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Example 86 with Light

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

the class BlenderContext method getLinkedFeature.

/**
     * The method returns linked feature of a given name from the specified blender path.
     * @param blenderFilePath
     *            the blender file path
     * @param featureName
     *            the feature name we want to get
     * @return linked feature or null if none was found
     */
@SuppressWarnings("unchecked")
public Object getLinkedFeature(String blenderFilePath, String featureName) {
    Map<String, Object> linkedFeatures = this.linkedFeatures.get(blenderFilePath);
    if (linkedFeatures != null) {
        String namePrefix = (featureName.charAt(0) + "" + featureName.charAt(1)).toUpperCase();
        featureName = featureName.substring(2);
        if ("SC".equals(namePrefix)) {
            List<Node> scenes = (List<Node>) linkedFeatures.get("scenes");
            if (scenes != null) {
                for (Node scene : scenes) {
                    if (featureName.equals(scene.getName())) {
                        return scene;
                    }
                }
            }
        } else if ("OB".equals(namePrefix)) {
            List<Node> features = (List<Node>) linkedFeatures.get("objects");
            if (features != null) {
                for (Node feature : features) {
                    if (featureName.equals(feature.getName())) {
                        return feature;
                    }
                }
            }
        } else if ("ME".equals(namePrefix)) {
            List<TemporalMesh> temporalMeshes = (List<TemporalMesh>) linkedFeatures.get("meshes");
            if (temporalMeshes != null) {
                for (TemporalMesh temporalMesh : temporalMeshes) {
                    if (featureName.equals(temporalMesh.getName())) {
                        return temporalMesh;
                    }
                }
            }
        } else if ("MA".equals(namePrefix)) {
            List<MaterialContext> features = (List<MaterialContext>) linkedFeatures.get("materials");
            if (features != null) {
                for (MaterialContext feature : features) {
                    if (featureName.equals(feature.getName())) {
                        return feature;
                    }
                }
            }
        } else if ("TX".equals(namePrefix)) {
            List<Texture> features = (List<Texture>) linkedFeatures.get("textures");
            if (features != null) {
                for (Texture feature : features) {
                    if (featureName.equals(feature.getName())) {
                        return feature;
                    }
                }
            }
        } else if ("IM".equals(namePrefix)) {
            List<Texture> features = (List<Texture>) linkedFeatures.get("images");
            if (features != null) {
                for (Texture feature : features) {
                    if (featureName.equals(feature.getName())) {
                        return feature;
                    }
                }
            }
        } else if ("AC".equals(namePrefix)) {
            List<Animation> features = (List<Animation>) linkedFeatures.get("animations");
            if (features != null) {
                for (Animation feature : features) {
                    if (featureName.equals(feature.getName())) {
                        return feature;
                    }
                }
            }
        } else if ("CA".equals(namePrefix)) {
            List<Camera> features = (List<Camera>) linkedFeatures.get("cameras");
            if (features != null) {
                for (Camera feature : features) {
                    if (featureName.equals(feature.getName())) {
                        return feature;
                    }
                }
            }
        } else if ("LA".equals(namePrefix)) {
            List<Light> features = (List<Light>) linkedFeatures.get("lights");
            if (features != null) {
                for (Light feature : features) {
                    if (featureName.equals(feature.getName())) {
                        return feature;
                    }
                }
            }
        } else if ("FI".equals(featureName)) {
            List<Filter> features = (List<Filter>) linkedFeatures.get("lights");
            if (features != null) {
                for (Filter feature : features) {
                    if (featureName.equals(feature.getName())) {
                        return feature;
                    }
                }
            }
        }
    }
    return null;
}
Also used : Node(com.jme3.scene.Node) Texture(com.jme3.texture.Texture) TemporalMesh(com.jme3.scene.plugins.blender.meshes.TemporalMesh) Filter(com.jme3.post.Filter) Light(com.jme3.light.Light) MaterialContext(com.jme3.scene.plugins.blender.materials.MaterialContext) Animation(com.jme3.animation.Animation) ArrayList(java.util.ArrayList) List(java.util.List) Camera(com.jme3.renderer.Camera)

Example 87 with Light

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

the class SinglePassAndImageBasedLightingLogic method updateLightListUniforms.

/**
     * Uploads the lights in the light list as two uniform arrays.<br/><br/> *
     * <p>
     * <code>uniform vec4 g_LightColor[numLights];</code><br/> //
     * g_LightColor.rgb is the diffuse/specular color of the light.<br/> //
     * g_Lightcolor.a is the type of light, 0 = Directional, 1 = Point, <br/> //
     * 2 = Spot. <br/> <br/>
     * <code>uniform vec4 g_LightPosition[numLights];</code><br/> //
     * g_LightPosition.xyz is the position of the light (for point lights)<br/>
     * // or the direction of the light (for directional lights).<br/> //
     * g_LightPosition.w is the inverse radius (1/r) of the light (for
     * attenuation) <br/> </p>
     */
protected int updateLightListUniforms(Shader shader, Geometry g, LightList lightList, int numLights, RenderManager rm, int startIndex, int lastTexUnit) {
    if (numLights == 0) {
        // this shader does not do lighting, ignore.
        return 0;
    }
    Uniform lightData = shader.getUniform("g_LightData");
    //8 lights * max 3
    lightData.setVector4Length(numLights * 3);
    Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
    Uniform lightProbeData = shader.getUniform("g_LightProbeData");
    lightProbeData.setVector4Length(1);
    Uniform lightProbeIrrMap = shader.getUniform("g_IrradianceMap");
    Uniform lightProbePemMap = shader.getUniform("g_PrefEnvMap");
    lightProbe = null;
    if (startIndex != 0) {
        // apply additive blending for 2nd and future passes
        rm.getRenderer().applyRenderState(ADDITIVE_LIGHT);
        ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
    } else {
        lightProbe = extractIndirectLights(lightList, true);
        ambientColor.setValue(VarType.Vector4, ambientLightColor);
    }
    //If there is a lightProbe in the list we force it's render on the first pass
    if (lightProbe != null) {
        BoundingSphere s = (BoundingSphere) lightProbe.getBounds();
        lightProbeData.setVector4InArray(lightProbe.getPosition().x, lightProbe.getPosition().y, lightProbe.getPosition().z, 1f / s.getRadius(), 0);
        //assigning new texture indexes
        int irrUnit = lastTexUnit++;
        int pemUnit = lastTexUnit++;
        rm.getRenderer().setTexture(irrUnit, lightProbe.getIrradianceMap());
        lightProbeIrrMap.setValue(VarType.Int, irrUnit);
        rm.getRenderer().setTexture(pemUnit, lightProbe.getPrefilteredEnvMap());
        lightProbePemMap.setValue(VarType.Int, pemUnit);
    } else {
        //Disable IBL for this pass
        lightProbeData.setVector4InArray(0, 0, 0, -1, 0);
    }
    int lightDataIndex = 0;
    TempVars vars = TempVars.get();
    Vector4f tmpVec = vars.vect4f1;
    int curIndex;
    int endIndex = numLights + startIndex;
    for (curIndex = startIndex; curIndex < endIndex && curIndex < lightList.size(); curIndex++) {
        Light l = lightList.get(curIndex);
        if (l.getType() == Light.Type.Ambient) {
            endIndex++;
            continue;
        }
        ColorRGBA color = l.getColor();
        if (l.getType() != Light.Type.Probe) {
            lightData.setVector4InArray(color.getRed(), color.getGreen(), color.getBlue(), l.getType().getId(), lightDataIndex);
            lightDataIndex++;
        }
        switch(l.getType()) {
            case Directional:
                DirectionalLight dl = (DirectionalLight) l;
                Vector3f dir = dl.getDirection();
                //Data directly sent in view space to avoid a matrix mult for each pixel
                tmpVec.set(dir.getX(), dir.getY(), dir.getZ(), 0.0f);
                lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), -1, lightDataIndex);
                lightDataIndex++;
                //PADDING
                lightData.setVector4InArray(0, 0, 0, 0, lightDataIndex);
                lightDataIndex++;
                break;
            case Point:
                PointLight pl = (PointLight) l;
                Vector3f pos = pl.getPosition();
                float invRadius = pl.getInvRadius();
                tmpVec.set(pos.getX(), pos.getY(), pos.getZ(), 1.0f);
                lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRadius, lightDataIndex);
                lightDataIndex++;
                //PADDING
                lightData.setVector4InArray(0, 0, 0, 0, lightDataIndex);
                lightDataIndex++;
                break;
            case Spot:
                SpotLight sl = (SpotLight) l;
                Vector3f pos2 = sl.getPosition();
                Vector3f dir2 = sl.getDirection();
                float invRange = sl.getInvSpotRange();
                float spotAngleCos = sl.getPackedAngleCos();
                tmpVec.set(pos2.getX(), pos2.getY(), pos2.getZ(), 1.0f);
                lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRange, lightDataIndex);
                lightDataIndex++;
                tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0.0f);
                lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos, lightDataIndex);
                lightDataIndex++;
                break;
            default:
                throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
        }
    }
    vars.release();
    //Padding of unsued buffer space
    while (lightDataIndex < numLights * 3) {
        lightData.setVector4InArray(0f, 0f, 0f, 0f, lightDataIndex);
        lightDataIndex++;
    }
    return curIndex;
}
Also used : BoundingSphere(com.jme3.bounding.BoundingSphere) TempVars(com.jme3.util.TempVars)

Example 88 with Light

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

the class SinglePassLightingLogic method updateLightListUniforms.

/**
     * Uploads the lights in the light list as two uniform arrays.<br/><br/> *
     * <p>
     * <code>uniform vec4 g_LightColor[numLights];</code><br/> //
     * g_LightColor.rgb is the diffuse/specular color of the light.<br/> //
     * g_Lightcolor.a is the type of light, 0 = Directional, 1 = Point, <br/> //
     * 2 = Spot. <br/> <br/>
     * <code>uniform vec4 g_LightPosition[numLights];</code><br/> //
     * g_LightPosition.xyz is the position of the light (for point lights)<br/>
     * // or the direction of the light (for directional lights).<br/> //
     * g_LightPosition.w is the inverse radius (1/r) of the light (for
     * attenuation) <br/> </p>
     */
protected int updateLightListUniforms(Shader shader, Geometry g, LightList lightList, int numLights, RenderManager rm, int startIndex) {
    if (numLights == 0) {
        // this shader does not do lighting, ignore.
        return 0;
    }
    Uniform lightData = shader.getUniform("g_LightData");
    //8 lights * max 3
    lightData.setVector4Length(numLights * 3);
    Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
    if (startIndex != 0) {
        // apply additive blending for 2nd and future passes
        rm.getRenderer().applyRenderState(ADDITIVE_LIGHT);
        ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
    } else {
        ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList, true, ambientLightColor));
    }
    int lightDataIndex = 0;
    TempVars vars = TempVars.get();
    Vector4f tmpVec = vars.vect4f1;
    int curIndex;
    int endIndex = numLights + startIndex;
    for (curIndex = startIndex; curIndex < endIndex && curIndex < lightList.size(); curIndex++) {
        Light l = lightList.get(curIndex);
        if (l.getType() == Light.Type.Ambient) {
            endIndex++;
            continue;
        }
        ColorRGBA color = l.getColor();
        //Color
        lightData.setVector4InArray(color.getRed(), color.getGreen(), color.getBlue(), l.getType().getId(), lightDataIndex);
        lightDataIndex++;
        switch(l.getType()) {
            case Directional:
                DirectionalLight dl = (DirectionalLight) l;
                Vector3f dir = dl.getDirection();
                //Data directly sent in view space to avoid a matrix mult for each pixel
                tmpVec.set(dir.getX(), dir.getY(), dir.getZ(), 0.0f);
                rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
                //                        tmpVec.divideLocal(tmpVec.w);
                //                        tmpVec.normalizeLocal();
                lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), -1, lightDataIndex);
                lightDataIndex++;
                //PADDING
                lightData.setVector4InArray(0, 0, 0, 0, lightDataIndex);
                lightDataIndex++;
                break;
            case Point:
                PointLight pl = (PointLight) l;
                Vector3f pos = pl.getPosition();
                float invRadius = pl.getInvRadius();
                tmpVec.set(pos.getX(), pos.getY(), pos.getZ(), 1.0f);
                rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
                //tmpVec.divideLocal(tmpVec.w);
                lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRadius, lightDataIndex);
                lightDataIndex++;
                //PADDING
                lightData.setVector4InArray(0, 0, 0, 0, lightDataIndex);
                lightDataIndex++;
                break;
            case Spot:
                SpotLight sl = (SpotLight) l;
                Vector3f pos2 = sl.getPosition();
                Vector3f dir2 = sl.getDirection();
                float invRange = sl.getInvSpotRange();
                float spotAngleCos = sl.getPackedAngleCos();
                tmpVec.set(pos2.getX(), pos2.getY(), pos2.getZ(), 1.0f);
                rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
                // tmpVec.divideLocal(tmpVec.w);
                lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRange, lightDataIndex);
                lightDataIndex++;
                //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(), 0.0f);
                rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
                tmpVec.normalizeLocal();
                lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos, lightDataIndex);
                lightDataIndex++;
                break;
            case Probe:
                break;
            default:
                throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
        }
    }
    vars.release();
    //Padding of unsued buffer space
    while (lightDataIndex < numLights * 3) {
        lightData.setVector4InArray(0f, 0f, 0f, 0f, lightDataIndex);
        lightDataIndex++;
    }
    return curIndex;
}
Also used : Vector4f(com.jme3.math.Vector4f) ColorRGBA(com.jme3.math.ColorRGBA) DirectionalLight(com.jme3.light.DirectionalLight) SpotLight(com.jme3.light.SpotLight) Light(com.jme3.light.Light) PointLight(com.jme3.light.PointLight) DirectionalLight(com.jme3.light.DirectionalLight) Vector3f(com.jme3.math.Vector3f) Uniform(com.jme3.shader.Uniform) TempVars(com.jme3.util.TempVars) PointLight(com.jme3.light.PointLight) SpotLight(com.jme3.light.SpotLight)

Example 89 with Light

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

the class Material method render.

/**
     * Called by {@link RenderManager} to render the geometry by
     * using this material.
     * <p>
     * The material is rendered as follows:
     * <ul>
     * <li>Determine which technique to use to render the material -
     * either what the user selected via
     * {@link #selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
     * Material.selectTechnique()},
     * or the first default technique that the renderer supports
     * (based on the technique's {@link TechniqueDef#getRequiredCaps() requested rendering capabilities})<ul>
     * <li>If the technique has been changed since the last frame, then it is notified via
     * {@link Technique#makeCurrent(com.jme3.asset.AssetManager, boolean, java.util.EnumSet)
     * Technique.makeCurrent()}.
     * If the technique wants to use a shader to render the model, it should load it at this part -
     * the shader should have all the proper defines as declared in the technique definition,
     * including those that are bound to material parameters.
     * The technique can re-use the shader from the last frame if
     * no changes to the defines occurred.</li></ul>
     * <li>Set the {@link RenderState} to use for rendering. The render states are
     * applied in this order (later RenderStates override earlier RenderStates):<ol>
     * <li>{@link TechniqueDef#getRenderState() Technique Definition's RenderState}
     * - i.e. specific renderstate that is required for the shader.</li>
     * <li>{@link #getAdditionalRenderState() Material Instance Additional RenderState}
     * - i.e. ad-hoc renderstate set per model</li>
     * <li>{@link RenderManager#getForcedRenderState() RenderManager's Forced RenderState}
     * - i.e. renderstate requested by a {@link com.jme3.post.SceneProcessor} or
     * post-processing filter.</li></ol>
     * <li>If the technique {@link TechniqueDef#isUsingShaders() uses a shader}, then the uniforms of the shader must be updated.<ul>
     * <li>Uniforms bound to material parameters are updated based on the current material parameter values.</li>
     * <li>Uniforms bound to world parameters are updated from the RenderManager.
     * Internally {@link UniformBindingManager} is used for this task.</li>
     * <li>Uniforms bound to textures will cause the texture to be uploaded as necessary.
     * The uniform is set to the texture unit where the texture is bound.</li></ul>
     * <li>If the technique uses a shader, the model is then rendered according
     * to the lighting mode specified on the technique definition.<ul>
     * <li>{@link LightMode#SinglePass single pass light mode} fills the shader's light uniform arrays
     * with the first 4 lights and renders the model once.</li>
     * <li>{@link LightMode#MultiPass multi pass light mode} light mode renders the model multiple times,
     * for the first light it is rendered opaque, on subsequent lights it is
     * rendered with {@link BlendMode#AlphaAdditive alpha-additive} blending and depth writing disabled.</li>
     * </ul>
     * <li>For techniques that do not use shaders,
     * fixed function OpenGL is used to render the model (see {@link GL1Renderer} interface):<ul>
     * <li>OpenGL state ({@link FixedFuncBinding}) that is bound to material parameters is updated. </li>
     * <li>The texture set on the material is uploaded and bound.
     * Currently only 1 texture is supported for fixed function techniques.</li>
     * <li>If the technique uses lighting, then OpenGL lighting state is updated
     * based on the light list on the geometry, otherwise OpenGL lighting is disabled.</li>
     * <li>The mesh is uploaded and rendered.</li>
     * </ul>
     * </ul>
     *
     * @param geometry The geometry to render
     * @param lights Presorted and filtered light list to use for rendering
     * @param renderManager The render manager requesting the rendering
     */
public void render(Geometry geometry, LightList lights, RenderManager renderManager) {
    if (technique == null) {
        selectTechnique(TechniqueDef.DEFAULT_TECHNIQUE_NAME, renderManager);
    }
    TechniqueDef techniqueDef = technique.getDef();
    Renderer renderer = renderManager.getRenderer();
    EnumSet<Caps> rendererCaps = renderer.getCaps();
    if (techniqueDef.isNoRender()) {
        return;
    }
    // Apply render state
    updateRenderState(renderManager, renderer, techniqueDef);
    // Get world overrides
    SafeArrayList<MatParamOverride> overrides = geometry.getWorldMatParamOverrides();
    // Select shader to use
    Shader shader = technique.makeCurrent(renderManager, overrides, renderManager.getForcedMatParams(), lights, rendererCaps);
    // Begin tracking which uniforms were changed by material.
    clearUniformsSetByCurrent(shader);
    // Set uniform bindings
    renderManager.updateUniformBindings(shader);
    // Set material parameters
    int unit = updateShaderMaterialParameters(renderer, shader, overrides, renderManager.getForcedMatParams());
    // Clear any uniforms not changed by material.
    resetUniformsNotSetByCurrent(shader);
    // Delegate rendering to the technique
    technique.render(renderManager, shader, geometry, lights, unit);
}
Also used : Renderer(com.jme3.renderer.Renderer) Shader(com.jme3.shader.Shader) Caps(com.jme3.renderer.Caps)

Example 90 with Light

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

the class RenderManager method renderGeometry.

/**
     * Renders the given geometry.
     * <p>
     * First the proper world matrix is set, if 
     * the geometry's {@link Geometry#setIgnoreTransform(boolean) ignore transform}
     * feature is enabled, the identity world matrix is used, otherwise, the 
     * geometry's {@link Geometry#getWorldMatrix() world transform matrix} is used. 
     * <p>
     * Once the world matrix is applied, the proper material is chosen for rendering.
     * If a {@link #setForcedMaterial(com.jme3.material.Material) forced material} is
     * set on this RenderManager, then it is used for rendering the geometry,
     * otherwise, the {@link Geometry#getMaterial() geometry's material} is used.
     * <p>
     * If a {@link #setForcedTechnique(java.lang.String) forced technique} is
     * set on this RenderManager, then it is selected automatically
     * on the geometry's material and is used for rendering. Otherwise, one
     * of the {@link MaterialDef#getDefaultTechniques() default techniques} is
     * used.
     * <p>
     * If a {@link #setForcedRenderState(com.jme3.material.RenderState) forced
     * render state} is set on this RenderManager, then it is used
     * for rendering the material, and the material's own render state is ignored.
     * Otherwise, the material's render state is used as intended.
     * 
     * @param geom The geometry to render
       * 
     * @see Technique
     * @see RenderState
     * @see Material#selectTechnique(java.lang.String, com.jme3.renderer.RenderManager) 
     * @see Material#render(com.jme3.scene.Geometry, com.jme3.renderer.RenderManager) 
     */
public void renderGeometry(Geometry geom) {
    if (geom.isIgnoreTransform()) {
        setWorldMatrix(Matrix4f.IDENTITY);
    } else {
        setWorldMatrix(geom.getWorldMatrix());
    }
    // Perform light filtering if we have a light filter.
    LightList lightList = geom.getWorldLightList();
    if (lightFilter != null) {
        filteredLightList.clear();
        lightFilter.filterLights(geom, filteredLightList);
        lightList = filteredLightList;
    }
    Material material = geom.getMaterial();
    //else the geom is not rendered
    if (forcedTechnique != null) {
        MaterialDef matDef = material.getMaterialDef();
        if (matDef.getTechniqueDefs(forcedTechnique) != null) {
            Technique activeTechnique = material.getActiveTechnique();
            String previousTechniqueName = activeTechnique != null ? activeTechnique.getDef().getName() : TechniqueDef.DEFAULT_TECHNIQUE_NAME;
            geom.getMaterial().selectTechnique(forcedTechnique, this);
            //saving forcedRenderState for future calls
            RenderState tmpRs = forcedRenderState;
            if (geom.getMaterial().getActiveTechnique().getDef().getForcedRenderState() != null) {
                //forcing forced technique renderState
                forcedRenderState = geom.getMaterial().getActiveTechnique().getDef().getForcedRenderState();
            }
            // use geometry's material
            material.render(geom, lightList, this);
            material.selectTechnique(previousTechniqueName, this);
            //restoring forcedRenderState
            forcedRenderState = tmpRs;
        //Reverted this part from revision 6197
        //If forcedTechnique does not exists, and forcedMaterial is not set, the geom MUST NOT be rendered
        } else if (forcedMaterial != null) {
            // use forced material
            forcedMaterial.render(geom, lightList, this);
        }
    } else if (forcedMaterial != null) {
        // use forced material
        forcedMaterial.render(geom, lightList, this);
    } else {
        material.render(geom, lightList, this);
    }
}
Also used : RenderState(com.jme3.material.RenderState) LightList(com.jme3.light.LightList) Material(com.jme3.material.Material) Technique(com.jme3.material.Technique) MaterialDef(com.jme3.material.MaterialDef)

Aggregations

Vector3f (com.jme3.math.Vector3f)64 Material (com.jme3.material.Material)61 DirectionalLight (com.jme3.light.DirectionalLight)55 Geometry (com.jme3.scene.Geometry)52 PointLight (com.jme3.light.PointLight)27 Spatial (com.jme3.scene.Spatial)27 Box (com.jme3.scene.shape.Box)26 Sphere (com.jme3.scene.shape.Sphere)26 ColorRGBA (com.jme3.math.ColorRGBA)24 Quaternion (com.jme3.math.Quaternion)21 Node (com.jme3.scene.Node)21 AmbientLight (com.jme3.light.AmbientLight)20 Texture (com.jme3.texture.Texture)18 SpotLight (com.jme3.light.SpotLight)16 FilterPostProcessor (com.jme3.post.FilterPostProcessor)15 KeyTrigger (com.jme3.input.controls.KeyTrigger)11 Test (org.junit.Test)11 TempVars (com.jme3.util.TempVars)10 Light (com.jme3.light.Light)9 Camera (com.jme3.renderer.Camera)9