use of com.jme3.material.Material in project jmonkeyengine by jMonkeyEngine.
the class TestBumpModel method simpleInitApp.
@Override
public void simpleInitApp() {
Spatial signpost = (Spatial) assetManager.loadAsset(new OgreMeshKey("Models/Sign Post/Sign Post.mesh.xml"));
signpost.setMaterial((Material) assetManager.loadMaterial("Models/Sign Post/Sign Post.j3m"));
TangentBinormalGenerator.generate(signpost);
rootNode.attachChild(signpost);
lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
lightMdl.setMaterial((Material) assetManager.loadMaterial("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);
}
use of com.jme3.material.Material in project jmonkeyengine by jMonkeyEngine.
the class TestColoredTexture method simpleInitApp.
@Override
public void simpleInitApp() {
Quad quadMesh = new Quad(512, 512);
Geometry quad = new Geometry("Quad", quadMesh);
quad.setQueueBucket(Bucket.Gui);
mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
quad.setMaterial(mat);
guiNode.attachChildAt(quad, 0);
nextColor = ColorRGBA.randomColor();
prevColor = ColorRGBA.Black;
}
use of com.jme3.material.Material in project jmonkeyengine by jMonkeyEngine.
the class TestGeometryShader method simpleInitApp.
@Override
public void simpleInitApp() {
Mesh mesh = new Mesh();
mesh.setBuffer(VertexBuffer.Type.Index, 1, BufferUtils.createIntBuffer(new int[] { 1 }));
mesh.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(new float[] { 0, 0, 0 }));
mesh.setMode(Mesh.Mode.Points);
mesh.setBound(new BoundingBox(new Vector3f(0, 0, 0), 10, 10, 10));
mesh.updateCounts();
Geometry geometry = new Geometry("Test", mesh);
geometry.updateGeometricState();
geometry.setMaterial(new Material(assetManager, "Materials/Geom/SimpleGeom.j3md"));
//geometry.getMaterial().getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
//geometry.setMaterial(assetManager.loadMaterial("Materials/Geom/SimpleTess.j3md"));
rootNode.attachChild(geometry);
Geometry geometry1 = new Geometry("T1", new Sphere(10, 10, 1));
geometry1.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"));
rootNode.attachChild(geometry1);
}
use of com.jme3.material.Material in project jmonkeyengine by jMonkeyEngine.
the class TestMatParamOverride method createBox.
private void createBox(float location, ColorRGBA color) {
Geometry geom = new Geometry("Box", box);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", color);
geom.setMaterial(mat);
geom.move(location, 0, 0);
rootNode.attachChild(geom);
}
use of com.jme3.material.Material in project jmonkeyengine by jMonkeyEngine.
the class HelloTerrain method simpleInitApp.
@Override
public void simpleInitApp() {
flyCam.setMoveSpeed(50);
/** 1. Create terrain material and load four textures into it. */
mat_terrain = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md");
/** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
mat_terrain.setTexture("Alpha", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
/** 1.2) Add GRASS texture into the red layer (Tex1). */
Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
mat_terrain.setTexture("Tex1", grass);
mat_terrain.setFloat("Tex1Scale", 64f);
/** 1.3) Add DIRT texture into the green layer (Tex2) */
Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
mat_terrain.setTexture("Tex2", dirt);
mat_terrain.setFloat("Tex2Scale", 32f);
/** 1.4) Add ROAD texture into the blue layer (Tex3) */
Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
mat_terrain.setTexture("Tex3", rock);
mat_terrain.setFloat("Tex3Scale", 128f);
/** 2.a Create a custom height map from an image */
AbstractHeightMap heightmap = null;
Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
/** 2.b Create a random height map */
// HillHeightMap heightmap = null;
// HillHeightMap.NORMALIZE_RANGE = 100;
// try {
// heightmap = new HillHeightMap(513, 1000, 50, 100, (byte) 3);
// } catch (Exception ex) {
// ex.printStackTrace();
// }
heightmap.load();
/** 3. We have prepared material and heightmap.
* Now we create the actual terrain:
* 3.1) Create a TerrainQuad and name it "my terrain".
* 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65.
* 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513.
* 3.4) As LOD step scale we supply Vector3f(1,1,1).
* 3.5) We supply the prepared heightmap itself.
*/
int patchSize = 65;
terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap());
/** 4. We give the terrain its material, position & scale it, and attach it. */
terrain.setMaterial(mat_terrain);
terrain.setLocalTranslation(0, -100, 0);
terrain.setLocalScale(2f, 1f, 2f);
rootNode.attachChild(terrain);
/** 5. The LOD (level of detail) depends on were the camera is: */
TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
// patch size, and a multiplier
control.setLodCalculator(new DistanceLodCalculator(patchSize, 2.7f));
terrain.addControl(control);
}
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