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@@ -46,8 +46,7 @@ import com.jme3.texture.Texture;
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import com.jme3.util.TangentBinormalGenerator;
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/** Sample 6 - how to give an object's surface a material and texture.
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- * How to make objects transparent, or let colors "leak" through partially
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- * transparent textures. How to make bumpy and shiny surfaces. */
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+ * How to make objects transparent. How to make bumpy and shiny surfaces. */
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public class HelloMaterial extends SimpleApplication {
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public static void main(String[] args) {
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@@ -59,59 +58,47 @@ 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 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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+ Box cube1Mesh = new Box( 1f,1f,1f);
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+ Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
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+ cube1Geo.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
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+ Material cube1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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+ Texture cube1Tex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
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+ cube1Mat.setTexture("ColorMap", cube1Tex);
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+ cube1Geo.setMaterial(cube1Mat);
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+ rootNode.attachChild(cube1Geo);
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/** A translucent/transparent texture, similar to a window frame. */
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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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-
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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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+ Box cube2Mesh = new Box( 1f,1f,0.01f);
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+ Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
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+ Material cube2Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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+ cube2Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
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+ cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
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+ cube2Geo.setQueueBucket(Bucket.Transparent);
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+ cube2Geo.setMaterial(cube2Mat);
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+ rootNode.attachChild(cube2Geo);
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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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- Geometry shinyRockGeo = new Geometry("Shiny rock", sphereMesh);
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+ Geometry sphereGeo = new Geometry("Shiny rock", sphereMesh);
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sphereMesh.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
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TangentBinormalGenerator.generate(sphereMesh); // for lighting effect
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- Material litMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
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- litMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
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- litMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
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- litMat.setBoolean("UseMaterialColors",true);
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- litMat.setColor("Specular",ColorRGBA.White);
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- litMat.setColor("Diffuse",ColorRGBA.White);
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- litMat.setFloat("Shininess", 64f); // [0,128]
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- shinyRockGeo.setMaterial(litMat);
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- shinyRockGeo.setLocalTranslation(0,2,-2); // Move it a bit
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- shinyRockGeo.rotate(1.6f, 0, 0); // Rotate it a bit
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- rootNode.attachChild(shinyRockGeo);
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+ Material sphereMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
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+ sphereMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
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+ sphereMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
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+ sphereMat.setBoolean("UseMaterialColors",true);
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+ sphereMat.setColor("Diffuse",ColorRGBA.White);
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+ sphereMat.setColor("Specular",ColorRGBA.White);
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+ sphereMat.setFloat("Shininess", 64f); // [0,128]
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+ sphereGeo.setMaterial(sphereMat);
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+ //sphereGeo.setMaterial((Material) assetManager.loadMaterial("Materials/MyCustomMaterial.j3m"));
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+ sphereGeo.setLocalTranslation(0,2,-2); // Move it a bit
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+ sphereGeo.rotate(1.6f, 0, 0); // Rotate it a bit
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+ rootNode.attachChild(sphereGeo);
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/** Must add a light to make the lit object visible! */
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DirectionalLight sun = new DirectionalLight();
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sun.setDirection(new Vector3f(1,0,-2).normalizeLocal());
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sun.setColor(ColorRGBA.White);
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rootNode.addLight(sun);
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-
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}
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}
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