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/*
* 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
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* 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.helloworld;
import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.texture.Texture;
import com.jme3.util.TangentBinormalGenerator;
/** Sample 6 - how to give an object's surface a material and texture.
* How to make objects transparent, or let colors "leak" through partially
* transparent textures. How to make bumpy and shiny surfaces. */
public class HelloMaterial extends SimpleApplication {
public static void main(String[] args) {
HelloMaterial app = new HelloMaterial();
app.start();
}
@Override
public void simpleInitApp() {
/** A simple textured cube -- in good MIP map quality. */
Box boxshape1 = new Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f);
Geometry cube = new Geometry("My Textured Box", boxshape1);
Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
mat_stl.setTexture("ColorMap", tex_ml);
cube.setMaterial(mat_stl);
rootNode.attachChild(cube);
/** A translucent/transparent texture, similar to a window frame. */
Box boxshape3 = new Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f);
Geometry window_frame = new Geometry("window frame", boxshape3);
Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
window_frame.setQueueBucket(Bucket.Transparent);
window_frame.setMaterial(mat_tt);
rootNode.attachChild(window_frame);
/** A cube with its base color "leaking" through a partially transparent texture */
Box boxshape4 = new Box(new Vector3f(3f,-1f,0f), 1f,1f,1f);
Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4);
Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
mat_tl.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple
cube_leak.setMaterial(mat_tl);
rootNode.attachChild(cube_leak);
// cube_leak.setMaterial((Material) assetManager.loadAsset( "Materials/LeakThrough.j3m"));
/** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */
Sphere rock = new Sphere(32,32, 2f);
Geometry shiny_rock = new Geometry("Shiny rock", rock);
rock.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
TangentBinormalGenerator.generate(rock); // for lighting effect
Material mat_lit = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
mat_lit.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
mat_lit.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
mat_lit.setBoolean("UseMaterialColors",true);
mat_lit.setColor("Specular",ColorRGBA.White);
mat_lit.setColor("Diffuse",ColorRGBA.White);
mat_lit.setFloat("Shininess", 5f); // [0,128]
shiny_rock.setMaterial(mat_lit);
shiny_rock.setLocalTranslation(0,2,-2); // Move it a bit
shiny_rock.rotate(1.6f, 0, 0); // Rotate it a bit
rootNode.attachChild(shiny_rock);
/** Must add a light to make the lit object visible! */
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(1,0,-2).normalizeLocal());
sun.setColor(ColorRGBA.White);
rootNode.addLight(sun);
}
}