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Update how_to_use_materials.adoc

Fixed first 2 tables continuation.
mitm001 9 лет назад
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09059e5dc8
1 измененных файлов с 16 добавлено и 5 удалено
  1. 16 5
      src/docs/asciidoc/jme3/intermediate/how_to_use_materials.adoc

+ 16 - 5
src/docs/asciidoc/jme3/intermediate/how_to_use_materials.adoc

@@ -81,21 +81,24 @@ Every Material must have at least Material Colors or Textures. Some optional mat
 To give an unshaded material a color:
 To give an unshaded material a color:
 
 
 .  Specify the color property 
 .  Specify the color property 
++
 [source,java]
 [source,java]
 ----
 ----
 mat.setColor("Color", ColorRGBA.Blue); // with Unshaded.j3md
 mat.setColor("Color", ColorRGBA.Blue); // with Unshaded.j3md
 ----
 ----
-
++
 
 
 To give an Phong-illuminated material a color:
 To give an Phong-illuminated material a color:
 
 
 .  Activate material colors: 
 .  Activate material colors: 
++
 [source,java]
 [source,java]
 ----
 ----
 mat.setBoolean("UseMaterialColors",true); // with Lighting.j3md
 mat.setBoolean("UseMaterialColors",true); // with Lighting.j3md
 ----
 ----
-
++
 .  Specify at least Diffuse and Ambient colors. Set both to the same color in the standard case. 
 .  Specify at least Diffuse and Ambient colors. Set both to the same color in the standard case. 
++
 [source,java]
 [source,java]
 ----
 ----
 mat.setColor("Diffuse", ColorRGBA.Blue ); // with Lighting.j3md
 mat.setColor("Diffuse", ColorRGBA.Blue ); // with Lighting.j3md
@@ -148,12 +151,14 @@ A NormalMap (also called BumpMap) is an extra colored texture that describes the
 To add a BumpMap (this only makes sense for illuminated Materials):
 To add a BumpMap (this only makes sense for illuminated Materials):
 
 
 .  Generate normal vectors information for the Mesh (not for the Geometry!) using `com.jme3.util.TangentBinormalGenerator`. 
 .  Generate normal vectors information for the Mesh (not for the Geometry!) using `com.jme3.util.TangentBinormalGenerator`. 
++
 [source,java]
 [source,java]
 ----
 ----
 TangentBinormalGenerator.generate(mesh);
 TangentBinormalGenerator.generate(mesh);
 ----
 ----
 
 
 .  Specify the `NormalMap` texture for the Material. 
 .  Specify the `NormalMap` texture for the Material. 
++
 [source,java]
 [source,java]
 ----
 ----
 mat.setTexture("NormalMap", assetManager.loadTexture("Textures/wood_normal.png")); // with Lighting.j3md
 mat.setTexture("NormalMap", assetManager.loadTexture("Textures/wood_normal.png")); // with Lighting.j3md
@@ -169,12 +174,14 @@ To activate Shininess (this only makes sense for illuminated Materials):
 
 
 .  Specify the `Shininess` intensity the Material. +
 .  Specify the `Shininess` intensity the Material. +
 Shininess is a float value between 1 (rough surface with blurry shininess) and 128 (very smooth surface with focused shininess)
 Shininess is a float value between 1 (rough surface with blurry shininess) and 128 (very smooth surface with focused shininess)
++
 [source,java]
 [source,java]
 ----
 ----
 mat.setFloat("Shininess", 5f);
 mat.setFloat("Shininess", 5f);
 ----
 ----
 
 
 .  Activate material colors: 
 .  Activate material colors: 
++
 [source,java]
 [source,java]
 ----
 ----
 mat.setBoolean("UseMaterialColors",true);
 mat.setBoolean("UseMaterialColors",true);
@@ -182,6 +189,7 @@ mat.setBoolean("UseMaterialColors",true);
 
 
 .  Specify the `Specular` and `Diffuse` colors of the shiny spot. +
 .  Specify the `Specular` and `Diffuse` colors of the shiny spot. +
 Typically you set Specular to the ColorRGBA value of the light source, often RGBA.White.
 Typically you set Specular to the ColorRGBA value of the light source, often RGBA.White.
++
 [source,java]
 [source,java]
 ----
 ----
 mat.setColor("Specular",ColorRGBA.White);
 mat.setColor("Specular",ColorRGBA.White);
@@ -190,6 +198,7 @@ mat.setColor("Diffuse",ColorRGBA.White);
 
 
 .  (Optional) Specify a `SpecularMap` texture. +
 .  (Optional) Specify a `SpecularMap` texture. +
 You optionally hand-draw this grayscale texture to outline in detail where the surface should be more shiny (whiter grays) and where less (blacker grays). If you don't supply a SpecularMap, the whole material is shiny everywhere. 
 You optionally hand-draw this grayscale texture to outline in detail where the surface should be more shiny (whiter grays) and where less (blacker grays). If you don't supply a SpecularMap, the whole material is shiny everywhere. 
++
 [source,java]
 [source,java]
 ----
 ----
 mat.setTexture("SpecularMap", assetManager.loadTexture("Textures/metal_spec.png")); // with Lighting.j3md
 mat.setTexture("SpecularMap", assetManager.loadTexture("Textures/metal_spec.png")); // with Lighting.j3md
@@ -211,6 +220,7 @@ mat.setColor("Specular",ColorRGBA.Black);
 To activate glow:
 To activate glow:
 
 
 .  Add one <<jme3/advanced/bloom_and_glow#,BloomFilter PostProcessor>> in your simpleInitApp() method (only once, it is used by all glowing objects).
 .  Add one <<jme3/advanced/bloom_and_glow#,BloomFilter PostProcessor>> in your simpleInitApp() method (only once, it is used by all glowing objects).
++
 [source,java]
 [source,java]
 ----
 ----
 FilterPostProcessor fpp=new FilterPostProcessor(assetManager);
 FilterPostProcessor fpp=new FilterPostProcessor(assetManager);
@@ -221,6 +231,7 @@ viewPort.addProcessor(fpp);
 
 
 .  Specify a `Glow` color. +
 .  Specify a `Glow` color. +
 A ColorRGBA value of your choice, e.g. choose a warm or cold color for different effects, or white for a neutral glow.
 A ColorRGBA value of your choice, e.g. choose a warm or cold color for different effects, or white for a neutral glow.
++
 [source,java]
 [source,java]
 ----
 ----
 mat.setColor("GlowColor",ColorRGBA.White);
 mat.setColor("GlowColor",ColorRGBA.White);
@@ -228,6 +239,7 @@ mat.setColor("GlowColor",ColorRGBA.White);
 
 
 .  (Optional) Specify a `GlowMap` texture. +
 .  (Optional) Specify a `GlowMap` texture. +
 This texture outlines in detail where the DiffuseMap texture glows. If you don't supply a GlowMap, the whole material glows everwhere.  
 This texture outlines in detail where the DiffuseMap texture glows. If you don't supply a GlowMap, the whole material glows everwhere.  
++
 [source,java]
 [source,java]
 ----
 ----
 mat.setTexture("GlowMap", assetManager.loadTexture("Textures/alien_glow.png"));
 mat.setTexture("GlowMap", assetManager.loadTexture("Textures/alien_glow.png"));
@@ -284,19 +296,18 @@ mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
 
 
 .  Put the Geometry (not the Material!) in the appropriate render queue bucket. +
 .  Put the Geometry (not the Material!) in the appropriate render queue bucket. +
 Objects in the translucent bucket (e.g. particles) are not affected by SceneProcessors (e.g. shadows). Objects in the transparent bucket (e.g. foliage) are affected by SceneProcessors (e.g. shadows).
 Objects in the translucent bucket (e.g. particles) are not affected by SceneProcessors (e.g. shadows). Objects in the transparent bucket (e.g. foliage) are affected by SceneProcessors (e.g. shadows).
-**  
+**
 [source,java]
 [source,java]
 ----
 ----
 geo.setQueueBucket(Bucket.Translucent); 
 geo.setQueueBucket(Bucket.Translucent); 
 ----
 ----
 
 
-**  
+**
 [source,java]
 [source,java]
 ----
 ----
 geo.setQueueBucket(Bucket.Transparent); 
 geo.setQueueBucket(Bucket.Transparent); 
 ----
 ----
 
 
-
 .  (Optional) Specify other material settings.
 .  (Optional) Specify other material settings.
 
 
 [cols="3", options="header"]
 [cols="3", options="header"]