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Example 26 with PointLight

use of com.jme3.light.PointLight 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 27 with PointLight

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

the class TestAssetLinkNode method simpleInitApp.

@Override
public void simpleInitApp() {
    AssetLinkNode loaderNode = new AssetLinkNode();
    loaderNode.addLinkedChild(new ModelKey("Models/MonkeyHead/MonkeyHead.mesh.xml"));
    //save and load the loaderNode
    try {
        //export to byte array
        ByteArrayOutputStream bout = new ByteArrayOutputStream();
        BinaryExporter.getInstance().save(loaderNode, bout);
        //import from byte array, automatically loads the monkeyhead from file
        ByteArrayInputStream bin = new ByteArrayInputStream(bout.toByteArray());
        BinaryImporter imp = BinaryImporter.getInstance();
        imp.setAssetManager(assetManager);
        Node newLoaderNode = (Node) imp.load(bin);
        //attach to rootNode
        rootNode.attachChild(newLoaderNode);
    } catch (IOException ex) {
        Logger.getLogger(TestAssetLinkNode.class.getName()).log(Level.SEVERE, null, ex);
    }
    rootNode.attachChild(loaderNode);
    lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
    lightMdl.setMaterial((Material) assetManager.loadAsset(new AssetKey("Common/Materials/RedColor.j3m")));
    rootNode.attachChild(lightMdl);
    // flourescent main light
    pl = new PointLight();
    pl.setColor(new ColorRGBA(0.88f, 0.92f, 0.95f, 1.0f));
    rootNode.addLight(pl);
    // sunset light
    DirectionalLight dl = new DirectionalLight();
    dl.setDirection(new Vector3f(-0.1f, -0.7f, 1).normalizeLocal());
    dl.setColor(new ColorRGBA(0.44f, 0.30f, 0.20f, 1.0f));
    rootNode.addLight(dl);
    // skylight
    dl = new DirectionalLight();
    dl.setDirection(new Vector3f(-0.6f, -1, -0.6f).normalizeLocal());
    dl.setColor(new ColorRGBA(0.10f, 0.22f, 0.44f, 1.0f));
    rootNode.addLight(dl);
    // white ambient light
    dl = new DirectionalLight();
    dl.setDirection(new Vector3f(1, -0.5f, -0.1f).normalizeLocal());
    dl.setColor(new ColorRGBA(0.50f, 0.40f, 0.50f, 1.0f));
    rootNode.addLight(dl);
}
Also used : ModelKey(com.jme3.asset.ModelKey) AssetLinkNode(com.jme3.scene.AssetLinkNode) Node(com.jme3.scene.Node) AssetLinkNode(com.jme3.scene.AssetLinkNode) ByteArrayOutputStream(java.io.ByteArrayOutputStream) IOException(java.io.IOException) Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) BinaryImporter(com.jme3.export.binary.BinaryImporter) AssetKey(com.jme3.asset.AssetKey) ColorRGBA(com.jme3.math.ColorRGBA) ByteArrayInputStream(java.io.ByteArrayInputStream) DirectionalLight(com.jme3.light.DirectionalLight) Vector3f(com.jme3.math.Vector3f) PointLight(com.jme3.light.PointLight)

Example 28 with PointLight

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

the class TestManyLightsSingle method simpleInitApp.

@Override
public void simpleInitApp() {
    renderManager.setPreferredLightMode(lm);
    renderManager.setSinglePassLightBatchSize(6);
    flyCam.setMoveSpeed(10);
    Node scene = (Node) assetManager.loadModel("Scenes/ManyLights/Main.scene");
    rootNode.attachChild(scene);
    Node n = (Node) rootNode.getChild(0);
    final LightList lightList = n.getWorldLightList();
    final Geometry g = (Geometry) n.getChild("Grid-geom-1");
    g.getMaterial().setColor("Ambient", new ColorRGBA(0.2f, 0.2f, 0.2f, 1f));
    /* A colored lit cube. Needs light source! */
    Box boxMesh = new Box(1f, 1f, 1f);
    final Geometry boxGeo = new Geometry("Colored Box", boxMesh);
    Material boxMat = g.getMaterial().clone();
    boxMat.clearParam("DiffuseMap");
    boxMat.setBoolean("UseMaterialColors", true);
    boxMat.setColor("Ambient", new ColorRGBA(0.2f, 0.2f, 0.2f, 1f));
    boxMat.setColor("Diffuse", ColorRGBA.Blue);
    boxGeo.setMaterial(boxMat);
    final Node cubeNodes = new Node();
    n.attachChild(cubeNodes);
    int nb = 0;
    for (Light light : lightList) {
        nb++;
        PointLight p = (PointLight) light;
        if (nb > 60) {
            n.removeLight(light);
        } else {
            LightNode ln = new LightNode("l", light);
            n.attachChild(ln);
            ln.setLocalTranslation(p.getPosition());
            int rand = FastMath.nextRandomInt(0, 3);
            switch(rand) {
                case 0:
                    light.setColor(ColorRGBA.Red);
                    //   ln.addControl(new MoveControl(5f));
                    break;
                case 1:
                    light.setColor(ColorRGBA.Yellow);
                    //    ln.addControl(new MoveControl(5f));
                    break;
                case 2:
                    light.setColor(ColorRGBA.Green);
                    //ln.addControl(new MoveControl(-5f));
                    break;
                case 3:
                    light.setColor(ColorRGBA.Orange);
                    //ln.addControl(new MoveControl(-5f));
                    break;
            }
        }
        Geometry b = boxGeo.clone(false);
        cubeNodes.attachChild(b);
        b.setLocalTranslation(p.getPosition().x, 2, p.getPosition().z);
    }
    //        cam.setLocation(new Vector3f(3.1893547f, 17.977385f, 30.8378f));
    //        cam.setRotation(new Quaternion(0.14317635f, 0.82302624f, -0.23777823f, 0.49557027f));
    cam.setLocation(new Vector3f(-1.8901939f, 29.34097f, 73.07533f));
    cam.setRotation(new Quaternion(0.0021000702f, 0.971012f, -0.23886925f, 0.008527749f));
    BasicProfilerState profiler = new BasicProfilerState(true);
    profiler.setGraphScale(1000f);
    //  getStateManager().attach(profiler);
    //        guiNode.setCullHint(CullHint.Always);
    flyCam.setDragToRotate(true);
    flyCam.setMoveSpeed(50);
    final MaterialDebugAppState debug = new MaterialDebugAppState();
    stateManager.attach(debug);
    inputManager.addListener(new ActionListener() {

        public void onAction(String name, boolean isPressed, float tpf) {
            if (name.equals("toggle") && isPressed) {
                if (lm == TechniqueDef.LightMode.SinglePass) {
                    lm = TechniqueDef.LightMode.MultiPass;
                    helloText.setText("(Multi pass)");
                } else {
                    lm = TechniqueDef.LightMode.SinglePass;
                    helloText.setText("(Single pass) nb lights per batch : " + renderManager.getSinglePassLightBatchSize());
                }
                renderManager.setPreferredLightMode(lm);
                reloadScene(g, boxGeo, cubeNodes);
            }
            if (name.equals("lightsUp") && isPressed) {
                renderManager.setSinglePassLightBatchSize(renderManager.getSinglePassLightBatchSize() + 1);
                helloText.setText("(Single pass) nb lights per batch : " + renderManager.getSinglePassLightBatchSize());
            }
            if (name.equals("lightsDown") && isPressed) {
                renderManager.setSinglePassLightBatchSize(renderManager.getSinglePassLightBatchSize() - 1);
                helloText.setText("(Single pass) nb lights per batch : " + renderManager.getSinglePassLightBatchSize());
            }
            if (name.equals("toggleOnOff") && isPressed) {
                for (final Light light : lightList) {
                    if (light instanceof AmbientLight) {
                        continue;
                    }
                    light.setEnabled(!light.isEnabled());
                }
            }
        }
    }, "toggle", "lightsUp", "lightsDown", "toggleOnOff");
    inputManager.addMapping("toggle", new KeyTrigger(KeyInput.KEY_SPACE));
    inputManager.addMapping("lightsUp", new KeyTrigger(KeyInput.KEY_UP));
    inputManager.addMapping("lightsDown", new KeyTrigger(KeyInput.KEY_DOWN));
    inputManager.addMapping("toggleOnOff", new KeyTrigger(KeyInput.KEY_L));
    SpotLight spot = new SpotLight();
    spot.setDirection(new Vector3f(-1f, -1f, -1f).normalizeLocal());
    spot.setColor(ColorRGBA.Blue.mult(5));
    spot.setSpotOuterAngle(FastMath.DEG_TO_RAD * 20);
    spot.setSpotInnerAngle(FastMath.DEG_TO_RAD * 5);
    spot.setPosition(new Vector3f(10, 10, 20));
    rootNode.addLight(spot);
    DirectionalLight dl = new DirectionalLight();
    dl.setDirection(new Vector3f(-1, -1, 1));
    rootNode.addLight(dl);
    AmbientLight al = new AmbientLight();
    al.setColor(new ColorRGBA(0.2f, 0.2f, 0.2f, 1f));
    rootNode.addLight(al);
    /**
         * Write text on the screen (HUD)
         */
    guiNode.detachAllChildren();
    guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
    helloText = new BitmapText(guiFont, false);
    helloText.setSize(guiFont.getCharSet().getRenderedSize());
    helloText.setText("(Single pass) nb lights per batch : " + renderManager.getSinglePassLightBatchSize());
    helloText.setLocalTranslation(300, helloText.getLineHeight(), 0);
    guiNode.attachChild(helloText);
}
Also used : Quaternion(com.jme3.math.Quaternion) MaterialDebugAppState(com.jme3.util.MaterialDebugAppState) LightNode(com.jme3.scene.LightNode) Node(com.jme3.scene.Node) KeyTrigger(com.jme3.input.controls.KeyTrigger) Box(com.jme3.scene.shape.Box) Material(com.jme3.material.Material) SpotLight(com.jme3.light.SpotLight) BasicProfilerState(com.jme3.app.BasicProfilerState) Geometry(com.jme3.scene.Geometry) ColorRGBA(com.jme3.math.ColorRGBA) ActionListener(com.jme3.input.controls.ActionListener) BitmapText(com.jme3.font.BitmapText) LightNode(com.jme3.scene.LightNode) DirectionalLight(com.jme3.light.DirectionalLight) SpotLight(com.jme3.light.SpotLight) PointLight(com.jme3.light.PointLight) Light(com.jme3.light.Light) AmbientLight(com.jme3.light.AmbientLight) Vector3f(com.jme3.math.Vector3f) DirectionalLight(com.jme3.light.DirectionalLight) LightList(com.jme3.light.LightList) PointLight(com.jme3.light.PointLight) AmbientLight(com.jme3.light.AmbientLight)

Example 29 with PointLight

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

the class TestPointDirectionalAndSpotLightShadows 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));
    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);
    ((PointLight) scene.getLocalLightList().get(0)).setColor(ColorRGBA.Red);
    plsr = new PointLightShadowRenderer(assetManager, SHADOWMAP_SIZE);
    plsr.setLight((PointLight) scene.getLocalLightList().get(0));
    plsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
    plsf = new PointLightShadowFilter(assetManager, SHADOWMAP_SIZE);
    plsf.setLight((PointLight) scene.getLocalLightList().get(0));
    plsf.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
    plsf.setEnabled(useFilter);
    //DIRECTIONAL LIGHT
    DirectionalLight directionalLight = new DirectionalLight();
    rootNode.addLight(directionalLight);
    directionalLight.setColor(ColorRGBA.Blue);
    directionalLight.setDirection(new Vector3f(-1f, -.2f, 0f));
    dlsr = new DirectionalLightShadowRenderer(assetManager, SHADOWMAP_SIZE * 2, 4);
    dlsr.setLight(directionalLight);
    dlsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
    dlsf = new DirectionalLightShadowFilter(assetManager, SHADOWMAP_SIZE * 2, 4);
    dlsf.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
    dlsf.setLight(directionalLight);
    dlsf.setEnabled(useFilter);
    //SPOT LIGHT
    spotLight = new SpotLight();
    spotLight.setDirection(new Vector3f(1f, -1f, 0f));
    spotLight.setPosition(new Vector3f(-1f, 3f, 0f));
    spotLight.setSpotOuterAngle(0.5f);
    spotLight.setColor(ColorRGBA.Green);
    Sphere sphere = new Sphere(8, 8, .1f);
    Geometry sphereGeometry = new Geometry("Sphere", sphere);
    sphereGeometry.setLocalTranslation(-1f, 3f, 0f);
    sphereGeometry.setMaterial(assetManager.loadMaterial("Common/Materials/WhiteColor.j3m"));
    rootNode.attachChild(sphereGeometry);
    rootNode.addLight(spotLight);
    slsr = new SpotLightShadowRenderer(assetManager, SHADOWMAP_SIZE);
    slsr.setLight(spotLight);
    slsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
    slsf = new SpotLightShadowFilter(assetManager, SHADOWMAP_SIZE);
    slsf.setLight(spotLight);
    slsf.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
    slsf.setEnabled(useFilter);
    if (!useFilter)
        viewPort.addProcessor(slsr);
    if (!useFilter)
        viewPort.addProcessor(plsr);
    if (!useFilter)
        viewPort.addProcessor(dlsr);
    FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
    fpp.addFilter(plsf);
    fpp.addFilter(dlsf);
    fpp.addFilter(slsf);
    viewPort.addProcessor(fpp);
    ShadowTestUIManager uiMan = new ShadowTestUIManager(assetManager, plsr, plsf, guiNode, inputManager, viewPort);
    ShadowTestUIManager uiManPls = new ShadowTestUIManager(assetManager, plsr, plsf, guiNode, inputManager, viewPort);
    ShadowTestUIManager uiManDls = new ShadowTestUIManager(assetManager, dlsr, dlsf, guiNode, inputManager, viewPort);
    ShadowTestUIManager uiManSls = new ShadowTestUIManager(assetManager, slsr, slsf, guiNode, inputManager, viewPort);
}
Also used : SpotLightShadowFilter(com.jme3.shadow.SpotLightShadowFilter) Quaternion(com.jme3.math.Quaternion) Node(com.jme3.scene.Node) PointLightShadowFilter(com.jme3.shadow.PointLightShadowFilter) Box(com.jme3.scene.shape.Box) PointLightShadowRenderer(com.jme3.shadow.PointLightShadowRenderer) FilterPostProcessor(com.jme3.post.FilterPostProcessor) DirectionalLightShadowFilter(com.jme3.shadow.DirectionalLightShadowFilter) SpotLightShadowRenderer(com.jme3.shadow.SpotLightShadowRenderer) SpotLight(com.jme3.light.SpotLight) Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) Vector3f(com.jme3.math.Vector3f) DirectionalLight(com.jme3.light.DirectionalLight) DirectionalLightShadowRenderer(com.jme3.shadow.DirectionalLightShadowRenderer) PointLight(com.jme3.light.PointLight)

Example 30 with PointLight

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

the class TestSpotLight method setupLighting.

public void setupLighting() {
    AmbientLight al = new AmbientLight();
    al.setColor(ColorRGBA.White.mult(0.02f));
    rootNode.addLight(al);
    spot = new SpotLight();
    spot.setSpotRange(1000);
    spot.setSpotInnerAngle(5 * FastMath.DEG_TO_RAD);
    spot.setSpotOuterAngle(10 * FastMath.DEG_TO_RAD);
    spot.setPosition(new Vector3f(77.70334f, 34.013165f, 27.1017f));
    spot.setDirection(lightTarget.subtract(spot.getPosition()));
    spot.setColor(ColorRGBA.White.mult(2));
    rootNode.addLight(spot);
    //        PointLight pl=new PointLight();
    //      pl.setPosition(new Vector3f(77.70334f, 34.013165f, 27.1017f));
    //      pl.setRadius(1000);     
    //      pl.setColor(ColorRGBA.White.mult(2));
    //      rootNode.addLight(pl);
    lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
    lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
    lightMdl.setLocalTranslation(new Vector3f(77.70334f, 34.013165f, 27.1017f));
    lightMdl.setLocalScale(5);
    rootNode.attachChild(lightMdl);
//        DirectionalLight dl = new DirectionalLight();
//        dl.setDirection(lightTarget.subtract(new Vector3f(77.70334f, 34.013165f, 27.1017f)));
//        dl.setColor(ColorRGBA.White.mult(2));
//        rootNode.addLight(dl);
}
Also used : Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) SpotLight(com.jme3.light.SpotLight) AmbientLight(com.jme3.light.AmbientLight)

Aggregations

PointLight (com.jme3.light.PointLight)30 Vector3f (com.jme3.math.Vector3f)28 Geometry (com.jme3.scene.Geometry)22 DirectionalLight (com.jme3.light.DirectionalLight)21 Sphere (com.jme3.scene.shape.Sphere)18 SpotLight (com.jme3.light.SpotLight)14 Material (com.jme3.material.Material)12 ColorRGBA (com.jme3.math.ColorRGBA)12 Quaternion (com.jme3.math.Quaternion)9 AmbientLight (com.jme3.light.AmbientLight)8 Node (com.jme3.scene.Node)8 Light (com.jme3.light.Light)5 Spatial (com.jme3.scene.Spatial)5 TempVars (com.jme3.util.TempVars)5 FilterPostProcessor (com.jme3.post.FilterPostProcessor)4 Box (com.jme3.scene.shape.Box)4 SpotLightShadowRenderer (com.jme3.shadow.SpotLightShadowRenderer)4 ActionListener (com.jme3.input.controls.ActionListener)3 KeyTrigger (com.jme3.input.controls.KeyTrigger)3 Uniform (com.jme3.shader.Uniform)3