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/*
* Copyright (c) 2009-2010 jMonkeyEngine
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package com.jme3.water;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.math.*;
import com.jme3.post.SceneProcessor;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.texture.Texture2D;
import com.jme3.ui.Picture;
/**
*
* Simple Water renders a simple plane that use reflection and refraction to look like water.
* It's pretty basic, but much faster than the WaterFilter
* It's useful if you aim low specs hardware and still want a good looking water.
* Usage is :
* <code>
* SimpleWaterProcessor waterProcessor = new SimpleWaterProcessor(assetManager);
* //setting the scene to use for reflection
* waterProcessor.setReflectionScene(mainScene);
* //setting the light position
* waterProcessor.setLightPosition(lightPos);
*
* //setting the water plane
* Vector3f waterLocation=new Vector3f(0,-20,0);
* waterProcessor.setPlane(new Plane(Vector3f.UNIT_Y, waterLocation.dot(Vector3f.UNIT_Y)));
* //setting the water color
* waterProcessor.setWaterColor(ColorRGBA.Brown);
*
* //creating a quad to render water to
* Quad quad = new Quad(400,400);
*
* //the texture coordinates define the general size of the waves
* quad.scaleTextureCoordinates(new Vector2f(6f,6f));
*
* //creating a geom to attach the water material
* Geometry water=new Geometry("water", quad);
* water.setLocalTranslation(-200, -20, 250);
* water.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
* //finally setting the material
* water.setMaterial(waterProcessor.getMaterial());
*
* //attaching the water to the root node
* rootNode.attachChild(water);
* </code>
* @author Normen Hansen & Rémy Bouquet
*/
public class SimpleWaterProcessor implements SceneProcessor {
protected RenderManager rm;
protected ViewPort vp;
protected Spatial reflectionScene;
protected ViewPort reflectionView;
protected ViewPort refractionView;
protected FrameBuffer reflectionBuffer;
protected FrameBuffer refractionBuffer;
protected Camera reflectionCam;
protected Camera refractionCam;
protected Texture2D reflectionTexture;
protected Texture2D refractionTexture;
protected Texture2D depthTexture;
protected Texture2D normalTexture;
protected Texture2D dudvTexture;
protected int renderWidth = 512;
protected int renderHeight = 512;
protected Plane plane = new Plane(Vector3f.UNIT_Y, Vector3f.ZERO.dot(Vector3f.UNIT_Y));
protected float speed = 0.05f;
protected Ray ray = new Ray();
protected Vector3f targetLocation = new Vector3f();
protected AssetManager manager;
protected Material material;
protected float waterDepth = 1;
protected float waterTransparency = 0.4f;
protected boolean debug = false;
private Picture dispRefraction;
private Picture dispReflection;
private Picture dispDepth;
private Plane reflectionClipPlane;
private Plane refractionClipPlane;
private float refractionClippingOffset = 0.3f;
private float reflectionClippingOffset = -5f;
private Vector3f vect1 = new Vector3f();
private Vector3f vect2 = new Vector3f();
private Vector3f vect3 = new Vector3f();
/**
* Creates a SimpleWaterProcessor
* @param manager the asset manager
*/
public SimpleWaterProcessor(AssetManager manager) {
this.manager = manager;
material = new Material(manager, "Common/MatDefs/Water/SimpleWater.j3md");
material.setFloat("waterDepth", waterDepth);
material.setFloat("waterTransparency", waterTransparency / 10);
material.setColor("waterColor", ColorRGBA.White);
material.setVector3("lightPos", new Vector3f(1, -1, 1));
material.setColor("distortionScale", new ColorRGBA(0.2f, 0.2f, 0.2f, 0.2f));
material.setColor("distortionMix", new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f));
material.setColor("texScale", new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));
updateClipPlanes();
}
public void initialize(RenderManager rm, ViewPort vp) {
this.rm = rm;
this.vp = vp;
loadTextures(manager);
createTextures();
applyTextures(material);
createPreViews();
material.setVector2("FrustumNearFar", new Vector2f(vp.getCamera().getFrustumNear(), vp.getCamera().getFrustumFar()));
if (debug) {
dispRefraction = new Picture("dispRefraction");
dispRefraction.setTexture(manager, refractionTexture, false);
dispReflection = new Picture("dispRefraction");
dispReflection.setTexture(manager, reflectionTexture, false);
dispDepth = new Picture("depthTexture");
dispDepth.setTexture(manager, depthTexture, false);
}
}
public void reshape(ViewPort vp, int w, int h) {
}
public boolean isInitialized() {
return rm != null;
}
float time = 0;
float savedTpf = 0;
public void preFrame(float tpf) {
time = time + (tpf * speed);
if (time > 1f) {
time = 0;
}
material.setFloat("time", time);
savedTpf = tpf;
}
public void postQueue(RenderQueue rq) {
Camera sceneCam = rm.getCurrentCamera();
//update ray
ray.setOrigin(sceneCam.getLocation());
ray.setDirection(sceneCam.getDirection());
//update refraction cam
refractionCam.setLocation(sceneCam.getLocation());
refractionCam.setRotation(sceneCam.getRotation());
refractionCam.setFrustum(sceneCam.getFrustumNear(),
sceneCam.getFrustumFar(),
sceneCam.getFrustumLeft(),
sceneCam.getFrustumRight(),
sceneCam.getFrustumTop(),
sceneCam.getFrustumBottom());
//update reflection cam
boolean inv = false;
if (!ray.intersectsWherePlane(plane, targetLocation)) {
ray.setDirection(ray.getDirection().negateLocal());
ray.intersectsWherePlane(plane, targetLocation);
inv = true;
}
Vector3f loc = plane.reflect(sceneCam.getLocation(), new Vector3f());
reflectionCam.setLocation(loc);
reflectionCam.setFrustum(sceneCam.getFrustumNear(),
sceneCam.getFrustumFar(),
sceneCam.getFrustumLeft(),
sceneCam.getFrustumRight(),
sceneCam.getFrustumTop(),
sceneCam.getFrustumBottom());
// tempVec and calcVect are just temporary vector3f objects
vect1.set(sceneCam.getLocation()).addLocal(sceneCam.getUp());
float planeDistance = plane.pseudoDistance(vect1);
vect2.set(plane.getNormal()).multLocal(planeDistance * 2.0f);
vect3.set(vect1.subtractLocal(vect2)).subtractLocal(loc).normalizeLocal().negateLocal();
// now set the up vector
reflectionCam.lookAt(targetLocation, vect3);
if (inv) {
reflectionCam.setAxes(reflectionCam.getLeft().negateLocal(), reflectionCam.getUp(), reflectionCam.getDirection().negateLocal());
}
//Rendering reflection and refraction
rm.renderViewPort(reflectionView, savedTpf);
rm.renderViewPort(refractionView, savedTpf);
rm.getRenderer().setFrameBuffer(vp.getOutputFrameBuffer());
rm.setCamera(sceneCam, false);
}
public void postFrame(FrameBuffer out) {
if (debug) {
displayMap(rm.getRenderer(), dispRefraction, 64);
displayMap(rm.getRenderer(), dispReflection, 256);
displayMap(rm.getRenderer(), dispDepth, 448);
}
}
public void cleanup() {
}
//debug only : displays maps
protected void displayMap(Renderer r, Picture pic, int left) {
Camera cam = vp.getCamera();
rm.setCamera(cam, true);
int h = cam.getHeight();
pic.setPosition(left, h / 20f);
pic.setWidth(128);
pic.setHeight(128);
pic.updateGeometricState();
rm.renderGeometry(pic);
rm.setCamera(cam, false);
}
protected void loadTextures(AssetManager manager) {
normalTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/water_normalmap.dds");
dudvTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/dudv_map.jpg");
normalTexture.setWrap(WrapMode.Repeat);
dudvTexture.setWrap(WrapMode.Repeat);
}
protected void createTextures() {
reflectionTexture = new Texture2D(renderWidth, renderHeight, Format.RGBA8);
refractionTexture = new Texture2D(renderWidth, renderHeight, Format.RGBA8);
depthTexture = new Texture2D(renderWidth, renderHeight, Format.Depth);
}
protected void applyTextures(Material mat) {
mat.setTexture("water_reflection", reflectionTexture);
mat.setTexture("water_refraction", refractionTexture);
mat.setTexture("water_depthmap", depthTexture);
mat.setTexture("water_normalmap", normalTexture);
mat.setTexture("water_dudvmap", dudvTexture);
}
protected void createPreViews() {
reflectionCam = new Camera(renderWidth, renderHeight);
refractionCam = new Camera(renderWidth, renderHeight);
// create a pre-view. a view that is rendered before the main view
reflectionView = new ViewPort("Reflection View", reflectionCam);
reflectionView.setClearFlags(true, true, true);
reflectionView.setBackgroundColor(ColorRGBA.Black);
// create offscreen framebuffer
reflectionBuffer = new FrameBuffer(renderWidth, renderHeight, 1);
//setup framebuffer to use texture
reflectionBuffer.setDepthBuffer(Format.Depth);
reflectionBuffer.setColorTexture(reflectionTexture);
//set viewport to render to offscreen framebuffer
reflectionView.setOutputFrameBuffer(reflectionBuffer);
reflectionView.addProcessor(new ReflectionProcessor(reflectionCam, reflectionBuffer, reflectionClipPlane));
// attach the scene to the viewport to be rendered
reflectionView.attachScene(reflectionScene);
// create a pre-view. a view that is rendered before the main view
refractionView = new ViewPort("Refraction View", refractionCam);
refractionView.setClearFlags(true, true, true);
refractionView.setBackgroundColor(ColorRGBA.Black);
// create offscreen framebuffer
refractionBuffer = new FrameBuffer(renderWidth, renderHeight, 1);
//setup framebuffer to use texture
refractionBuffer.setDepthBuffer(Format.Depth);
refractionBuffer.setColorTexture(refractionTexture);
refractionBuffer.setDepthTexture(depthTexture);
//set viewport to render to offscreen framebuffer
refractionView.setOutputFrameBuffer(refractionBuffer);
refractionView.addProcessor(new RefractionProcessor());
// attach the scene to the viewport to be rendered
refractionView.attachScene(reflectionScene);
}
protected void destroyViews() {
// rm.removePreView(reflectionView);
rm.removePreView(refractionView);
}
/**
* Get the water material from this processor, apply this to your water quad.
* @return
*/
public Material getMaterial() {
return material;
}
/**
* Sets the reflected scene, should not include the water quad!
* Set before adding processor.
* @param spat
*/
public void setReflectionScene(Spatial spat) {
reflectionScene = spat;
}
/**
* returns the width of the reflection and refraction textures
* @return
*/
public int getRenderWidth() {
return renderWidth;
}
/**
* returns the height of the reflection and refraction textures
* @return
*/
public int getRenderHeight() {
return renderHeight;
}
/**
* Set the reflection Texture render size,
* set before adding the processor!
* @param with
* @param height
*/
public void setRenderSize(int width, int height) {
renderWidth = width;
renderHeight = height;
}
/**
* returns the water plane
* @return
*/
public Plane getPlane() {
return plane;
}
/**
* Set the water plane for this processor.
* @param plane
*/
public void setPlane(Plane plane) {
this.plane.setConstant(plane.getConstant());
this.plane.setNormal(plane.getNormal());
updateClipPlanes();
}
/**
* Set the water plane using an origin (location) and a normal (reflection direction).
* @param origin Set to 0,-6,0 if your water quad is at that location for correct reflection
* @param normal Set to 0,1,0 (Vector3f.UNIT_Y) for normal planar water
*/
public void setPlane(Vector3f origin, Vector3f normal) {
this.plane.setOriginNormal(origin, normal);
updateClipPlanes();
}
private void updateClipPlanes() {
reflectionClipPlane = plane.clone();
reflectionClipPlane.setConstant(reflectionClipPlane.getConstant() + reflectionClippingOffset);
refractionClipPlane = plane.clone();
refractionClipPlane.setConstant(refractionClipPlane.getConstant() + refractionClippingOffset);
}
/**
* Set the light Position for the processor
* @param position
*/
//TODO maybe we should provide a convenient method to compute position from direction
public void setLightPosition(Vector3f position) {
material.setVector3("lightPos", position);
}
/**
* Set the color that will be added to the refraction texture.
* @param color
*/
public void setWaterColor(ColorRGBA color) {
material.setColor("waterColor", color);
}
/**
* Higher values make the refraction texture shine through earlier.
* Default is 4
* @param depth
*/
public void setWaterDepth(float depth) {
waterDepth = depth;
material.setFloat("waterDepth", depth);
}
/**
* return the water depth
* @return
*/
public float getWaterDepth() {
return waterDepth;
}
/**
* returns water transparency
* @return
*/
public float getWaterTransparency() {
return waterTransparency;
}
/**
* sets the water transparency default os 0.1f
* @param waterTransparency
*/
public void setWaterTransparency(float waterTransparency) {
this.waterTransparency = Math.max(0, waterTransparency);
material.setFloat("waterTransparency", waterTransparency / 10);
}
/**
* Sets the speed of the wave animation, default = 0.05f.
* @param speed
*/
public void setWaveSpeed(float speed) {
this.speed = speed;
}
/**
* Sets the scale of distortion by the normal map, default = 0.2
*/
public void setDistortionScale(float value) {
material.setColor("distortionScale", new ColorRGBA(value, value, value, value));
}
/**
* Sets how the normal and dudv map are mixed to create the wave effect, default = 0.5
*/
public void setDistortionMix(float value) {
material.setColor("distortionMix", new ColorRGBA(value, value, value, value));
}
/**
* Sets the scale of the normal/dudv texture, default = 1.
* Note that the waves should be scaled by the texture coordinates of the quad to avoid animation artifacts,
* use mesh.scaleTextureCoordinates(Vector2f) for that.
*/
public void setTexScale(float value) {
material.setColor("texScale", new ColorRGBA(value, value, value, value));
}
/**
* retruns true if the waterprocessor is in debug mode
* @return
*/
public boolean isDebug() {
return debug;
}
/**
* set to true to display reflection and refraction textures in the GUI for debug purpose
* @param debug
*/
public void setDebug(boolean debug) {
this.debug = debug;
}
/**
* Creates a quad with the water material applied to it.
* @param width
* @param height
* @return
*/
public Geometry createWaterGeometry(float width, float height) {
Quad quad = new Quad(width, height);
Geometry geom = new Geometry("WaterGeometry", quad);
geom.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
geom.setMaterial(material);
return geom;
}
/**
* returns the reflection clipping plane offset
* @return
*/
public float getReflectionClippingOffset() {
return reflectionClippingOffset;
}
/**
* sets the reflection clipping plane offset
* set a nagetive value to lower the clipping plane for relection texture rendering.
* @param reflectionClippingOffset
*/
public void setReflectionClippingOffset(float reflectionClippingOffset) {
this.reflectionClippingOffset = reflectionClippingOffset;
updateClipPlanes();
}
/**
* returns the refraction clipping plane offset
* @return
*/
public float getRefractionClippingOffset() {
return refractionClippingOffset;
}
/**
* Sets the refraction clipping plane offset
* set a positive value to raise the clipping plane for refraction texture rendering
* @param refractionClippingOffset
*/
public void setRefractionClippingOffset(float refractionClippingOffset) {
this.refractionClippingOffset = refractionClippingOffset;
updateClipPlanes();
}
/**
* Refraction Processor
*/
public class RefractionProcessor implements SceneProcessor {
RenderManager rm;
ViewPort vp;
public void initialize(RenderManager rm, ViewPort vp) {
this.rm = rm;
this.vp = vp;
}
public void reshape(ViewPort vp, int w, int h) {
}
public boolean isInitialized() {
return rm != null;
}
public void preFrame(float tpf) {
refractionCam.setClipPlane(refractionClipPlane, Plane.Side.Negative);//,-1
}
public void postQueue(RenderQueue rq) {
}
public void postFrame(FrameBuffer out) {
}
public void cleanup() {
}
}
}