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+/*
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+ * Copyright (c) 2009-2015 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+
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+package jme3test.light;
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+
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+import com.jme3.app.SimpleApplication;
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+import com.jme3.light.DirectionalLight;
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+import com.jme3.light.PointLight;
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+import com.jme3.material.Material;
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+import com.jme3.material.RenderState;
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+import com.jme3.material.TechniqueDef;
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+import com.jme3.math.ColorRGBA;
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+import com.jme3.math.FastMath;
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+import com.jme3.math.Quaternion;
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+import com.jme3.math.Vector3f;
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+import com.jme3.scene.Geometry;
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+import com.jme3.scene.shape.Quad;
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+import com.jme3.scene.shape.Sphere;
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+import com.jme3.util.MaterialDebugAppState;
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+import com.jme3.util.TangentBinormalGenerator;
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+
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+/**
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+ * Checks two sided lighting capability.
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+ *
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+ * @author Kirill Vainer
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+ */
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+public class TestTwoSideLighting extends SimpleApplication {
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+
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+ float angle;
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+ PointLight pl;
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+ Geometry lightMdl;
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+
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+ public static void main(String[] args){
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+ TestTwoSideLighting app = new TestTwoSideLighting();
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+ app.start();
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+ }
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+
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+ @Override
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+ public void simpleInitApp() {
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+ // Two-sided lighting requires single pass.
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+ renderManager.setPreferredLightMode(TechniqueDef.LightMode.SinglePass);
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+ renderManager.setSinglePassLightBatchSize(4);
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+
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+ cam.setLocation(new Vector3f(5.936224f, 3.3759952f, -3.3202777f));
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+ cam.setRotation(new Quaternion(0.16265652f, -0.4811838f, 0.09137692f, 0.8565368f));
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+
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+ Geometry quadGeom = new Geometry("quad", new Quad(1, 1));
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+ quadGeom.move(1, 0, 0);
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+ Material mat1 = assetManager.loadMaterial("Textures/BumpMapTest/SimpleBump.j3m");
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+
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+ // Display both front and back faces.
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+ mat1.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
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+
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+ quadGeom.setMaterial(mat1);
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+ // SimpleBump material requires tangents.
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+ TangentBinormalGenerator.generate(quadGeom);
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+ rootNode.attachChild(quadGeom);
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+
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+ Geometry teapot = (Geometry) assetManager.loadModel("Models/Teapot/Teapot.obj");
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+ teapot.move(-1, 0, 0);
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+ teapot.setLocalScale(2f);
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+ Material mat2 = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
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+ mat2.setFloat("Shininess", 25);
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+ mat2.setBoolean("UseMaterialColors", true);
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+ mat2.setColor("Ambient", ColorRGBA.Black);
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+ mat2.setColor("Diffuse", ColorRGBA.Gray);
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+ mat2.setColor("Specular", ColorRGBA.Gray);
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+
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+ // Only display backfaces.
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+ mat2.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Front);
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+
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+ teapot.setMaterial(mat2);
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+ rootNode.attachChild(teapot);
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+
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+ lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
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+ lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
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+ lightMdl.getMesh().setStatic();
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+ rootNode.attachChild(lightMdl);
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+
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+ pl = new PointLight();
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+ pl.setColor(ColorRGBA.White);
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+ pl.setRadius(4f);
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+ rootNode.addLight(pl);
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+ }
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+
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+ @Override
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+ public void simpleUpdate(float tpf){
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+ angle += tpf;
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+ angle %= FastMath.TWO_PI;
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+
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+ pl.setPosition(new Vector3f(FastMath.cos(angle) * 3f, 0.5f, FastMath.sin(angle) * 3f));
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+ lightMdl.setLocalTranslation(pl.getPosition());
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+ }
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+
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+}
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