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Wiki refresh (Hello Material) (#156)

I am going through the beginner wiki pages and updating them so they are the same as the source code files in jme3test/helloworld.

Not much is different between these files just really tidying up some of the formatting on the assetManager lines. 

jme3test/helloworld source code:
https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/helloworld/HelloMaterial.java
woodx319 před 3 roky
rodič
revize
c12f59f4c6

+ 20 - 39
docs/modules/tutorials/pages/beginner/hello_material.adoc

@@ -47,10 +47,8 @@ public class HelloMaterial extends SimpleApplication {
     Box cube1Mesh = new Box( 1f,1f,1f);
     Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
     cube1Geo.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
-    Material cube1Mat = new Material(assetManager,
-        "Common/MatDefs/Misc/Unshaded.j3md");
-    Texture cube1Tex = assetManager.loadTexture(
-        "Interface/Logo/Monkey.jpg");
+    Material cube1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+    Texture cube1Tex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
     cube1Mat.setTexture("ColorMap", cube1Tex);
     cube1Geo.setMaterial(cube1Mat);
     rootNode.attachChild(cube1Geo);
@@ -58,31 +56,27 @@ public class HelloMaterial extends SimpleApplication {
     /** A translucent/transparent texture, similar to a window frame. */
     Box cube2Mesh = new Box( 1f,1f,0.01f);
     Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
-    Material cube2Mat = new Material(assetManager,
-        "Common/MatDefs/Misc/Unshaded.j3md");
-    cube2Mat.setTexture("ColorMap",
-        assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
-    cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
+    Material cube2Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+    cube2Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
+    cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);  // activate transparency
     cube2Geo.setQueueBucket(Bucket.Transparent);
     cube2Geo.setMaterial(cube2Mat);
     rootNode.attachChild(cube2Geo);
 
-    /** A bumpy rock with a shiny light effect.*/
+    /* A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */
     Sphere sphereMesh = new Sphere(32,32, 2f);
     Geometry sphereGeo = new Geometry("Shiny rock", sphereMesh);
     sphereMesh.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
     TangentBinormalGenerator.generate(sphereMesh);           // for lighting effect
-    Material sphereMat = new Material(assetManager,
-        "Common/MatDefs/Light/Lighting.j3md");
-    sphereMat.setTexture("DiffuseMap",
-        assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
-    sphereMat.setTexture("NormalMap",
-        assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
+    Material sphereMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
+    sphereMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
+    sphereMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
     sphereMat.setBoolean("UseMaterialColors",true);
     sphereMat.setColor("Diffuse",ColorRGBA.White);
     sphereMat.setColor("Specular",ColorRGBA.White);
     sphereMat.setFloat("Shininess", 64f);  // [0,128]
     sphereGeo.setMaterial(sphereMat);
+    //sphereGeo.setMaterial((Material) assetManager.loadMaterial("Materials/MyCustomMaterial.j3m"));
     sphereGeo.setLocalTranslation(0,2,-2); // Move it a bit
     sphereGeo.rotate(1.6f, 0, 0);          // Rotate it a bit
     rootNode.attachChild(sphereGeo);
@@ -117,10 +111,8 @@ Typically you want to give objects in your scene textures: It can be rock, grass
     Box cube1Mesh = new Box( 1f,1f,1f);
     Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
     cube1Geo.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
-    Material cube1Mat = new Material(assetManager,
-        "Common/MatDefs/Misc/Unshaded.j3md");
-    Texture cube1Tex = assetManager.loadTexture(
-        "Interface/Logo/Monkey.jpg");
+    Material cube1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+    Texture cube1Tex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
     cube1Mat.setTexture("ColorMap", cube1Tex);
     cube1Geo.setMaterial(cube1Mat);
     rootNode.attachChild(cube1Geo);
@@ -153,12 +145,10 @@ This bucket ensures that the transparent object is drawn on top of objects behin
     /** A translucent/transparent texture, similar to a window frame. */
     Box cube2Mesh = new Box( 1f,1f,0.01f);
     Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
-    Material cube2Mat = new Material(assetManager,
-    "Common/MatDefs/Misc/Unshaded.j3md");
-    cube2Mat.setTexture("ColorMap",
-        assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
-    cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);  // !
-    cube2Geo.setQueueBucket(Bucket.Transparent);                        // !
+    Material cube2Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+    cube2Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
+    cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);  // activate transparency
+    cube2Geo.setQueueBucket(Bucket.Transparent);                        
     cube2Geo.setMaterial(cube2Mat);
     rootNode.attachChild(cube2Geo);
 
@@ -223,9 +213,7 @@ Let's have a look at the part of the code example where you create the shiny bum
 +
 [source,java]
 ----
-
-    Material sphereMat = new Material(assetManager,
-        "Common/MatDefs/Light/Lighting.j3md");
+    Material sphereMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
 ----
 
 ..  Set a standard rocky texture in the `DiffuseMap` layer.
@@ -234,10 +222,7 @@ image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe
 +
 [source,java]
 ----
-
-    sphereMat.setTexture("DiffuseMap",
-        assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
-
+    sphereMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
 ----
 
 ..  Set the `NormalMap` layer that contains the bumpiness. The NormalMap was generated for this particular DiffuseMap with a special tool (e.g. Blender).
@@ -246,9 +231,7 @@ image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe
 +
 [source,java]
 ----
-
-    sphereMat.setTexture("NormalMap",
-        assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
+    sphereMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
 ----
 
 ..  Set the Material's Shininess to a value between 1 and 128. For a rock, a low fuzzy shininess is appropriate. Use material colors to define the shiny Specular color.
@@ -363,9 +346,7 @@ Material My shiny custom material : Common/MatDefs/Light/Lighting.j3md {
 +
 [source,java]
 ----
-sphereGeo.setMaterial((Material) assetManager.loadMaterial(
-    "Materials/MyCustomMaterial.j3m"));
-
+    sphereGeo.setMaterial((Material) assetManager.loadMaterial("Materials/MyCustomMaterial.j3m"));
 ----
 
 .  Run the app. The result is the same.