| /* |
| * Copyright (c) 2009-2010 jMonkeyEngine |
| * All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions are |
| * met: |
| * |
| * * Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * |
| * * Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
| * may be used to endorse or promote products derived from this software |
| * without specific prior written permission. |
| * |
| * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
| * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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| * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
| * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
| * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| package jme3test.terrain; |
| |
| import com.jme3.app.SimpleApplication; |
| import com.jme3.font.BitmapText; |
| import com.jme3.input.KeyInput; |
| import com.jme3.input.controls.ActionListener; |
| import com.jme3.input.controls.KeyTrigger; |
| import com.jme3.light.DirectionalLight; |
| import com.jme3.light.PointLight; |
| import com.jme3.material.Material; |
| import com.jme3.math.ColorRGBA; |
| import com.jme3.math.Vector3f; |
| import com.jme3.scene.Geometry; |
| import com.jme3.terrain.geomipmap.TerrainLodControl; |
| import com.jme3.terrain.geomipmap.TerrainQuad; |
| import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator; |
| import com.jme3.terrain.heightmap.AbstractHeightMap; |
| import com.jme3.terrain.heightmap.ImageBasedHeightMap; |
| import com.jme3.texture.Texture; |
| import com.jme3.texture.Texture.WrapMode; |
| import com.jme3.asset.TextureKey; |
| |
| /** |
| * Demonstrates how to use terrain. |
| * The base terrain class it uses is TerrainQuad, which is a quad tree of actual |
| * meshes called TerainPatches. |
| * There are a couple options for the terrain in this test: |
| * The first is wireframe mode. Here you can see the underlying trianglestrip structure. |
| * You will notice some off lines; these are degenerate triangles and are part of the |
| * trianglestrip. They are only noticeable in wireframe mode. |
| * Second is Tri-Planar texture mode. Here the textures are rendered on all 3 axes and |
| * then blended together to reduce distortion and stretching. |
| * Third, which you have to modify the code to see, is Entropy LOD calculations. |
| * In the constructor for the TerrainQuad, un-comment the final parameter that is |
| * the LodPerspectiveCalculatorFactory. Then you will see the terrain flicker to start |
| * while it calculates the entropies. Once it is done, it will pick the best LOD value |
| * based on entropy. This method reduces "popping" of terrain greatly when LOD levels |
| * change. It is highly suggested you use it in your app. |
| * |
| * @author bowens |
| */ |
| public class TerrainTest extends SimpleApplication { |
| |
| private TerrainQuad terrain; |
| Material matRock; |
| Material matWire; |
| boolean wireframe = false; |
| boolean triPlanar = false; |
| protected BitmapText hintText; |
| PointLight pl; |
| Geometry lightMdl; |
| private float grassScale = 64; |
| private float dirtScale = 16; |
| private float rockScale = 128; |
| |
| public static void main(String[] args) { |
| TerrainTest app = new TerrainTest(); |
| app.start(); |
| } |
| |
| @Override |
| public void initialize() { |
| super.initialize(); |
| |
| loadHintText(); |
| } |
| |
| @Override |
| public void simpleInitApp() { |
| setupKeys(); |
| |
| // First, we load up our textures and the heightmap texture for the terrain |
| |
| // TERRAIN TEXTURE material |
| matRock = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md"); |
| matRock.setBoolean("useTriPlanarMapping", false); |
| |
| // ALPHA map (for splat textures) |
| matRock.setTexture("Alpha", 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); |
| matRock.setTexture("Tex1", grass); |
| matRock.setFloat("Tex1Scale", grassScale); |
| |
| // DIRT texture |
| Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg"); |
| dirt.setWrap(WrapMode.Repeat); |
| matRock.setTexture("Tex2", dirt); |
| matRock.setFloat("Tex2Scale", dirtScale); |
| |
| // ROCK texture |
| Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg"); |
| rock.setWrap(WrapMode.Repeat); |
| matRock.setTexture("Tex3", rock); |
| matRock.setFloat("Tex3Scale", rockScale); |
| |
| // WIREFRAME material |
| 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 HillHeightMap(1025, 1000, 50, 100, (byte) 3); |
| |
| heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 1f); |
| heightmap.load(); |
| |
| } catch (Exception e) { |
| e.printStackTrace(); |
| } |
| |
| /* |
| * Here we create the actual terrain. The tiles will be 65x65, and the total size of the |
| * terrain will be 513x513. It uses the heightmap we created to generate the height values. |
| */ |
| /** |
| * Optimal terrain patch size is 65 (64x64). |
| * The total size is up to you. At 1025 it ran fine for me (200+FPS), however at |
| * size=2049, it got really slow. But that is a jump from 2 million to 8 million triangles... |
| */ |
| terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap()); |
| TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); |
| control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier |
| terrain.addControl(control); |
| terrain.setMaterial(matRock); |
| terrain.setLocalTranslation(0, -100, 0); |
| terrain.setLocalScale(2f, 1f, 2f); |
| rootNode.attachChild(terrain); |
| |
| DirectionalLight light = new DirectionalLight(); |
| light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize()); |
| rootNode.addLight(light); |
| |
| cam.setLocation(new Vector3f(0, 10, -10)); |
| cam.lookAtDirection(new Vector3f(0, -1.5f, -1).normalizeLocal(), Vector3f.UNIT_Y); |
| } |
| |
| public void loadHintText() { |
| hintText = new BitmapText(guiFont, false); |
| hintText.setSize(guiFont.getCharSet().getRenderedSize()); |
| hintText.setLocalTranslation(0, getCamera().getHeight(), 0); |
| hintText.setText("Hit T to switch to wireframe, P to switch to tri-planar texturing"); |
| guiNode.attachChild(hintText); |
| } |
| |
| private void setupKeys() { |
| flyCam.setMoveSpeed(50); |
| inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T)); |
| inputManager.addListener(actionListener, "wireframe"); |
| inputManager.addMapping("triPlanar", new KeyTrigger(KeyInput.KEY_P)); |
| inputManager.addListener(actionListener, "triPlanar"); |
| } |
| private ActionListener actionListener = new ActionListener() { |
| |
| public void onAction(String name, boolean pressed, float tpf) { |
| if (name.equals("wireframe") && !pressed) { |
| wireframe = !wireframe; |
| if (!wireframe) { |
| terrain.setMaterial(matWire); |
| } else { |
| terrain.setMaterial(matRock); |
| } |
| } else if (name.equals("triPlanar") && !pressed) { |
| triPlanar = !triPlanar; |
| if (triPlanar) { |
| matRock.setBoolean("useTriPlanarMapping", true); |
| // planar textures don't use the mesh's texture coordinates but real world coordinates, |
| // so we need to convert these texture coordinate scales into real world scales so it looks |
| // the same when we switch to/from tr-planar mode |
| matRock.setFloat("Tex1Scale", 1f / (float) (512f / grassScale)); |
| matRock.setFloat("Tex2Scale", 1f / (float) (512f / dirtScale)); |
| matRock.setFloat("Tex3Scale", 1f / (float) (512f / rockScale)); |
| } else { |
| matRock.setBoolean("useTriPlanarMapping", false); |
| matRock.setFloat("Tex1Scale", grassScale); |
| matRock.setFloat("Tex2Scale", dirtScale); |
| matRock.setFloat("Tex3Scale", rockScale); |
| } |
| } |
| } |
| }; |
| } |