cam.getHeight(), 0.0f);
    scoreText.setLocalTranslation((cam.getWidth() - scoreText.getLineWidth()) / 2.0f, scoreText.getLineHeight(), 0.0f);
    messageText.setLocalTranslation((cam.getWidth() - messageText.getLineWidth()) / 2.0f, (cam.getHeight() - messageText.getLineHeight()) / 2, 0.0f);
    // init shadows
    FilterPostProcessor processor = new FilterPostProcessor(assetManager);
    DirectionalLightShadowFilter filter = new DirectionalLightShadowFilter(assetManager, 2048, 1);
    filter.setLight(sun);
    processor.addFilter(filter);
    viewPort.addProcessor(processor);
}
Also used : CompoundCollisionShape(com.jme3.bullet.collision.shapes.CompoundCollisionShape) SphereCollisionShape(com.jme3.bullet.collision.shapes.SphereCollisionShape) Quaternion(com.jme3.math.Quaternion) Node(com.jme3.scene.Node) KeyTrigger(com.jme3.input.controls.KeyTrigger) Material(com.jme3.material.Material) Box(com.jme3.scene.shape.Box) BoxCollisionShape(com.jme3.bullet.collision.shapes.BoxCollisionShape) FilterPostProcessor(com.jme3.post.FilterPostProcessor) DirectionalLightShadowFilter(com.jme3.shadow.DirectionalLightShadowFilter) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl) Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) ColorRGBA(com.jme3.math.ColorRGBA) BitmapText(com.jme3.font.BitmapText) GhostControl(com.jme3.bullet.control.GhostControl) Vector3f(com.jme3.math.Vector3f) BulletAppState(com.jme3.bullet.BulletAppState) DirectionalLight(com.jme3.light.DirectionalLight)

Example 30 with DirectionalLight

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

the class TestTriangleCollision method simpleInitApp.

@Override
public void simpleInitApp() {
    // Create two boxes
    Mesh mesh1 = new Box(0.5f, 0.5f, 0.5f);
    geom1 = new Geometry("Box", mesh1);
    geom1.move(2, 2, -.5f);
    Material m1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    m1.setColor("Color", ColorRGBA.Blue);
    geom1.setMaterial(m1);
    rootNode.attachChild(geom1);
    // load a character from jme3test-test-data
    golem = assetManager.loadModel("Models/Oto/Oto.mesh.xml");
    golem.scale(0.5f);
    golem.setLocalTranslation(-1.0f, -1.5f, -0.6f);
    // We must add a light to make the model visible
    DirectionalLight sun = new DirectionalLight();
    sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f).normalizeLocal());
    golem.addLight(sun);
    rootNode.attachChild(golem);
    // Create input
    inputManager.addMapping("MoveRight", new KeyTrigger(KeyInput.KEY_L));
    inputManager.addMapping("MoveLeft", new KeyTrigger(KeyInput.KEY_J));
    inputManager.addMapping("MoveUp", new KeyTrigger(KeyInput.KEY_I));
    inputManager.addMapping("MoveDown", new KeyTrigger(KeyInput.KEY_K));
    inputManager.addListener(analogListener, new String[] { "MoveRight", "MoveLeft", "MoveUp", "MoveDown" });
}
Also used : Geometry(com.jme3.scene.Geometry) DirectionalLight(com.jme3.light.DirectionalLight) Vector3f(com.jme3.math.Vector3f) KeyTrigger(com.jme3.input.controls.KeyTrigger) Mesh(com.jme3.scene.Mesh) Box(com.jme3.scene.shape.Box) Material(com.jme3.material.Material)

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