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@@ -59,35 +59,36 @@ public class HelloMaterial extends SimpleApplication {
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public void simpleInitApp() {
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/** A simple textured cube -- in good MIP map quality. */
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- Box box1Mesh = new Box(1f,1f,1f);
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- Geometry cubePlainGeo = new Geometry("My Textured Box", box1Mesh);
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- Material stlMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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- Texture monkeyTex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
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- stlMat.setTexture("ColorMap", monkeyTex);
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- cubePlainGeo.setMaterial(stlMat);
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- cubePlainGeo.move(new Vector3f(-3f,1.1f,0f));
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- rootNode.attachChild(cubePlainGeo);
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+ Box boxshape1 = new Box( 1f,1f,1f);
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+ Geometry cube = new Geometry("My Textured Box", boxshape1);
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+ cube.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
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+ Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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+ Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
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+ mat_stl.setTexture("ColorMap", tex_ml);
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+ cube.setMaterial(mat_stl);
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+ rootNode.attachChild(cube);
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/** A translucent/transparent texture, similar to a window frame. */
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- Box box3Mesh = new Box(1f,1f,0.01f);
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- Geometry windowGeo = new Geometry("window frame", box3Mesh);
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- Material ttMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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- ttMat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
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- ttMat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
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- windowGeo.setQueueBucket(Bucket.Transparent);
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- windowGeo.setMaterial(ttMat);
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- rootNode.attachChild(windowGeo);
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+ Box boxshape3 = new Box( 1f,1f,0.01f);
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+ Geometry window_frame = new Geometry("window frame", boxshape3);
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+ Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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+ mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
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+ mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
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+ window_frame.setQueueBucket(Bucket.Transparent);
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+ window_frame.setMaterial(mat_tt);
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+ rootNode.attachChild(window_frame);
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- /** A cube with its base color "bleeding" through a partially transparent texture */
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- Box box4Mesh = new Box(1f,1f,1f);
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- Geometry bleedCubeGeo = new Geometry("bleed-through colored cube", box4Mesh);
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- Material tlMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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- tlMat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
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- tlMat.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple
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- bleedCubeGeo.setMaterial(tlMat);
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- bleedCubeGeo.move(new Vector3f(3f,-1f,0f));
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- rootNode.attachChild(bleedCubeGeo);
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- //bleedCubeGeo.setMaterial((Material) assetManager.loadAsset( "Materials/BleedThrough.j3m"));
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+
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+ /** A cube with its base color "leaking" through a partially transparent texture */
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+ Box boxshape4 = new Box(1f,1f,1f);
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+ Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4);
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+ cube_leak.setLocalTranslation(new Vector3f(3f,-1f,0f));
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+ Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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+ mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
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+ mat_tl.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple
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+ cube_leak.setMaterial(mat_tl);
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+ rootNode.attachChild(cube_leak);
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+ // cube_leak.setMaterial((Material) assetManager.loadAsset( "Materials/LeakThrough.j3m"));
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/** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */
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Sphere sphereMesh = new Sphere(32,32, 2f);
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