use of com.jme3.terrain.heightmap.HeightMap in project jmonkeyengine by jMonkeyEngine.
the class TestMultiPostWater method createTerrain.
private void createTerrain(Node rootNode) {
matRock = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
matRock.setBoolean("useTriPlanarMapping", false);
matRock.setBoolean("WardIso", true);
matRock.setTexture("AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/pools.png");
Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap", grass);
matRock.setFloat("DiffuseMap_0_scale", 64);
Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_1", dirt);
matRock.setFloat("DiffuseMap_1_scale", 16);
Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_2", rock);
matRock.setFloat("DiffuseMap_2_scale", 128);
Texture normalMap0 = assetManager.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
normalMap0.setWrap(WrapMode.Repeat);
Texture normalMap1 = assetManager.loadTexture("Textures/Terrain/splat/dirt_normal.png");
normalMap1.setWrap(WrapMode.Repeat);
Texture normalMap2 = assetManager.loadTexture("Textures/Terrain/splat/road_normal.png");
normalMap2.setWrap(WrapMode.Repeat);
matRock.setTexture("NormalMap", normalMap0);
matRock.setTexture("NormalMap_1", normalMap2);
matRock.setTexture("NormalMap_2", normalMap2);
AbstractHeightMap heightmap = null;
try {
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.25f);
heightmap.load();
} catch (Exception e) {
e.printStackTrace();
}
terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(5, 5, 5));
terrain.setLocalTranslation(new Vector3f(0, -30, 0));
// unlock it so we can edit the height
terrain.setLocked(false);
terrain.setShadowMode(ShadowMode.Receive);
rootNode.attachChild(terrain);
}
use of com.jme3.terrain.heightmap.HeightMap in project jmonkeyengine by jMonkeyEngine.
the class TerrainTestReadWrite method createMap.
private void createMap() {
matTerrain = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
matTerrain.setBoolean("useTriPlanarMapping", false);
matTerrain.setBoolean("WardIso", true);
// ALPHA map (for splat textures)
matTerrain.setTexture("AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
// HEIGHTMAP image (for the terrain heightmap)
Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
// GRASS texture
Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap", grass);
matTerrain.setFloat("DiffuseMap_0_scale", grassScale);
// DIRT texture
Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_1", dirt);
matTerrain.setFloat("DiffuseMap_1_scale", dirtScale);
// ROCK texture
Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_2", rock);
matTerrain.setFloat("DiffuseMap_2_scale", rockScale);
Texture normalMap0 = assetManager.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
normalMap0.setWrap(WrapMode.Repeat);
Texture normalMap1 = assetManager.loadTexture("Textures/Terrain/splat/dirt_normal.png");
normalMap1.setWrap(WrapMode.Repeat);
Texture normalMap2 = assetManager.loadTexture("Textures/Terrain/splat/road_normal.png");
normalMap2.setWrap(WrapMode.Repeat);
matTerrain.setTexture("NormalMap", normalMap0);
matTerrain.setTexture("NormalMap_1", normalMap2);
matTerrain.setTexture("NormalMap_2", normalMap2);
matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
matWire.getAdditionalRenderState().setWireframe(true);
matWire.setColor("Color", ColorRGBA.Green);
// CREATE HEIGHTMAP
AbstractHeightMap heightmap = null;
try {
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 1f);
heightmap.load();
} catch (Exception e) {
e.printStackTrace();
}
if (new File("terrainsave.jme").exists()) {
loadTerrain();
} else {
// create the terrain as normal, and give it a control for LOD management
//, new LodPerspectiveCalculatorFactory(getCamera(), 4)); // add this in to see it use entropy for LOD calculations
TerrainQuad terrainQuad = new TerrainQuad("terrain", 65, 129, heightmap.getHeightMap());
TerrainLodControl control = new TerrainLodControl(terrainQuad, getCamera());
// patch size, and a multiplier
control.setLodCalculator(new DistanceLodCalculator(65, 2.7f));
terrainQuad.addControl(control);
terrainQuad.setMaterial(matTerrain);
terrainQuad.setLocalTranslation(0, -100, 0);
terrainQuad.setLocalScale(4f, 0.25f, 4f);
rootNode.attachChild(terrainQuad);
this.terrain = terrainQuad;
}
DirectionalLight light = new DirectionalLight();
light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize());
rootNode.addLight(light);
}
use of com.jme3.terrain.heightmap.HeightMap in project jmonkeyengine by jMonkeyEngine.
the class WaterFilter method initFilter.
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
if (reflectionScene == null) {
reflectionScene = vp.getScenes().get(0);
DirectionalLight l = findLight((Node) reflectionScene);
if (l != null) {
lightDirection = l.getDirection();
}
}
this.renderManager = renderManager;
this.viewPort = vp;
reflectionPass = new Pass();
reflectionPass.init(renderManager.getRenderer(), reflectionMapSize, reflectionMapSize, Format.RGBA8, Format.Depth);
reflectionCam = new Camera(reflectionMapSize, reflectionMapSize);
reflectionView = new ViewPort("reflectionView", reflectionCam);
reflectionView.setClearFlags(true, true, true);
reflectionView.attachScene(reflectionScene);
reflectionView.setOutputFrameBuffer(reflectionPass.getRenderFrameBuffer());
plane = new Plane(Vector3f.UNIT_Y, new Vector3f(0, waterHeight, 0).dot(Vector3f.UNIT_Y));
reflectionProcessor = new ReflectionProcessor(reflectionCam, reflectionPass.getRenderFrameBuffer(), plane);
reflectionProcessor.setReflectionClipPlane(plane);
reflectionView.addProcessor(reflectionProcessor);
normalTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/water_normalmap.dds");
if (foamTexture == null) {
foamTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/foam.jpg");
}
if (causticsTexture == null) {
causticsTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/caustics.jpg");
}
heightTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/heightmap.jpg");
normalTexture.setWrap(WrapMode.Repeat);
foamTexture.setWrap(WrapMode.Repeat);
causticsTexture.setWrap(WrapMode.Repeat);
heightTexture.setWrap(WrapMode.Repeat);
material = new Material(manager, "Common/MatDefs/Water/Water.j3md");
material.setTexture("HeightMap", heightTexture);
material.setTexture("CausticsMap", causticsTexture);
material.setTexture("FoamMap", foamTexture);
material.setTexture("NormalMap", normalTexture);
material.setTexture("ReflectionMap", reflectionPass.getRenderedTexture());
material.setFloat("WaterTransparency", waterTransparency);
material.setFloat("NormalScale", normalScale);
material.setFloat("R0", refractionConstant);
material.setFloat("MaxAmplitude", maxAmplitude);
material.setVector3("LightDir", lightDirection);
material.setColor("LightColor", lightColor);
material.setFloat("ShoreHardness", shoreHardness);
material.setFloat("RefractionStrength", refractionStrength);
material.setFloat("WaveScale", waveScale);
material.setVector3("FoamExistence", foamExistence);
material.setFloat("SunScale", sunScale);
material.setVector3("ColorExtinction", colorExtinction);
material.setFloat("Shininess", shininess);
material.setColor("WaterColor", waterColor);
material.setColor("DeepWaterColor", deepWaterColor);
material.setVector2("WindDirection", windDirection);
material.setFloat("FoamHardness", foamHardness);
material.setBoolean("UseRipples", useRipples);
material.setBoolean("UseHQShoreline", useHQShoreline);
material.setBoolean("UseSpecular", useSpecular);
material.setBoolean("UseFoam", useFoam);
material.setBoolean("UseCaustics", useCaustics);
material.setBoolean("UseRefraction", useRefraction);
material.setFloat("ReflectionDisplace", reflectionDisplace);
material.setFloat("FoamIntensity", foamIntensity);
material.setFloat("UnderWaterFogDistance", underWaterFogDistance);
material.setFloat("CausticsIntensity", causticsIntensity);
if (center != null) {
material.setVector3("Center", center);
material.setFloat("Radius", radius * radius);
material.setBoolean("SquareArea", shapeType == AreaShape.Square);
}
material.setFloat("WaterHeight", waterHeight);
}
use of com.jme3.terrain.heightmap.HeightMap in project jmonkeyengine by jMonkeyEngine.
the class TestSpotLightTerrain method makeTerrain.
private void makeTerrain() {
// TERRAIN TEXTURE material
matTerrain = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
matTerrain.setBoolean("useTriPlanarMapping", false);
matTerrain.setBoolean("WardIso", true);
// ALPHA map (for splat textures)
matTerrain.setTexture("AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alpha1.png"));
matTerrain.setTexture("AlphaMap_1", assetManager.loadTexture("Textures/Terrain/splat/alpha2.png"));
// HEIGHTMAP image (for the terrain heightmap)
Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
// GRASS texture
Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap", grass);
matTerrain.setFloat("DiffuseMap_0_scale", grassScale);
// DIRT texture
Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_1", dirt);
matTerrain.setFloat("DiffuseMap_1_scale", dirtScale);
// ROCK texture
Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_2", rock);
matTerrain.setFloat("DiffuseMap_2_scale", rockScale);
// BRICK texture
Texture brick = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall.jpg");
brick.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_3", brick);
matTerrain.setFloat("DiffuseMap_3_scale", rockScale);
// RIVER ROCK texture
Texture riverRock = assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg");
riverRock.setWrap(WrapMode.Repeat);
matTerrain.setTexture("DiffuseMap_4", riverRock);
matTerrain.setFloat("DiffuseMap_4_scale", rockScale);
Texture normalMap0 = assetManager.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
normalMap0.setWrap(WrapMode.Repeat);
Texture normalMap1 = assetManager.loadTexture("Textures/Terrain/splat/dirt_normal.png");
normalMap1.setWrap(WrapMode.Repeat);
Texture normalMap2 = assetManager.loadTexture("Textures/Terrain/splat/road_normal.png");
normalMap2.setWrap(WrapMode.Repeat);
matTerrain.setTexture("NormalMap", normalMap0);
matTerrain.setTexture("NormalMap_1", normalMap2);
matTerrain.setTexture("NormalMap_2", normalMap2);
matTerrain.setTexture("NormalMap_4", normalMap2);
// WIREFRAME material
matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
matWire.getAdditionalRenderState().setWireframe(true);
matWire.setColor("Color", ColorRGBA.Green);
createSky();
// CREATE HEIGHTMAP
AbstractHeightMap heightmap = null;
try {
//heightmap = new HillHeightMap(1025, 1000, 50, 100, (byte) 3);
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 1f);
heightmap.load();
} catch (Exception e) {
e.printStackTrace();
}
//, new LodPerspectiveCalculatorFactory(getCamera(), 4)); // add this in to see it use entropy for LOD calculations
terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
control.setLodCalculator(new DistanceLodCalculator(65, 2.7f));
terrain.addControl(control);
terrain.setMaterial(matTerrain);
terrain.setModelBound(new BoundingBox());
terrain.updateModelBound();
terrain.setLocalTranslation(0, -100, 0);
terrain.setLocalScale(1f, 1f, 1f);
rootNode.attachChild(terrain);
}
use of com.jme3.terrain.heightmap.HeightMap in project jmonkeyengine by jMonkeyEngine.
the class HelloTerrainCollision method simpleInitApp.
@Override
public void simpleInitApp() {
/** Set up Physics */
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
flyCam.setMoveSpeed(100);
setUpKeys();
/** 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. Create the height map */
AbstractHeightMap heightmap = null;
Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
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.
*/
terrain = new TerrainQuad("my terrain", 65, 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: */
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
TerrainLodControl control = new TerrainLodControl(terrain, cameras);
terrain.addControl(control);
/** 6. Add physics: */
/* We set up collision detection for the scene by creating a static
* RigidBodyControl with mass zero.*/
terrain.addControl(new RigidBodyControl(0));
// We set up collision detection for the player by creating
// a capsule collision shape and a CharacterControl.
// The CharacterControl offers extra settings for
// size, stepheight, jumping, falling, and gravity.
// We also put the player in its starting position.
CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
player = new CharacterControl(capsuleShape, 0.05f);
player.setJumpSpeed(20);
player.setFallSpeed(30);
player.setGravity(30);
player.setPhysicsLocation(new Vector3f(-10, 10, 10));
// We attach the scene and the player to the rootnode and the physics space,
// to make them appear in the game world.
bulletAppState.getPhysicsSpace().add(terrain);
bulletAppState.getPhysicsSpace().add(player);
}
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